http://www2.webmagic.com/klov.com/sc...tal_Slug_3.jpg
why do you say Metal Slug looks like cel rips?
there is a loss in the precision and control of a shooter if it moves to a free range 3D style. This is why we find a prevalence of lock on attacks and things of that nature.
if we're talking "2.5"D,then the gameplay should work out to be about the same, but the look of a solid parralax 2D background is still sharper currently,(comparatively) simply because of the level of control that can be had when creating the background in 2D, instead of building it in 3D. arguments involve direct pixel placement, and things of that nature, if anyone wants me to get specific.
If 3D effects are wanted, they can be added where needed. If the gameplay is 2D, the 3D aspect is suspect. The value of the 3D character is that they scale properly, since they are a combination of very large textures(relative to sprites) and sprites are one small image, they do not scale as well. If you were to get the true size of a 3D character(where all textures are represented properly), i imagine it would be horrendously huge. and if you were to create 2D sprites of that same size, the detail would be amazing, but sprites can't be created at that size. not for the sake of a game anyways. At a distance, detail is less than a comparative sprite, and I imagine that would be the primary view for a conventional Contra game. I suppose it all depends on how much you like that 3D demo sequence before a boss fight, or arbitrary rotation. But there is not a grand benefit for a side scrolling "realistic" shooter to be made 3D. not of the nature of contra. But I imagine this game will be somewhat different, in which case, its not what I'm talking about.
