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Sulla demo,no.Ragazzi domanda che sicuramente è già stata fatta, gli arcade stick ps3 funzionano su questo gioco?
Sul ps Store c'è la demo??Provata la demo e già solo da quella mi chiedo come abbiano potuto lamentarsi della grafica in sede di recensione vista anche la mole di contenuti presente e il numero di pg disponibili...nn ce niente da fare capisco xké ancora oggi capcom nn cambia il modo di fare mercato![]()
Assolutamente si, che aspetti a scaricarla :rigoreee:Sul ps Store c'è la demo??
Ahahah l'ho messa subito a scaricare //content.invisioncic.com/a283374/emoticons/mellow.png:mellow://content.invisioncic.com/a283374/emoticons/mellow.png:mellow://content.invisioncic.com/a283374/emoticons/mellow.pngAssolutamente si, che aspetti a scaricarla :rigoreee:
- - - Aggiornato - - -- There's quite a number of new characters in KOF14, but things just turned out that way. South America and China was added in because the series is popular in the region. Also, mainland China players apparently don't view the Psycho Soldier team to be Chinese, so that's why the devs ended up adding a separate "China team" to 14.
- The staff were thinking of adding stereotypical Shaolin fighters and whatnot into the China team, but when they traveled to China to think about things, they realized that everyone's pretty modernly fashionable. So instead they decided to add in cool looking characters.
- For the same reason, Nelson isn't the typical buff-looking type of boxer, but a more cool looking type with the aesthetics of a main character that's in par to Kyo and Iori.
- When they were thinking about the game's roster, they split characters into different groups like: for hardcore gamers, for casual players, for female audiences, for youtube/video viewers. And according to that, they changed the character's designs.
- Popular characters like Yamazaki and Blue Mary were obvious picks for the roster, but it would've ended up making the game into a Fatal Fury. Oda wanted a game that felt more "KOF".
- The game doesn't have many characters from AOF so characters like Jack Turner and John Crawly were candidates that Oda wanted to add in, but he pulled back thinking that people would be like "who is this?"
- Given that the KOF series is more than 20 years old, some of the younger generation don't even know what KOF is. So that's one of the reasons why the character designs have been updated (to look more modern), and new characters like Shun'ei and Meitenkun have been added in.
- Oda's reaction when told that people will forget about AOF and other titles unless they make more sequels: "If I'm going to make to make sequels, I'd rather remake them from scratch and sell them as a completely new title (laughs)"
- Everyone admits that games on the NeoGeo CD took horribly long to load.
Andou: "I had to watch the loading screen monkey for like two minutes"
Soeda: "We witnessed the monkey being drawn in our office. It was done by the guy who did Lee Pai Long in AOF2 (laughs)
Kuroki: "It was so horrible back then because the loading time really hindered our debugging process. We couldn't say it, but we got so sleepy"
Soeda: "By the time the game loaded, we've forgotten what we wanted to check. Back in those days we used to debug during midnight so yeah, we obviously fell asleep"
Kuroki: "There was a time when I debugged with Soeda and he kept walking forward when the match started. I thought he was charging for a move but turns out he was just sleeping"
- Doing character motions for 2D in the yesteryears was hard work. For example Rock Howard had about 1000 animation patterns in MOTW. The shift to 3D makes it a lot easier but it also requires a lot more staff to work on each character before they can be displayed on the screen (modelling staff, animation staff, programmer, etc).
- Back when MOTW came out, the game's developers asked the KOF dev team to skip from using Rock Howard for at least one iteration since they didn't want him to get used up too quickly. But for some reason the KOF devs never added him to the series even after that.
- As for KOFXIV, Rock isn't in the game because Geese is in there and it would've made things a bit complicated if both of them were in the there from the get-go. So maybe he might be added in the future. All in all, Oda wants to add in characters from a lot of places, not nessesarily just fighting games.
- SNK's retreat from the pachislot business was the most unexpected thing during this project, given that Love Heart and Muimui are in the roster.
- XIV's story will continue on to XV.
