PS4 The King of Fighters XIV

  • Autore discussione Autore discussione Jack 95
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Se avessero mostrato questo trailer, come primo, nessuno si sarebbe scandalizzato come successe..(effettivamente quello era proprio osceno).
Ma guarda che la gente si è scandalizzata, e continua ancora a scandalizzarsi, per la grafica oscena e che rende i personaggi di un anonimo assurdo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif Cioè confronta 'sto 3D dei poveri con la grafica del XIII :morris82:

 
Ultima modifica da un moderatore:
allora gameplay molto simile al XIII

Non riesco a capire cosa accade quando ANDY si colora di giallo(una sorta di HD come il XIII??)

Combo system simile al XIII

Roll presente

Reversal presente

Corsa presente

A video sembra molto fluido ed anche il tutto da una buona impressione.

Sono molto fiducioso!

- - - Aggiornato - - -

qui si vede qualche altra meccanica in azione


 
Ultima modifica da un moderatore:
Ehi è migliorato, ora sembra un gioco brutto per PS3 //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif .

Se c'è Duck King però lo compro //content.invisioncic.com/a283374/emoticons/sisi.gif .

 
Ma che texture brutte ha Kula, sembra voler scimmiottare le ragazze di DOA, con scarsissimi risultati però.

 
Finalmente ho capito cosa mi ricorda!!!:rickds:

Tutta quella sequela INFINITA DI KOF fatti da playmore senza un briciolo di personalità e stile.

Gli sfondi fanno davvero R-I-B-R-E-Z-Z-O.

zero animazioni, nessuna interazione.

Inizio a pensare che il tema dinamico che compri sul plus a 0,98€ impegni meglio la potenzialità di PS4

 
allora gameplay molto simile al XIIINon riesco a capire cosa accade quando ANDY si colora di giallo(una sorta di HD come il XIII??)

Combo system simile al XIII

Roll presente

Reversal presente

Corsa presente

A video sembra molto fluido ed anche il tutto da una buona impressione.

Sono molto fiducioso!

- - - Aggiornato - - -

qui si vede qualche altra meccanica in azione


//content.invisioncic.com/a283374/emoticons/uhm.gif

A livello di gameplay mi sembra un passo indietro rispetto al XIII...sembra che abbiano ricominciato dal 2002.:unsisi:

Nessuna traccia di drive cancel ,neo max e quant'altro...se riescono ad offrire un online decente (miracolo?) probabilmente gli potrei dare una possibilità.

 
Il gioco e' meno " combo oriented " perciò hanno eliminato il drive cancel.

Riportò di seguito alcune info:

New system

- Just Defend

- Wall Bounce neutral C+D

- Forward ground recovery roll (KOFXI style, can be hit)

- Rush Autocombo : mash LP close to oponnent

- You get one super meter when you lose a character (like KOFXI)

Maxmode :

- Uses 1 meter

- Ex moves (depletting time) and Ex DM

- 1/2 time if activated during a normal

Per farla breve

- Lo sviluppo del gioco è circa al 70% (di già );

- Oltre alle DMci sono le MAX DM e le Climax DM. Le DM diventano automaticamente MAX DM quando si è in MAX Mode;

- Le Climax DM sono come le NeoMax di The King of Fighters XIII;

- Stavolta non c'è la barra Drive, solo la barra delle Meter. Gli sviluppatori hanno voluto rendere The King of Fighters XIV più accessibile, meno combo centrico;

- Non ci saranno le Drive Cancel e il sistema di The King of Fighters XIV è differente, meno combo centrico. Gli sviluppatori sanno che ci sono utenti a cui piacciono le combo e ad altri no, quindi hanno scelto una via di mezzo;

- Gli sviluppatori hanno mantenuto i controlli semplici ma come negli altri The King of Fighters più giochi nel profondo e più scopri nuove meccaniche e tecniche;

- L'attacco C+D adesso butta l'avversario all angolo per facilitare il contrattacco e l'offensiva;

- Gli sviluppatori non hanno voluto aggiungere troppe nuove meccaniche perché The King of Fighters XIV ne ha già abbastanza;

System mechanics:

- Game play is designed to be less combo heavy compared to XIII to accomodate the wide range of players who play online at home.

- Ground blow back attacks will cause wall bounce, which you can follow up on.

- You can just defend/instant block. Though the specifics of how it works is still being tweaked. One dev had said it gives health back, but the producer said that it’s not really a discernable difference other than blocking (at least in this build). He mentioned it gives more meter and reduces guard bar used, but that’s not really noticeable.

- You can cancel a special move into super move, though the canceling window is small. It requires a bit of execution. It also does not cost any additional resource beyond the meter required for the super move.

- Drive gauge is gone.

- New system includes Max mode, which grants access to EX moves.

- Ex moves can only be performed in Max mode.

- The lenght of the timer in Max mode changes depending on your character position. Short for the 1st and long for the 3rd character.

- Max mode activation freezes the screen, so it’s possible to activate and react to your opponent’s action accordingly.

- You can cancel a normal move with Max mode activation and continue the combo from there.

- Pressing light punch repeatily will give you a unique auto combo similar to Persona 4 Arena. It will also automatically combo into super if you have meter.

- There will be announcements on screen and also from the announcer for counter hits. The damage output from auto combos are lower than regular combos.

- Climax supers requre three bars of power gauge to perform.

- Normal grabs with HP and HK are different versions, similar to old KOF games.

- You gain one bar of super meter when you lose a character.

General gameplay impressions:

- Despite the issues with animations and graphics, players who tried the demo seem to have positive impressions and are excited to see the final game. The game also looks a lot better in person than from watching videos.

- The game still feels very much like a typical KOF game, except that jumps are a bit more floaty than the past.

- Normals feel strong, anti air normals are also strong (unlike in XIII).

- Iori’s rekka is a bit slower, but his fireball is very fast. He also gets his dp+k move “311 Shiki” from 98.

- Kyo’s super “182 Shiki” from 99 makes a return. His far st.lk from past games is also back. Light rekka follows are fully comboable midscreen.

- It’s much easier to cross up.

- Chang’s ball spin move is much weaker (thank god). It is now slower and he spins it at a downward angle.

- Kula’s cr.C is much faster and has better recovery.

- - - Aggiornato - - -

Le prime impressioni di un giornalista (da quello che ho capito) che ha avuto modo di giocare a The King of Fighters XIV. Anche lui sostiene che attualmente la grafica è ancora "povera", però definisce il gameplay più godibile degli Street Fighter IV e V messi insieme, ma inferiore a quello dei più recenti titoli Arc system works.

Per il resto buona lettura

KOFXIV Impressions at Playstation Experience 2015:

First off, I'll state my overall impression in a broad sense first, and then I'll give details and reasoning behind it.

