It's a crime the way that 14 looks. It was a misstep across the board graphically when comparing to what came before. In addition, Samsho graphically looked very similar to SF4, which looked jarring for a game released in 2019.I began to appreciate the more gritty(?) artworks from Nona over the years, ESPECIALLY considering how KOF 14 and 15 look, especially 14 which even nowadays looks kinda bad.
I rarely like a game's conversion from sprites to 3D models. Marvel 3 is really the sole exception I can think of in that regard off the top of my head.
How odd - I wasn't aware of that change. That reminds me of 60fps updates to games that originally had timers tied to framerate. I think some of Resident Evil 4's re-releases suffer from this, which makes some QRT's in those games nearly impossible at higher difficulties.The console versions removed the "slowdowns" in the arcade version, which sounds good until you realize they removed it even in the moves that purposefully have it for extra effect, meaning the timing for things is different. Like SMK's dragon punch loop, Akuma's Messatsu Gou Shoryu, etc. Thankfully the Steam version keeps it faithful to the arcade release.