- There's no concept of elapsing time / age in the world of KOF since 1995 (note: the characters aged a year from KOF94 to 95, but they've been the same ever since). As one of the head guys in the KOF dev team said back in the old days.
- If there's anything in the game that's balance breaking, the staff will fix it. But it needs to be more like fixing a glitch than a rebalancing patch.
- No DLC characters in the plans yet. If there's enough requests they'll think about it. There isn't any room on the character select screen, so they'll need to think about that if they add any in.
- F-Shiki/Fuzzy Guarding was unintended and needs to be fixed, but again, the checking process is required for all 50 characters in the roster so and they need to fix it carefully.
- The game balance hasn't gone under a huge change since the demo version, but they've been tweaking the game after the demo build was done so it won't be exactly the same. Also the devs found some unintended things since the demo so those points have been fixed. Again, legacy support will also be in.
- The staff have post-release promotions under plan. Not everything is solid yet, but there's certainly going to be a major tournament (tournamenty series, most likely).
- The staff are thinking of ways to support the community and hoping to release details at an early stage.
- Oda wants to bring back some of the older NeoGeo titles, but he can't move. He notes that some overseas media have reported that he's already on to a new title, but it's certainly not true. The company doesn't have enough staff members to begin with.
- Soeda and Oda both agree that it depends on KOF14's sales. But bottom line, SNK simply doesn't have enough developers right now. Outsourcing is an option, but the devs want to make solid games in-house, so that's out of the question.
- SNK has a lot of development teams especially in the mobile/smartphone side of things, but they only have two studios. One of them is making the KOF series, and they barely had enough staff to make KOFXIV. They might be able to do more things as the years go by and the development environment gets better.
- Kuroki admits that even when they go to schools to recruit potential new workers, none of the students even know SNK, although he notes that it's because fighting games have become kind of niche
- Andou notes that NeoGeo cabs were easily accessible at candy shops and supermarkets and whatnot in the old days, but nowadays there's really few places where fighting games can be casually touched.
- If Soeda was allowed to work on a NeoGeo sequel, he'd want to reboot the Fatal Fury series to fit the modern audience.
- As far as the fighting game development scene goes, Kuroki says that he still sees the same faces even though there's more people. When he first started making fighting games he was in a team of 10 developers, but nowadays the development team sizes are a lot larger and the workers have roles thare are more specific.
- On the other hand, Oda notes that a lot of people that used to work on fighting games aren't going hands-on with development any more. Some have quit the business, others have changed to management position or runs their own business.
- Soeda admits that only idiots that love creating things are the ones that are left in the development scene
- One of the huge changes in the development scene is that the people are more "normal". Everyone is decent now because they've gone through education and college. Oda points out that his company is normal now; you don't have people working all day. In the old days the developers might only go home once a week to pick up some new cloths, and the rest of the days they're working and sleeping in the office.
- Soeda notes that some people washed and dried their underware in the office
- Oda also notes that they manage their budget now. Apparently in the old days SNK didn't have anyone doing accounting, and also didn't have to plan out their schedules that well, one of the reasons being that they were making games for their own hardware and deadlines weren't that strict. Nowadays their budget is well managed and they simply won't allow staff to sleep in because it's a budget problem to begin with.
- Talking about how they made games, Soeda mentions the way how he'd pose in all sorts of ways in front of his desk as reference to the motions he needs to create, like punching and actually throwing someone. He says he still does the posings, although he doesn't do holds on people any more.
- Oda notes how he had someone perform a Command Sambo hold on himself which he used as reference when he was creating Blue Mary.
- One of the differences from the yesteryears is that the developers get a lot of respect from social networks. Kuroki notes how he gets a lot of messages from overseas fans via Twitter and Facebook, and he's happy about it. Both Kuroki and Oda admit that thinking about the overseas while making a game isn't something they've done in the past.
- For anyone wondering who made the horrifically old-school-SNK CPU algorithm in KOFXIV when its difficulty is set to Lv5, it's Andou's doing.