KOFXIV is a really fun and enjoyable game that is currently a diamond in a rough. As a KOF98 enthusiast who enjoys strong neutral game, great anti-air normals, and a balance of strong offensive and defensive tools, the KOFXIV build at Playstation Experience delivered a great experience that KOFXIII has failed to give me in comparison. That said, KOFXIV is a game that takes the positive elements of KOF98, KOF2002, and KOFXIII to create a distinctive title that should please many palettes.

First comes the system mechanics. KOFXIV employs the standard KOF format that has been present from 98 to 2002 to onwards. Those familiar with 98, 2002, and XIII should be at home with the 4 attack buttons, running, rolling, hopping, jumping, and among of quintessential system mechanics that have been present in the most popular competitive KOF titles. What is new is the revamping of the MAX mode, the added effect of wall splatting with standing CD attacks, and the implementation of Just Defend/Just Defense (which works differently than Capcom vs. SNK 2 and Garou: Mark of the Wolves Just Defend, respectively.)

MAX modes is like a combination of aspects from KOF98's, KOF2002's, and KOFXIII's ABC/BC button activation modes. Unlike KOF2002 or KOFXIII, MAX mode doesn't allow canceling specials into other specials nor does it allow having previously un-cancel-able normals. (eg. KOFXIII and KOF2002 Kyo's Far D can't cancel into anything, but when in MAX/HD mode, it can cancel into special moves like his rekkas.) What it does do is it allows the character to have access to EX moves. Using an EX move during MAX modes takes away a chunk from the draining activation bar. EX moves are only available in MAX mode. That said, EX moves are revamped when compared to KOFXIII. Instead of super fast, just-do-it moves, they're toned in a way that it compliments how it's used within MAX mode. Andy's EX projectile in KOFXIII used to be a super fast projectile that is hard to react to and pops the opponent high into the air on hit. In XIV, it's a slower version of his normal projectile and acts as a fat "Sonic Boom." There isn't any move thus far that is like KOFXIII Kim's EX Hangetsuzan or as I have observed during the whole weekend.

Activating MAX mode also freezes the screen like Under Night In-birth's Chain Shift, allowing the player to react to the situation and respond accordingly. But if an opponent tries to hit the activation and the attack overlaps the player's character during the freeze, the player will be hit. So although it recovers quickly after screen freeze, it's not an instant recovery and could be hit right after activation if the attack goes active immediately. An attack initiated after the freeze would generally be blocked though. More testing is required.

Aside from MAX mode, Just Defense was added to the game. As many have noted, it does not work like CVS2's or MOTW's Just Defend, and it works more like Guilty Gear's Instant Block. Reiki Kito and I talked with the developer directly through a translator and asked what Just Defense actually did. Based off the build on the show floor (meaning SNKP is tweaking the effects of Just Defense at HQ), all Just Defense did was reduce the inflicted "damage" to the guard gauge the player receives, builds more meter upon Just Defense than guarding normally, and it did not change frame advantage or disadvantage. So it's used mainly to delay guard break and reward more meter, based on the playable build at Playstation Experience. Also, there are no plans or intentions to add in air Just Defense. So a solid, fundamental ground game it is.

Standing CD attacks are about the same as they are in KOF98, KOF2002, and KOFXIII, but the difference now is that on normal and counter hit, they cause wall splat. This makes standing CD a more attractive move during the neutral game to score screen position and perhaps a combo when against a cornered opponent from a poke or whiff punish. The wall splat itself causes a SFIV-style crumple state in which the opponent is in an "airborne" state. So if Kyo runs up to a wall splatted opponent and presses close C, it will hit reset the opponent's character in the air but low to the ground. Kyo's hop kicks do further juggle the opponent allowing for Kyo to get more damage. Iori doing a standing CD from cornered will splat the opponent to the opposite side of the screen, but if the Iori player is good at hit confirming, Iori can cancel the standing CD into hcb+K and get a hard knockdown along with corner carry and okizeme. Thus far, I personally like this change to standing CD and welcome it.

In quick passing, KOF2002 style super cancels are in the game. Characters could do a special move and cancel into a Desperation Move at the cost of 2 stocks. I have not experimented with optimizing MAX mode combos in conjunction with 2002-style super cancels to see how meter usage plays out since I focused more on fundamental tools, general game feel, universal system mechanics, and character specific nuances.

Also in a quick note, the "Rush" system in KOFXIV works similar to Persona 4 Arena's and Under Night In-birth's Auto-combo mechanics. Just press the neutral A button 4 times to do a weak BnB into a knockdown ender. If the player has a stock of meter, it will consume a stock of meter at the end to do a Desperation Move, which still doesn't do much damage as a combo. Aesthetically, it uses unique animations after the first hit, but the enders use established special moves and Desperation Moves. I couldn't cancel the auto-combo mid way into anything else nor link after an unfinished auto-combo string. The mechanic at this point in time seems solely for new to fighting game type of players without being too overly lengthy to become a nuisances while still being flashy enough for new players to stay invested in the game without much studious effort. Standard BnBs, even meterless ones, still do more damage than Rush combos. So although certain competitive players may mind the inclusion of this system, it doesn't add or take away from my experience I'm indifferent about its inclusion.

Main system differences aside, the game feel is just right for me. I said this plenty of times at Playstation Experience and many fellow players agreed with me, playing KOFXIV for the first time feels like brand new shoes. It feels weird at first, not bad or good; but once broken in, the game feels really good. The main overall "complaint" is that normal jumps look and feel too floaty, but as a solid KOF98 player, normal jumps feel just fine to me and I feel at home. A factor that may have affected people is that the jumps themselves may be the same as usual in speed, but the rotation of the "flip" during the forward jump seems to rotate slower; this might create an optical illusion that full jumping is much slower than in reality. Of course, there is no such thing as facts: only interpretations. That aside, walking and running feel quick and comfortable. Ironically, walking in both KOFXIII and KOFXIV feels much better than SFIV and SFV. Not to blow up Capcom, but SNKP pretty much captured the feel of a 2D KOF game in 3D graphics better than Capcom did with their attempts. Arc System Works, in my very own humble opinion, was the best at capturing the feel of their past 2D titles within a 3D medium the best of the three companies, but that's beside the point of the article, and I digress. This is all to emphasize that the game feels close to KOF98 and SNKP did a better job than I expected when trying to translate KOF into a 3D medium.

Speaking of game feel, normals are generally better in this game than its immediate predecessor. Although characters such as Andy and Leona in KOFXIV are largely based off their move sets in KOFXIII, their normals and move sets function better within the neutral game by large. Using Kyo, I tested if I can easily hop or hyper hop over Andy's projectile, just like in KOFXIII. I couldn't do it no matter which ranges and timings I used. Thinking of high set, airborne projectiles in KOF98, I thought Kyo might be able to low profile the projectile using sweep or down forward D like in KOF98. After testing, he couldn't do that either. Combined with a solid air to air and anti-air game, Andy's neutral game vastly improved just based on that improvement. Leona's crouching C actually works as a very solid anti-air which rarely loses, much like her KOF98 and KOF2002 iterations and unlike KOFXIII. What she retained from KOFXIII is the ability to link her crouching C from crouching B with ease; KOFXIV brings the best of from previous KOF titles and fuses them into an overall better package. Kyo's hop and jumping D have more range than KOFXIII's and feels much more like KOF98. Kyo's cr.C and Iori's cl.C are more consistent in anti-airing opponents. Opponents don't curve around the hit box of the anti-air due to badly placed collision boxes anymore, unlike KOFXIII. A stronger and more varied neutral game has returned to the KOF franchise while retaining the positive and interesting aspects of KOFXIII.

