>>44811699>>44811713>>44811749>PBR>the only content is the battles, so they need to pad matches with slow and clunky animations to hide the fact that it's a barebones battle simulator>Swishy Swosh>there's an entire campaign to play through so attack animations need to be quick & snappy, or people will either avoid getting into battles or they'll just turn the animations off completelyI think the happiest medium is to either bring the monsters in closer or combine forced perspective with model stretch & squash to make hits seem more impactful. But in any case next Gen should take a leaf from Peeber and have the effectiveness messages happen when the attack makes impact.