- Kuroki likes to work with 3-year plans, but he was told by Oda that consumers nowadays can't wait for that long. Whatever the case, Kuroki plans to throw in surprises that'll stun players if there's going to be sequels.
Cem: Happy to hear that. You have recently returned to SNK, and you have been at your previous company for quite some time for Street Fighter 4 and SFxT. What exactly made you return to SNK?
Oda: We are honored to tell you that the both of us (Kuroki-San) came back to SNK.To explain, the people at SNK were not doing consumer games for a while. Mr Kawasaki wanted to come back to consumer games.
Cem: So SNK came to you asking you to work for them again?
Oda: Yeah. To be more precise, we got called by Ogura-San, who is the main Illustrator of KoF14 and a member of the Ex-Fatal Fury team.
Filip: Oda-San worked on the SF4 and Cross Tekken Series. How was your experience at that time and did something out of that experience influence the development of KoF14?
Oda: Of course at the work, my previous experiences influence my work after that, but to be frank I cant explain you in detail how exactly it influences my work at SNK.
Carmelo: How did you approach the design of the engine of the game and how come you did not work with an existing engine and what are the benefits of your engine?
Oda: At the beginning of KoF14 we actually started using Unreal Engine, but due to some conditions, costs and some staff members we decided to go with our own engine.
Cem: In past IPs, there are fan favourite characters like Oswald, Freeman, Honfu or Rick from Real Bout and most of them never really got into KoF except for Oswald who came from KoF11. But since they are actually fan favourites characters and with the addition of characters like Tung or Geese, can we expect these characters at some point in the future, may it be for KoF14 or for a future installement?
Laurent (Translator): You mean characters which as..?
Cem: Like Oswald, Freeman, Honfu or Team USA. Heavy D!
*everyone laughs*
Oda: There is no chance that they will never appear. Oh yeah, Kuroki-San was the designer for Rick Strowd.
Cem: Nice! Rick is awesome.
Filip: What was the focus of developing KoF14 and why? What did the team focus on first and primarily?
Oda: First, we made sure the game appears on the screen. We worked so that it was playable at first. Then came shaders, and in parallel we took care of the motions and the gameplay. Plus the system and sound and voice actors were also important aspects, doing the paper work with them. So everything was done in parallel.
Carmelo: Many players are excited for the netcode of the game. Ragequitting is a real problem right now. Do you have anything done to punish Ragequitting?
Oda: There are going to be penalties for Rage Quitting players. The game investigates the connection of the online players and the game penalizes by match making the disconnecting players together.
Carmelo: That’s a very nice solution.
*everyone agrees
Mac: Also about the netcode, in the previous KoF Games, like 13 or Steam Edition, there were complains about the netcode. The steam version improved a lot but not perfect still. What did SNK do in the development to improve the netcode and give the players a better online experience?
Oda: The online of 14 will be done through Peer to Peer connections. We were aware of the online connections and heard feedback about that. We made sure that KoF14 would give the best experience.
Cem: In the beginning there was a lot of feedback and criticism for the appearance of the game. Longterm some SNK followers gave their trust to the game, thanks to the appearances of the new stages like the Castle Garden which I think most SNK fans really appreciate. While the graphics at some point are at some point a common point of feedback, how did the team react to the reaction?
Kuroki-San: As you know the game was first presented at PSX last year. The game was not finalized and completed, so we just kept working on the game to make sure to improve the quality. So we decided to just keep walking to reach the current quality, improving on past things such as the shaders. We dont have quarters outside of Osaka, so we had to search for publishers. Thats why we had to announce the game which was still in development in order to reach out to publishers.
Mac: So there is no SNK place in USA no more?
Adam (second translator): There is still an office in USA, but as Oda-San commented, we dont have any headquarters in Europe, and everything on the bussines side is still based on the Osaka-side.
Filip: There was a rumour about a yearly patch?
Oda: That’s only a rumour.
Carmelo: What about game centers. I heard a lot of GC are turning down bussiness. Do you have any plans to bring SNK back to the arcades also?
Oda: We have no plans for the moment, but if the conditions are all ready, we will be happy to release games for the centers again, and I would love to go for that again.