In regards to damage output, I have not explored much in regards to min-maxing MAX mode combos, super cancels, EX moves, and the such. I'm not the type of player to explore that first. With that, I have played to large success without using those tools. In KOFXIII to be successful, Drive and HD combos were more mandatory in order to win unlike KOF2002UM where it could be used, but isn't necessary to win overall (unless you're playing Nameless.) So much like KOF98 or KOF2002 series, I found much success playing KOFXIV without using the deeper combo mechanics and used meterless BnBs and simple combos which end in a Desperation Move, EX Desperation Move, or Climax (the new fancy term for Hidden Super Desperation Moves, MAX 2s, Leader Desperation Moves, Neomaxes, Level 3 super, etc.) Since the neutral game was improved, solid space and consistent space control within smaller instances dictated the pace of the game instead of the particular focus of meter managing resources and converting like KOFXIII. So tagging an opponent with anti-air consistently with crouching C or an air-to-air controls the pace better than brute forcing or bullying with hops and jumps until one lands a jump-in or air-to-air jumping CD into a big combo regardless if the opponent checks the space with standing jabs or air-to-airs. Damage where it's at and what has been discovered so far is fine as is. I could imagine damage being even bigger with the new MAX system, but I do not envision it will be to the extent of Benimaru corner infinites, Shen Woo 100% combos, Takuma or Vice j.CD into anywhere juggle conversions, or anything of the such.

In regards to the game's aesthetics, it looks much better in person than what the trailers provide. I was one of the crew when the first trailer came out that thought the game looked ugly. I said to myself, as long as it plays well, I'll play it. So I went to Playstation Experience with lukewarm expectations of the game. When up close, the game actually looks like a PS4 title. Kyo, Iori, Leona, and Chang were more polished and finished compared to the more recent additions to the playable build, Andy and Kula. So one could actually see the development process in which the 3D models go through. Andy's and Kula's in game models during matches have a flat look to them without shine or finer details. Andy's portrait in the character select screen also lacks the sheen and finish that the other characters have, while Kula's portrait looks largely more finished in contrast to her model in a game match. Everyone's win portrait looks goofy unless they're the centerpiece character who won the round (it's different than if they're in the background.) Leona's win portrait looks good when she's the centerpiece, but looks unpolished and weirdly proportioned when in the background. So the visuals of the game are a very large piece of work in progress, but the trailers thus far haven't done the game justice it deserve when observed right in front of you at the booth. Ironically for the character portraits for characters select, it seems SNKP spent more time working Chang's luxurious, glamorous beard than fixing the jaggy edges on Kyo's and Iori's hair. The blur effects used in Leona's Moon Slasher and Baltic Launcher look very beautiful, and the smoke from Kyo's and Iori's attacks look better in person than they do in a trailer (much like how the very bold smoke effects in KOFXIII looked better in person than in the trailers as well years ago.) The game, yet to iterate again, is still in development; but, I like the stride made thus far from the first trailer to where it was on the show room floor. Sadly to say, first impressions are everything; but I hope the finished product will change many stubborn minds.

Of the six playable characters, no character felt weak or obviously bad or bottom tier material. Everyone has their familiar and good tools. Chang might be one of the "weakest" of the six characters because his jumping CD isn't as fast as it used to be, j.C and j.D lost a bit of horizontal range, crouching C isn't as fast as it should be to anti-air full jumps, and Far C has too much start up and recovery to be used to anti-air. Even then, Chang's subtle new tools, Far A, fast slide, j.CD remaining viability, great anti-air super, and other tools still make Chang a strong contender who is able to keep the current cast of six out very well. Trusting SNKP as they have done great, sensible balance updates such as going from KOF98UM to KOF98UMFE, from KOF2002 to KOF2002UM, and from KOFXIII Arcade to KOFXIII Console/Climax, I have faith in the development process to have Chang adjusted properly later.

Without further ado, I will list notable character observations I have found. I give a special thanks to Reiki Kito, EX Wild Wolf, JD, Gen D, N4US, and among the many others whom helped me test and find info. I couldn't have done it without them.

Kyo

Kyo had his Far A returned to him. It has really good range and checks hops much better than his standing A in KOFXIII.

Kyo had his Far B returned to him as well. I think it may one of the better versions thus far because it isn't as negative on block (momentum ending) like in previous titles. While good for checking hops, well spaced hops might phase around it near the apex so Far A was often a better choice for hop checks despite not forcing guard on crouching opponents. Was a good whiff punish poke for the risk and range, a good ground-to-ground check.

Close C now hits twice on hit and block if the first hit isn't canceled. It always had two separate hit boxes for the initial punch near the gut and was cancelable, and then the secondary hit box near the tip of his extended fist for anti-air. If first hit made contact, the other didn't come out, but now it does .

Jumping D has its ranged extended compared to KOFXIII, more like KOF98 and KOF2002. Haven't tested if a tipped jumping D hit crouchers like in KOF98 and KOF2002, which it didn't in KOFXIII unless it was Maxima or Daimon. Improved neutral game because of it.

Far D is fast and a good poke. It reminds me of CVS2 or KOF2002UM although not as fast as either. It tended to preemptively tag hops out of the air as well.

Aragami (qcf+P) didn't seem to have as much range as KOFXIII or even compared to KOF98 and KOF2002 in relation to the size of the screen the the buffed normals for controlling the neutral game. Still pretty good, the guard point timing is more like KOF98 than it is KOFXIII, so later rather than sooner. Fat enough guard point active frames.

Aside from range, Aragami received a new rekka route: 124 Shiki - Munotsuchi. It acts like Heavy D!'s low follow up from his 1-2 rekka. Kyo's version of it is a low attack which launches the opponent. The punch button follow up has Kyo hop forward and do his jumping down C (j.2C) attack. Upon block string, that punch follow up whiffs on crouching characters. Kyo's kick follow up has him do the second punch of his 182 Shiki Desperation Move, a simple spin into an uppercut. Although not tested, it should be a more consistent, safer ender than the punch follow up and it should super cancel into a Desperation Move. Much like the overhead follow up to Aragami (127 Shiki - Yanosabi), Munotsuchi is pretty slow and could be interrupted with almost any attack, mashed or precisely chosen. To complement the Yanosabi and Munotsuchi, the launcher follow up to Aragami (128 Shiki - Konokizu) neither hits overhead nor low but acts as a frame trap which conditions opponents to be set up for either the Yanosabi or Munotsuchi. So there is more purpose, choice, and variety in Kyo's fundamental rekka series.

