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in reply to @nex3's post:

but the cool thing about anime fight scenes aren't that they have lots of splashy effects, it's that they're choreographed and directed to visually convey the weight and drama of the action

The vfx are definitely intricately choreographed and synced with audio and character animations. It's just very hard for it to operate on that level unless the developer restricts encounters to 1-on-1 since lots of things can happen at once

a single animation being choreographed isn't the thing at all, though. the point of anime fight scenes is to communicate the flow of the entire fight, which is exactly what's being lost in combat like this. if every attack is layers of huge colorful arcs and giant explosions, the whole thing just looks like undifferentiated overstimulation—there's no drama, no push and pull

what i mean is that functionally they are made via the same process, the output is just very different. for 2d games the storyboards, keyframes, coloring, etc are quite literally done by tv animators sometimes