Mac: In recent interviews you said you loved how KoF13 did at Evo for 3 years in a row. Does SNK have plans for supporting tournaments around the round or push KoF in the e-sports series?
Oda: Theres a lot of tournaments all over the world. We are working with partners in Europe and North America, Deep Silver and Atlus to support these events and tournaments. We are going to keep doing that post-launch as well.
Cem: In what aspect does KoF14 want to compete vs other fighting games?
Oda: With KoF the fact that we have 50 characters, due to the 3 on 3 mechanic, we are sure we can compete with this.
Cem: Yeah, the characters are a lot of fun.
Filip: KoF tried many different styles 1999/2001 had the strikers system, 2003 and XI had the Tag Shift System. Do you want to try something similar again or rather go for something unique?
Oda: The striker system was not that fun personally, compared to other games that used a similar system. I would like to challenge new game mechanics in the future.
Carmelo: How will you treat wishes from the community about KoF14 in terms of fixing bugs, glitches or things that are unintended like the fuzzy guarding and stuff like that?
Oda: We will make sure to remove all type of bugs that will arise in the game.
Cem: You two have been part of the game development for a very long time. You have been doing a lot of fighting game work. What exactly is it that keeps you doing fighting games?
Oda: It seems there is a misunderstanding. We have been working on different game genres, we are just known for fighting games, for example Kuroki-San worked on Sonic.
*everyone laughs and is in awe.
Cem: Gotta go fast!
*silence.
Carmelo: Where do you get your inspiration from and how do you approach new ideas for games?
Oda: I can’t really say, it just comes like that. Maybe it falls down from the space?
*everyone laughs.
Cem: Concerning the soundtrack of KoF14, Hideki-San (Sha-V) is working on it. He also worked on KoF11, which I really liked. How come he got to work on KoF14 again?
Oda: He is the guy for that.
Cem: Ah, so he works at SNK?
Oda: Yes. Another thing about Sha-V-San is that he left the company and came back many years ago before I did.
Carmelo: Did you have any plans to ever bring the Garou Densetsu series back? I was always hoping for a prequel featuring Terrys and Andys father fighting alongside Geese, turning into a villain.
*Oda laughs.
Oda: If I was going to make a prequel to the first of the Garou, it would be set between the Art of Fighting series and the Fatal Fury series. If I have the chance to make the prequel I will make it for sure. Actually, everywhere in the world people ask me that question.
*everyone laughs.
Filip: With so many active fighting game studios right now, is there any company you would like to have a crossover game right now?
Oda: There is no plan at the moment for a crossover title, but if we have an offer from another studio, why not? The thing is, if we have to work on a character from another company, it’s really stressful.
Carmelo: How about new IPs? Are there plans to bring new franchises to the market? Like a platformer, puzzle game or racing game?
Oda: Currently nothing like this is planned, however as soon as we improve our skills and techniques we will look into new IPs and stuff.
Filip: ArcSystemWorks developed a game for Persona, as did Capcom for Jojo and Marvel. If you have a chance to produce a fighting game for a popular franchise, anime, manga, cartoon or anything, which franchise would that be?
Oda: Maybe Street Fighter from Capcom?
*everyone laughes.
Oda: Kamen Rider also?
everyone: Whoa! We know Kamen Rider!
Oda: I’m, a big fan of Kamen Rider, haha.
everyone: So are we.
Cem: In KoF13, in order to create the 2D graphics its documented that the whole team used the 3D rendering technique to draw over the 3D models. Does this technique help in creating the models in KoF14?
Kuroki: We used completely different techniques to achieve the graphics in KoF14.
Mac: Is there any chance which uses the same graphic techniques of KoF13, not only Fighting Games? Like Metal Slug…?
Oda: No plans at the moment for using the technique at the moment. But theres no chance to not do it.
Mac: KoF13 really looked great. One of the best 2D engines made.
Oda: Thank you.
Filip: A simple question from my side: Whats your favourite villain from the SNK games?
Oda: For me it’s Mr. Big. Or Geese.