Red Kick is safe on stand guard and crouch guard, unlike KOFXIII. It's about as fast as KOFXIII so it's still within the realm of reacting to it and dragon punching it, but at least it's fast enough to catch off guard other players and scoring a hard knockdown during the neutral game.

RED Kick after Kyo's hop kicks in his standard BnB leaves him closer to the opponent and previous games before KOFXIV. It's a bit more difficult to set up a safe hop or safe jump set up mid screen because of it, but not impossible. Just requires more finesse.

Kyo's hard knockdown enders after hit hop kicks have better balance between choosing having good okizeme or doing meterless damage instead of having an option which does both. Kyo's running elbow attack (212 Shiki - Kototsuki Yo: hcb+K) does the best mid screen meterless damage from hop kicks, but now has huge recovery after success and Kyo recovers around the same time the opponent wakes up from hard knockdown. Same for Kyo's corner juggle with Aragami into Yanosabi into the OTG punch, it's either difficult to time a safe hop or it's not possible to safe hop based on my testings. So although RED Kick does less damage than the other two, it leads to better set ups. It's up to the player to make decisions based on the context of the match rather than do the single best follow up each time.

Kyo's EX Dokugami doesn't have the Aragami flow ups like in KOFXIII

Kyo's EX Kototsuki is a command throw like Fireball Kyo in KOFXIII

Kyo's EX 182 Shiki (EX Desperation Move) is a combination of his KOF99 182 Shiki and KOF2000 182 Shiki. Looks really cool! Both normal and EX 182 Shiki combo from light attacks and from juggles if timed properly.

Kyo's forward B overhead kick (Ge-shiki - Gofu Yo) is really fast. It feels faster than KOF98's or Kusanagi's version of it in KOF2002, but it takes out the first hit which didn't hit overhead. So it's a singular hit attack that is pretty fast. Good range on it for its purpose.

Kyo's forward throw looks like it causes hard knockdown now unlike KOF98 or KOF2002.

Both weak and strong versions of Kyo's Kototsuki runs through Iori's grounded projectile, even full screen. It gets tripped by sweeps though (tested with Andy's sweep.) Both versions can't run through Andy's fireball though.

Kyo's j.CD is good, but it's not as fast as KOFXIII so it's not as good for fishing for air-to-air counter hits. Works more like KOF98 and KOF2002.

Kyo's j.2C is also good, but doesn't have as much downward range and fat hit box like KOFXIII. But it doesn't cause huge push back on hit and block unlike KOF98 and KOF2002 so it's easy to combo afterwards. Can be used to cancel Kyo's back dash to extend range and reduce recovery.

Kyo can jump in or hop in on an opponent at mid screen and still be able to combo into hop kicks like KOFXIII, unlike KOF98 or KOF2002.

Kyo's df.D's first hit is cancelable like fireball Kyo in KOFXIII or Kusanagi in KOF2002UM. Kyo's damage output and corner carry from crouching attacks/low hitting mix-ups is greatly strengthened.

Crouching C is fast and consistent as an anti-air again.

His dp+C (Oniyaki) is about as good as KOFXIII. Kyo's dragon punch is actually good, causes consistent knockdown if it does hit, and is much more like KOFXIII than KOF98. Unlike EX Kyo in KOFXIII or Kyo in KOF98, it didn't exhibit any guard points while I played and watched KOFXIV.

If Kyo does his EX Orochinagi after hop kicks at the fastest possible timing, only one hit of EX Orochinagi will hit and Kyo still has the ability to juggle afterwards. Combo video potential perhaps?

Chang

Chang's Far A is still really good, as expected. Surprisingly keeps out characters really well and out ranges plenty of pokes while anti-air checking the hop space.

Chang's slide is super fast like KOF98. Didn't test if it was safe on block if tipped, ended up hitting most people walking backwards or committing to a projectile or poke. Of course it's unsafe if blocked deep.

Chang has a new crouching B that hits low. I meatied with it against an Andy's wake up and it beat Andy's dp+C (strong dragon punch) out clean and I combo'd into a command throw.

As mentioned Far C is too slow to work well in the neutral game. It causes soft knockdown on hit and causes counterwire on counter hit (counterwire is a property where a counter hit with that attack causes wall bounce regardless how far from the wall the opponent is.) I have been told it whiffs against the whole cast while they're standing on the ground. I didn't personally test it to confirm.

Crouch C is where Chang lifts hit ball directly upwards to anti-air vertical approaching opponents, ones who full jump forward. Also it is a bit slow on start up for its purpose. Chang's crouching heavy punch in CVS2 is his best rendition of this type of tool.

Sweep is much faster now and has a different animation. It's a good poke that is cancelable on hit, block, whiff.

Chang's Tekkyuu Daikaiten (aka mash punch button to swing ball) is slower than it used to be in terms of revolutions per second and seems to not anti-air as well as it used to. It still nullifies projectiles. The attack could be ended sooner by pressing light punch and light kick at the same time. EX Tekkyuu Daikaiten looked much faster and better, but didn't test it in application. EX swung the ball super fast, faster than any other game he's been in.

Chang's j.C and j.D both lack the horizontal range they did in previous games, still okay pokes although they're also slower than they used to be. j.D can instant overhead the whole cast although the j.D in of itself is a bit slow for that purpose. At least it instant overheads if Chang is point blank and hops backwards.

Both Desperation Moves are good reversals. The anti-air one isn't as invulnerable as the grounded combo one in comparison. Ironically, the grounded combo Desperation Move is actually a pretty good anti-air if spaced well, it's like Mr. Karate's by comparison. The anti-air jumping Desperation Move can cross up on the belly flop downwards. The gimmick continues.

Chang's close C is slow like it usually is for a typical close C attack, but it's an overhead and causes knockdown. Didn't test if it was hard knockdown though. Close up mix up might be meaty cl.B into command throw, command throwing in general against someone who guards too cautiously, or choosing the overhead that causes knockdown.

Chang's new close D is his butt bump from CVS2. It wasn't an overhead when I tested it and couldn't find much application for it yet. I forgot to test to see if it's cancel-able

Chang's charge back then forward + punch is still a decent poke, but the recovery could be counter poked. When he swings the wind up for his C version, it can guard point. I don't know the duration/active frames of the guard point, but oh well.

Andy

Andy has KOFXIII Andy's move set.

Andy's projectile is much better as explained in paragraphs above. Can't be hopped as tested and expands his zoning game.

Andy's Zaneiken (dash elbow) is safer on block and is a good pressure tool. Couldn't do KOFXIII hit reset into cross under or fake cross under mix-ups during my time playing him.

Sweep is cancelable on hit and block. I didn't confirm if it was cancelable on whiff though. It's good, but not KOF2002 or KOFXIII Arcade anti-air levels of good

Andy's EX projectile moves very slow and is a single hit. It's like a fat "Sonic Boom" to reiterate.

