Tbh kunoichi was actually a little bustier in nw1 compared to again, so, cynically, this is fixing that. :p
A good way to look at it too, haha. I DO think they have a thing for thick, weighty bodies, but unlike a first blush reaction, I think it's a total design bias.
And yet it's still pretty easy to say "lol, boobs", wondering why this of all things was necessary in redrawing the sprite. I'm sure it would be similar "3D", as you say, without the breast job ;)
Not really, though. They basically made everything more ridiculous as a way to make it move and shift within the animations. If they just made the breasts bigger / more rounded, and yet everything else stayed the same, that'd be one thing. But they went to such a ridiculous degree with the main characters, animating cloth, hair, and chainmail in ways that most pixel and HD animators never bother with. Even the animating of highlights is done very well, to suggest how cloth is wrapping around underlaying form.
It's a bit less about breasts, and more about just making anything that's fun/ eye catching to animate, animate. All the enemies are much more "restrained", even the more mutated ones. If all the enemy females also got "boob jobs", I'd roll my eyes right along with you. I definitely raised a brow when I saw Kunoichi alone. But after playing, and seeing it all displayed together moving, it fits fine.
I want to try it but I'm put off by how it is played on a single plane with no up and down movement. I hope I'm wrong about that.
Really, for this kind of sprite work, the lack of a need to present scaling as characters move "away" and "towards" the camera feels good. All Isometric games don't do that, but the ones that DO often try harder to obey the laws of Psuedo-3D space, which results in shimmering, unevenly scaled sprites. And those that DON'T present a 3D depth without obeying the camera. This can often look weird, as the character is the same size, no matter how far they are form you... I can enjoy not having to see either, every once in a while.
The game has a block (By holding attack) to make up for the lack of up/down dodge. It's also nice to be able to duck blows, which isn't common in isometric BEUs. And considering size-of-hurt/hitbox issues are one of the things I think many modern BEU's get horribly wrong in some way (even Castle Crashers), I think the straightforward, easy-to-parse interaction here not only removes a bunch of potential design headaches, but it really works for the new and refreshed juggle system.
That's because this is mainly an action game. Just because you can hit enemies multiple times doesn't make it a beat'em up.
This game has more in common with rolling thunder and splatterhouse, than with final fight.
I dunno. I definitely say it feels more like a Final Fight than a Rolling Thunder! Especially with the ability to grapple, and control spacing with throws and the like. Now the original arcade game definitely feels like a single-plane Rolling Thunder though, I'll give ya that!
Your description does make me wonder if the game has almost shifted Genres from the SNES original to even THIS one, though. Co Op and adjusted juggles, reflexes, time to kill, and player responsiveness have all made it feel like almost a new game. Heck, Raiden almost feels more like playing a KIng of the Monsters game than even Ninja Warriors, haha.
That's all really nitpicky, though. I am surprised with how fresh it all feels with it's changes, however. And I love how retro the logic is in the game. Examples: Neutral jump with Yaksha has her do an awesome multi-hit spin. Do it immediately while jumping, and it hits nicely, stops her rise, and lets you get back to the ground to continue hitting. Do the same button press at the apex of her jump, and it gives her additional jump momentum, allowing her to float higher. This can be useful for dodging gunshots, avoiding melee attacks, or getting more hits on big enemies.