Kuroki: Geese, yeah.
Laurent: I agree, Geese. Maybe Yamazaki.
Adam: Also Geese.
Carmelo: Was it more difficult to make games in the old days or is it more of a hassle to do them nowadays?
Oda: Now is way(!) tougher! It is harder than it used to be in the past.
everyone laughs.
Thanks again to SNK: Oda, Kuroki, Laatz and Vernézy, for coming to Germany and we wish them and Koch Media the best with the release of KOFXIV.
Same here, l'unico amico con cui avrei potuto giocare si sta trasferendo per lavoro //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifsono veramente indeciso se prenderlo. su console planet ho visto che è disponibile al solito cinquantello. però so già che ci giocherei contro la cpu e basta, perchè i miei amici non lo toccherebbero neanche con un bastone e il plus per me è come l'acqua santa per il demonio //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
ha senso, ma mi sta proprio immensamente sulle palle il principio di dover pagare per giocare online quando su pc lo posso fare gratis //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifAmazon.it(benedetto sia il prime) mi ha appena notificato di aver spedito la mia copia di kof xiv, quindi domani pomeriggio vi potrò mettere mano!!!Ci siamo!!!!//content.invisioncic.com/a283374/emoticons/Predicatore.gif:game::game://content.invisioncic.com/a283374/emoticons/Gab3.gif
- - - Aggiornato - - -
@leman:
Compralooooooo ci giochi con me //content.invisioncic.com/a283374/emoticons/winks.gif
Per il plus lo puoi prendere a 40€/anno(ti dico io dove).
Se ci pensi sono 3,33€/mese....
Ti costa come 3caffe' al mese e per una passione credo siano spendibili //content.invisioncic.com/a283374/emoticons/winks.gif
Strano!ha senso, ma mi sta proprio immensamente sulle palle il principio di dover pagare per giocare online quando su pc lo posso fare gratis //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifinoltre ho letto in giro che il netcode è scandaloso come al solito, quindi non è che sia poi così invogliato, ma aspetto di vedere altri commenti a riguardo prima di farmi un'idea precisa.
in ogni caso, per ora ho ancora il lavoro che mi ruba gran parte della vita quindi non ho il tempo e la forza di mettermi giù serio ad imparare un picchiaduro nuovo e complesso come kof. se proprio proprio cederò al lato oscuro del plus, sarà minimo tra 2/3 settimane quando avrò finito la stagione. per ora aspetto e cerco di farmi qualche idea più chiara sul gioco, sperando che online funzioni come si deve. dopo quella meraviglia del netcode di KI sono un pò viziato a riguardo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Azz come ti invidio!(null)
In realtà ho letto che il netcode funziona alla grande, però l'imperfezione che provoca lag o altre spiacevoli inconvenienti è un bug (famoso errore di programmazione) che interfeisce nelle partite Casual e Ranked (mentre il Party Battle mode funziona perfettamente alla grande). A dimostrare questa cosa è Frionel (noto pro-player di Kof) che dal Marocco è riuscito a giocatore con uno del Belgio senza lag, insomma ottima connessione. La SNK è già all'opera per sistemare questo "bug" che, fortunatamente, non colpisce tanti giocatori, ma risolverlo il prima possibile fa solo che bene.Strano!La recensione di gamespot parlava di un netcode su buoni livelli!:tragic:
Speriamo bene!!!
Speriamo sarebbe ottimo!In realtà ho letto che il netcode funziona alla grande, però l'imperfezione che provoca lag o altre spiacevoli inconvenienti è un bug (famoso errore di programmazione) che interfeisce nelle partite Casual e Ranked (mentre il Party Battle mode funziona perfettamente alla grande). A dimostrare questa cosa è Frionel (noto pro-player di Kof) che dal Marocco è riuscito a giocatore con uno del Belgio senza lag, insomma ottima connessione. La SNK è già all'opera per sistemare questo "bug" che, fortunatamente, non colpisce tanti giocatori, ma risolverlo il prima possibile fa solo che bene.