Andy has a new move which changes his directory in the air. It's called Genei Shiranui. It doesn't have a hit box although it looks like one of EX Mai's attacks in KOF98UM. It could only be done during full jumps or during Kuuha Dan (the rainbow kick.) At neutral during Kuuha Dan or Andy's Jump, it could be used to bait dragon punches or other anti-air attempts. In combos, it allows for juggles in the corner.

Andy's buttons that were good in KOFXIII are also good in this game. Overall Andy is a really solid "shoto" character to play during this build.

Kula Diamond

Like in most games, plays overall the same and is really solid.

Cr.C is actually fast, and is finally a real, legit anti-air. It even cancels now too.

Far B is still a really strong poke, pressure tool, and anti-hop check. It's like KOF2002 status but the tip of the hit box doesn't feel as if it reaches as far downwards as it used to do. It's more susceptible to sweep when the opponent is pushed further out whereas in KOF2002 it would still eat the sweep alive as the sweep would extend its hurt box into Far B. Not as such in KOFXIV.

Kula's breath attack (qcf+P) properties have been "switched." The A version is the slow start up one and causes knockdown on hit. The C version is the fast version but doesn't knock down the opponent. I didn't test if I can run up and combo after the C version, but it didn't look like based on hit stun.

Kula's special projectile from a successful reflector (Counter Shell: qcb+P) and from Lay Spin (qcb+K > f.B) don't cause knockdown anymore.

Kula's slide, like KOF2002, goes underneath airborne projectiles like Andy's. This is in contrast to KOFXI (KOF 11) in which it didn't.

Kula's cr.B, cr.B st.B xx DP works on all crouching characters as far as I tested, don't need to do slide (df.B) since the DP connects and knocks down crouching characters.

Kula has new animations such as her Climax and back throw. Diana doesn't show up anymore and Kula fights solo.

Far D actually caught me as an anti-air, it looks much faster than before and may be a new, consistent, functional anti-air. Would have liked to test it more in hind sight.

Kula has a new super that looks like an ice version of Holy Order Sol's Gunblaze from the Guilty Gear XX series. It doesn't seem to cross up like Gunblaze and it's unsafe on block. Mainly used for combos and looks flashy.

Might be wearing Booty Pop based on her Climax cinematic.

Leona

Cr.C actually works very well as an anti-air now like KOF98 and KOF2002, but it still links from cr.B like KOFXIII.

Far A has further range than KOFXIII, KOF98, and KOF2002. It also hits all crouching characters in the build. Really great anti-hop check.

Leona now has a Far B, it works as a good horizontal poke and ground-to-ground check much like Kyo's Far B. It was super cancelable but I did tested it on block so don't know if the super would even connected. Can't cancel into forward B.

Leona has to do a single cr.B to get close B then go into forward B into knockdown air special or Desperation Move. If she does 2 cr.Bs, she's pushed out and does Far B on standing instead of close B.

D Grand Saber goes through all projectiles at all ranges, even Iori's projectile. She runs through fire. B version runs a much shorter distance and does not go through any projectile.

Leona's instant overhead neutral full jump D into A version of X-Calibur is still present. Her high low game on wake up is risky but strong.

Leona's j.C is back to being an instant overhead, but it still retains cross up properties. The point of contact to make j.C cross up is making sure her abs hit the opponent character's shoulders. It looks like a body splash like Zangief's, but Zangief's pelvis and legs have hit boxes to make contact and cross up unlike Leona. Leona's cross up requires more minute spacing comparatively

C version of X-Calibur (the dive one) does cross up if spaced properly. It can also be combo'd from cr.B, cl.B, f.B at mid screen. In return, within the corner the only juggle I could get afterwards was a standing A for a hit reset. I could not juggle Moon Slasher.

Leona's Slash Saber Desperation Move also goes through all projectiles like D Grand Saber.

V-Slasher still goes through almost everything as usual.

It used to be speculation, but you can clearly hear Leona say "Apple Juice" while doing her forward throw.

Standing CD doesn't have her slide forward like in KOFXIII, but she reaches and stretches further with her arm and it ends up having the same range as her XIII Standing CD. Otherwise, it mostly visually lookes the same.

I asked Yasuyuki Oda to give Leona her air throw back. I'm crossing my fingers.

On pad, it was easy for me to do hop back instant overhead j.A and hit confirm (while buffering) V-Slasher. It's like previous games, but getting the spacing on instant overhead is much easier and very consistent.

Iori

Iori is Iori as usual. He feels like KOF98/2002/XIII fireball+rekka Iori rolled up in one.

Close D is like KOFXIII's. It whiffs on crouchers (didn't test it on Chang though) while in KOF98 and KOF2002 it hit crouchers and with a fat horizontal activation range and hit box. It was used to anti-air in KOFXIII in situations where opponents would jump and curve around close C.

Close C is a good anti-air as usual and I haven't had a jump-in curve around it and beat it. KOFXIV collision boxes may be better than KOFXIII.

Crouch C, like in KOFXIII, is a good anti-air unlike KOF98 or KOF2002. It's kinda like CVS2 when I think about it. Cancelable as usual as well.

Far B is like KOFXIII's and is super cancelable (CVS2 style), and it anti-airs hops at times unlike KOF98 and KOF2002. Decent check/poke.

Iori got his dp+K move back from KOF98 and it's now an overhead. B version goes a shorter distance than the D version. D Version can cancel into rekkas on block and on hit. I couldn't find what B version led into, couldn't cancel into rekkas. EX Version ground bounces; I didn't test what I can get from the ground bounce afterwards though. Bounced as about as high as Iori's head/neck area.

Iori's command throw doesn't have invulnerability so it's like KOFXIII's command throw. KOF98's was a bit slow but invul until a few frames before active, same with KOF2002. KOF98UM's was sped up, but lost invulnerability. XIII's and XIV's Iori's command throw requires more conditioning before it could be used than other games. Didn't test if EX command throw had invulnerability in KOFXIV.

Iori's rekkas are safer on block in KOFXIV than in KOFXIII. I couldn't punish the second heavy rekka on block with my own Iori's light reakkas as a reversal. Last hit used to be very unsafe on block in older games, but now it has a bit more push back on block and is more akin to KOF2002. EX Rekka looked like the last hit didn't do that leaping overhead attack but instead did an upward swipe with the hand. It was done on block so I don't know if it launches on hit, but it looked safe on block. Mystery tool that needed more testing.

In Iori mirror matches, I would try to air-to-air with j.B and I'd attack first and bank on its length active frames but had the other Iori beat me out with a j.D. Don't know if j.B has a larger hurt box or less active frames or both than from previous games. Otherwise it still won in all my other air-to-air exchanges.

Iori's qcbhcf+P Desperation Move (Ura 1018 Shiki - Yashiori) now sets a cloud of sparks right in front of him. If the opponent walks into this cloud of sparks, explosions set off within the area and force the opponent to block or get knockdown by the hits. Iori can charge it up, but we haven't found any purpose of doing it yet because it doesn't add any additional explosions or range, as observed. EX version causes up to 8 explosions, but like the normal version, we don't know why it could be charged as well.

Iori's EX Yami Barai (the fireball) is his qcfx2+P Desperation Move from KOFXIII. Haven't seen what it does on hit when I was there.

Iori's back roll is no longer a roll, he does a cool looking turn sway.

Iori's rekkas seems safer on block. In mirror match, I tried to do light rekkas to punish the second heavy rekka on block, which would typically work in other games, but it didn't and they blocked. Someone did the full rekka string on me, I think the light version, without delaying any of the hits and the push back on the last hit sent me far enough that Chang's reversal command throw whiffed due to range. When I run up, I feel like he recovers already. Scarier than KOF2002 rekkas? Or was I malnourished and just messing up?

Additional thoughts, observations, and interpretations:

I don't know if it's because I've been practicing Street Fighter II Hyper Fighting, Samurai Shodown II, and the such, but I feel like normals in KOFXIV seem to have more extended hurt boxes during recovery (not for start up or active frames) so it feels easier to whiff punish pokes with pokes like it's Street Fighter. So I'm not sure if it's my newly founded whiff coax and whiff punish mentality or if pokes that are whiffed are more easily whiff punishable. I saw Andy's sweep whiff a bit outside of my contact range so I reacted with Far D with Kyo and tagged him. I was surprised to see it whiff punish considering how low Andy gets. When we did the same attack but starting at the same time, his sweep beat out my Far D. So the hit box and hurt box interactions are different during active frames and start up as compared to recovery.

Guard rolls are good again. There isn't KOFXIII's huge hit stop on guard roll that it ate the opponent's inputs and cut their unsafe block string short and actually making the opponent safe.

Rolls are much faster than KOFXIII's except for Kyo's. The roll itself is fast and travels a good distance, but the recovery is pretty apparent like KOFXIII. So it's easier for newer players to punish rolls unlike in games like KOF98 or KOF2002 while sill having the roll quick and viable enough for evasive maneuvers.

Throws are still one button and are very fast. Didn't test if a player can tech a normal throw during a guaranteed punish situation, such as being thrown after the opponent blocked your DP and you are still can tech the throw. I'd like to presume the status quo remains, but I can never be certain on something I didn't test out.

I only lost twice this weekend. One to a person that only had a pixel left and I ran forward and did far B with Iori as a poke (I had life lead) and got hit by Climax and died. The other time was against a legit pad player who knew what he was doing and I forgot he was good and I picked Andy because I wanted to test him. Andy was fodder and I lost. He was the guy who lent me a pad at EVO I think in 2012 when mine broke during pools. Bless his soul.

After expressing my thoughts about KOF XIV and what I liked and disliked about it, saying I'm a KOF98 player, and chatting to the staff, I was able to play against Yasuyuki Oda in KOFXIV. He actually knew how to play KOF, but I still out played him convincingly. He like to do KOF98 GGPO gimmicks like tipping Kyo and Iori's DPs on block so when I run in to punish, he does another DP to hit me. I got hit a bunch by that but I figured it out and got the win.

The other Japanese staff member, name is escaping me, who was present was the person who worked on Last Blade 2. I said to him I liked Last Blade 2 and it's cool that it's coming to PS4. So I asked him if Last Blade 3 was going to be a thing (well I called it Gekka no Kenshi when I was talking with him.) He said he'll talk to the higher ups and try to persuade them. Such a tease.

Overall, I have really enjoyed playing KOFXIV at Playstation Experience. The more I played, the more I wanted to play. I was all smiles and feeling good about the potential of KOFXIV. It does have its few nuances that I don't like, but I feel those could be easily remedied. The graphics look better when played in person and when touched up and polished up. Most players I spoked to had overall positive impressions of the game. The first trailer made many bad first impressions, so KOFXIV might be an underdog sleeper hit because right now it's a diamond in the rough just waiting to become Q-carbon.

- - - Aggiornato - - -

- - - Aggiornato - - -

Un video gameplay già decisamente più serio!


 
Ultima modifica da un moderatore:
Summary:- All 50 characters will be playable at launch/release. Roster is already solid.

- Additional characters/dlc is undecided

- All voices have already been recorded. Some VAs will be different from before due to various circumstances.

- Online will feature a 3on3 mode where 6 players each control a character when it's their turn. Same characters will be allowed (at current planning stage)

- Development went full throttle in spring 2014.

- Project started out after company CEO (Kawasaki?) suddenly said in 2013, "We're gonna be #1 in [fighting] games again!".

- Oda comes from the former SNK R&D Division 1, aka the "Fatal Fury/AOF dev team".

- A bunch of other staff from R&D Division 1 have also returned to work on the game; the dev team is a mix of seasoned and new staff

- All the returning staff have been active in the front line, meaning no washed out staff.

- Game is returning to its roots in terms of graphics with "sharp looks on the characters"

- Attention is being given to game balance and controls

- Fighting game aspect for both offline and online are priority, but single player/story mode experience will also be given focus

- Whether game will be updated by versions (ala SF4) or go by sequels (KOF15,16) is still undecided, but it'll be the beginning of another new saga in terms of storyline
Intervista

-When did you join the company?I originally joined SNK in 1993 and was placed in R&D Division 1 which mainly did the "Fatal Fury" and "Art of Fighting" series. I left SNK when the company went in its fiasco near the end of the 20th century. Then in 2014, I came back together with other ex-SNK staffs to work on KOFXIV. So in other words, KOFXIV is being developed by a team consisting of core ex-SNK staffs that've reunited as well as new excellent dev members.

- So basically you were entrusted with the creation of "KOF XIV". How exactly did this happen betweem you and SNK Playmore?

It happened in 2013. The CEO back at the time suddenly flipped his switch or something and said "We're gonna take back our Number 1 spot in [fighting] games again!" (laughs). So that was the start of everything and everyone came around, and so we ended up with a team of old and new staff. The project went in full throttle in spring of 2014.

- So that one word from the CEO got everyone fired up.

Right. Of course I told him "it'll cost this and this, and the development time will take as long as this", but he still said "We're still gonna do it!", so I went "OK then, let's go!".

- So was it you that reassembled the former SNK devs?

Actually it wasn't me. There's a staff who's been in the company since the old SNK era and he's kept in touch with everyone all this time. He's the one who called them up.

- That's a lot of drama, reuniting staff that've worked from the past.

Yeah, but because the skills and the environment for developing have changed so much during the years, we've called back the core members from SNK R&D Division 1 that are still active in the front line. Even up until now the KOF series has been in 2D, but this time we needed developers that had 3D skills.

- Members of the core staff including yourself have been keeping up with the times after leaving SNK, leveling up your skillsets.

Correct. The members gathered (for XIV) have been around the industry this whole time, and they've got over a decade of development experience in consumer games and fighting games.

- That's quite an amazing team. This time, the graphic have changed from 2D to 3D. Why 3D?

After leaving SNK, all the games I made were in 3D. Moreso, going from 2D to 3D is pretty natural when you consider the evolution in hardware, and we decided to take that path when thinking about things that are ahead.

- There weren't any internal debate on whether things should go 2D or 3D?

It was already decided that we'd be developing for the high-end enviornment so it was never a debate. However, even though we've gathered good staff, we don't have the technology/knowledge base as SNKPlaymore yet [for doing 3D], and that's something we'll need to do building up from this project.

- It was a bit surprising since KOF has always had a reputation of going 2D.

Back in our days, the Neo Geo had restrictiona and we only had the option of going by pixel art. But even back then, there were high-quality 3D games like "Virtua Fighter", and it was certainly something I wanted to try if we had a good PCB. 2D pixel art is still something that remains as a culture, and I know there's a lot of people that like them. I like them too. But on the other hand as a developer, there's always the unconfortable feeling that there's no tomorrow if you can't keep up with the times, the progress, and new technology. So it's a hard decision.

- So those are the reasons behind going 3D.

Just to add on to that, this is personal opinion, but remember scanlines on CRT screens? Back in the old days, we'd say [to our artists] "add 0.5 of a pixel", and have them draw in the pixels by taking scanlines into account. But with the modern Full HD monitor, the pixels comes out too clearly and too perfectly that you can't have that same taste. I don't think that modern hardare and monitors go well with pixel art.

- "KOF XIII" came out in 2010, so it's already been five years. As a new game, what's the concept behind KOFXIV's project?

First, we're focusing on the sharp character design that's always been a trademark in KOF. We've been around SNK since the old days when KOF was still called by its project name "Survivor", and we certainly remember the impact that KOF94 made in its debut. It was back when the fighting game craze happened from Street Fighter II and Neogeo titles like Fatal Fury and Art of Fighting were smash hits. Back in those days, pixel art with realistic more artstyle were mainstream. And then came along KOF, featuring characters with much a sharper, aesthetic look. It had an impact. Right now, KOF13 is pretty popular so everyone has the image of KOF = anime-ish, but back then, that was the image we had for the series.

- Back then, KOF's graphics were different from other fighting games.

And another thing is character volume. Back when KOF94 came out, it was a time when having 16 characters was considered to be big. And KOF94 had 24 characters. I still remember being amazed, thinking to myself "man they sure were able to throw in a ton of characters", considering the hardware spec and development enviornment. I think that sort of astounding volume is what makes "KOF", so we plan to have 50 characters in the game. We're hoping that throwing in that many will be enough to surprise everyone (laughs).

- The all-star feeling that KOF94 had was quite something. Nowadays, fighting games are getting attention as an e-sport. Is that something that's being kept under consideration for KOFXIV?

E-sports has widespread and there's a lot more people that are knowledgeable about fighting games compared to the old days. So we're putting in a lot of attention in KOFXIV's controls and balance to satisfy those kinds of people.

- Are you keeping KOF98 and KOF2002 in mind when doing that? Those two games are well praised by hardcore players.

Yes, and of course KOF13 as well. Although let's be honest, when you play KOF98 now, you realize that its controls aren't really that great (laughs). We know that we need to keep things [for KOFXIV] at a good enough quality so that people can play it worry-free as a modern game. We're also keeping into account that it's for the PS4 this time, so it needs to be playable on a pad.

- As a console title, are there anything in particular that's being kept into account?

One thing that's certainly different from the arcade is the sound. In the arcades, it's noisy and you can't hear things too well. But at home, you can hear the acted voices that aren't even shouted out. Because of that, the character's actings and lines have to be chosen more carefully. Also, there needs to be more focus on the single player experience.

- By that, do you mean better single player modes?

Right. Of course we'll be throwing in a lot of effort into the fighting game side for both online and offline mode. But I don't think people will really consider us to be SNK unless we have a good story mode. We also think that, the more that e-sports gets attention, the more important it also is to make a single player mode that compliments it.

- Are there that many people who play the single player modes?

While we haven't actually taken statistics, it's certainly true that a lot of people play SNKPlaymore titles, thinking, "I want to play KOF but I don't want to seriously go head-to-head" or "I'm not really good at doing special moves but I still want to play". And we need to treasure such fans.

- Some fighting games are finally starting to get a substantial story mode, but the KOF series has always sort of had focus on storyline and characters since its early releases. That's probably why there's so many fans of the characters.

And of course we're focusing on the quality of online play too.

- As a fighting game, online play is really important. Are there going to be any elements to compliment it?

Live streaming has become a part of gaming, so we want to throw in some mechanisms that'll compliment that. We can't say anything solid since we're still working on the game, but one of those additions will be the "Party Battle". You'll fight as a 3-member team where each player uses one character; up to 6 players can participate. We're still figuring out other fun elements that we can add in, like things that players can do while they're waiting for their turn.

- That sounds like fun.

We might change it, but we're thinking of allowing same characters to be picked, so you can have a match of Kyo-Kyo-Kyo vs Kyo-Kyo-Kyo for example. It'll be truely chaotic (laughs)

- For example, what do you have in plan that players can do while they're waiting for their turn?

It'd be fun if they can type in comments like Nico Nico Douga. Eh, not saying we'll do it! (laughs)

- It'd be fun if there's a bullet hell of comments during the matches.

Texts have a more visual effect than voice chat, and it certainly gives a better appeal for live streams.

- Changing the topic, you said there's going to be 50 characters. Were there any criterias in the character's selections?

I can't talk in details, but we've had a draft for a roster that was nearly all old characters and another one that was nearly all new characters, and we took them and also put into consideration our market which has become pretty global. Either way, we wanted give the roster some regional colors. Teams by countries, teams by concepts like the female fighters team... until the game gets released, feel free to fantasize about the roster.

- The popular characters like Kyo and Iori have already been announced. It seems likely by that flow that other staple characters in the KOF series may also be appearing...?

In selecting the characters, we've considered everything including characters that we knew that "everyone would be pretty happy if this character was in the game".

- Do you mean that all 50 characters have been decided already?

Yes. They're solid.

- What's the ratio like between the old and new characters?

I can't disclose that yet, but with as many as 50 characters, the popular characters might be in the game. That's all that I can say now (laughs)

- Let's change the question. Are you adding new elements to the new characters to distinguish them from the older characters?

Well yeah. When we're to make a new character, we emphasize "adding in completely new element(s)" and "taking on a challenge". Back with the NeoGeo, we had to release a KOF every year so there simply wasn't enough development time and there was no choice but to take a conservative approach. But this time we have plenty of time, so the new characters will show more of our challenge.

- Can you tell us what sort of essence/elements you've incorporated into some of your new characters?

There's various things but for example, [some of them] feature a design that would've infuriated the designers if we told them to do it in pixel art (laughs)

- You mean it's a design that was possible because you're going 3D? Like having a really wacky costume?

You can take it that way. It's certainly possible to do so in 2D, but it would be a considerable pain (laughs)

- In some ways, going 3D has broadened the possibilities in designs. Have the designs [for old characters] been re-tuned when shifting from 2D to 3D?

Yes. If you design them with a 2D mind, they often cause issues when you make them into 3D. So there's been a lot of cases where where we've tweaked things numerous times while moving forward.

- Personally, Leona looks completely natural in 3D and it actually sort of makes her look even more sexy. So have there been some characters that were easier than others to make into 3D?

Really muscular characters and characters that are deformed(simplified) tend to look good when they're in 3D. They don't cause problems, their shadows look good, and they look pretty three-dimensional. But KOF has a lot of slim characters, and they're pretty hard to shift to 3D (laughs)

- In that sense, Chang must've been pretty easy to render.

Actually he was a headache. He was easy to render because his body shape is pretty unique, but he has accessories like his jingling chains.

- Let's talk about the voices. You said that you're putting attention into voices and dialogues. Have you already decided on the voice actors?

The recordings are already done. Some characters have a different VA and some are still the same. Please stay tuned to more details in the future.

- The Neogeo has a long history so there's a lot of fans that have memories about the voices. As far as the characters with a new VA goes, did you search for VAs that have similar voices?

Basically yes. We had to go through voice samples for 50 characters, and record the voices for 50 characters.. it was quite something (laughs)

- We can certainly imagine. Did you basically use the same VAs for anyone that was available, and switched to new VAs for those who couldn't continue providing their voices?

It really depended on various reasons including the situation of the VAs. We certainly didn't switch VAs because of a single policy.

- So you're not creating characters based on the availablity of their voice actors.

Yes. The game comes first, and then we pick VAs that are close to their images.

- When it comes to fighting games, the motivation of players will certainly change depending on whether there's a huge tournament or not. Talking about a bit into the future, are there any plans to run a nationwide tournament once after the game's launch?

We don't have any solid plans, but once the game gets released I plan to ask my company that "we want to run a tournament like this!" (laughs)

- Aside from official tournaments, do you also keep EVO and other tournaments in mind?

We'd love to see it get played at various tournaments including domestic tournaments and Evo. Realistically speaking, we need to start thinking about how to expand [to tournament events] worldwide.

- Are there any elements/modes that have been implemented with e-sports in mind?

There isn't any game system with that sort of thing in mind, but we want to keep a good game balance. However, it's not fun if every character played the same, so if one part [of the character] is strong enough to be 10 points we'd tone down some other points for that character, and make sure its charasteristic stands out.

- In fighting games, it's not too fun if all the characters played the same.

KOF is a game where you use 3 characters, so we hope that players would cover for the weakness of a character by picking another character to cover for that. That sort of thing is one of the strongpoints of a team battle game, but being able to use 3 characters becomes mandatory. So we need to tweak the characters so they're playable on the fly to a certain level. That's one of the differences from balancing characters in a 1-on-1 game.

- With 50 characters, it seems like you'll be working on the balance until the very end. Will they all be playable on the game's launch?

Don't worry about that. You'll be able to play all 50 characters on launch. It's not going to be a game where you can only use a few characters at launch and the roster will gradually increase. Make sure you write that clearly (laughs). After all, it's not a KOF if doesn't have many characters.

- It's pretty common for a normal fighting game to gradually get new characters together with version updates, but having 50 characters right on bat is certainly going to have a huge impact.

Having 50 characters at launch is something we'll be ussing as KOFXIV's selling point.

- Will you have additional characters after launch?

We'll have to see about that once the game and its 50 characters are out. We don't have any plans yet. As we keep releasing more titles, it would be cool to release some characters like those from "Sasuke vs Commander" (laughs)

- Will KOFXIV continue on as a series?

Whether to release verion updates for XIV or to release XV isn't decided yet, but we've been releasing each KOF story in trilogies, so we're looking at XIV's saga from a similar viewpoint.

- This time there won't be an arcade release, meaning there won't be a loketest. Are there plans for any sort of hands-on event prior to launch?

In terms of game balancing, we'd like to gain feedback from players prior to launch by having an event or something. That's something we'll need to plan.

- Talk about balance, what do you think makes KOF's battle unique?

I think it's the mind-reading that takes place during the speed-paced battle. All fighting games aren't too different from each other when it comes to their speed of attack motions, but the moving speed of characters, the timings for cancels, hitstops, hit detections, reset timings, amongst other basic points in game systems makes a huge difference. So we're certainly keeping a lot of attention on that. Although when it comes to talking about "what makes a KOF", there's so many iterations of KOFs (laughs). But it won't be the type of fighting game that emphasizes "footsies". There'll be running and jumping; we want to bring the thrilling battle that makes a "KOF".

- Any last words for tne fans?

We're going crazy and fighting with a tremendous amount of data every day, but we're confident that it'll be a fun game so please look forward to more details
.
 
Tutto molto interessante, non resta che aspettare //content.invisioncic.com/a283374/emoticons/sisi.gif

 

Robert, Benimaru e K' confermati. Sono contento soprattutto per quest'ultimo visto che è il mio personaggio preferito,e sono contento che gli abbiano finalmente cambiato i vestiti, era dal 99 che aveva sempre gli stessi //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
che caz hanno fatto a Robert?:phraengo:Comunque sembra che l'aliasing dei personaggi sia stato ridotto...i fondali invece sono spogli.
Concordo. I fondali non si possono proprio vedere. Spero aumenteranno i dettagli.

 
nel prossimo week end dovrebbero uscire altri video gameplay in quanto dal 29 c'e' un expo in giappone di cui non ricordo il nome.

Molto probabile saranno giocabili questi 3 nuovi chars + i precedenti gia visti

 
Daje K :ivan:, ora manca solo un pg col moveset di Ash (o lui stesso) e sto apposto col team :ivan:

Inviato dal mio SONY XPERIA Z3 con Tapatalk.

 
Ultima modifica da un moderatore:
Visivamente è quello che è, ma vedendo i video mi fa venire voglia di giocarci e questo, per un picchiaduro, credo che sia più che sufficiente //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

Spero solo non esca troppo vicino a Tekken perchè personalmente non riuscirei a dargli la priorità, se lo piazzano in un periodo tranquillo dove con SF sarò in fase di stanca, potrei tranquillamente andare di D1 //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Ultima modifica da un moderatore:
Visivamente è quello che è, ma vedendo i video mi fa venire voglia di giocarci e questo, per un picchiaduro, credo che sia più che sufficiente //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Spero solo non esca troppo vicino a Tekken perchè personalmente non riuscirei a dargli la priorità, se lo piazzano in un periodo tranquillo dove con SF sarò in fase di stanca, potrei tranquillamente andare di D1 //content.invisioncic.com/a283374/emoticons/sisi.gif
Effettivamente della data di uscita non si sa nulla?

Inviato dal mio iPad utilizzando Tapatalk

 
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