PS4 The King of Fighters XIV

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Ottimo!!! //content.invisioncic.com/a283374/emoticons/wink.png

 
Varie curiosità su alcuni pg provenienti dall'Artwork ufficiale

Bandeiras

"There's something familiar about Bandeiras. When designer Ogura was drawing his design, he was like '"He's the new main character.'" He's not a main character, but he's loved that much." - Kuroki

Hein

"We had a hard time with Hein, as his character took a while to be determined. At first, I was thinking he would have moves based on chess. Also I was thinking he would be a clean freak who wouldn't touch anything except with his fingertips. I even considered having him throw away his gloves after each fight. I think you get the picture of how much we struggled with him." - KUROKI

Kim

"Air Houou Kyaku is a move where Kim attacks in the air and then comes back down to continue the attack. There are variations where he can do it on the ground. My favorite is where he smacks the opponent to the ground from midair and follows after them, which came from the Maximum Impact series version of the move. I wanted to pay a tribute. Thanks, Maximum Impact!" - WATANABE

Kukri

When Ogura designed Kukri, I felt like "This is it!" The model came out awesome and his animations made it even better. But how do I say this... Oda's personal touch was added, so the character came out kind of weird. In other words though, it came out SNK-ish. I have an actual model of the face. Hopefully one day I can show it to you all." - KUROKI

Kyo

"As part of the design goals, we wanted to captivate new fans. That's why even though Kyo is the main character, we decided to drastically change his hair and outfit. Of course, we figured previous fans wouldn't like it, but we wanted to challenge ourselves by trying to create a new KOF. If you play Kyo, fans will start to realize it's the same old Kyo" - KUROKI

Leona

"Due to designer Ogura, Leona's chest ended up being pretty robust. The effect of physics lended nicely to her chest's motion... The animation ultimately looked stunning, even becoming popular on the internet." - KUROKI

Love

"Love is also an addition from a slot machine, and at first I was hesitant to include her, but it worked out. Personally she reminds me of B. Jenet, but since she was created by the Fatal Fury dev team, I think it's acceptable." - KUROKI

Luong

"When we first saw her in-game, I was surprised to see her large stature compared to the other female characters. We had a random conversation about if we should keep her that way or not. I don't remember how it started, but we somehow ended up sticking with it. As an art director, I was hesitant, and I thought Watanabe would disagree. But instead he loved it, so we ended up keeping it." - KUROKI

Robert

"Robert's design changed slightly over the years, but since it's been more than 20 years, he started to look outdated. So we decided to rethink his image and modernized him. I asked Ogura to use a famous American actor as a reference. He came out pretty badass." - KUROKI

Terry

"Many of KOF's main staff came from the Fatal Fury series. Because of that, there were so many sentimental feelings towards Terry. It took time to finalize his design - even designer Ogura had a hard time. His model was recreated and polished four times, along with many retakes by the motion capture team. Due to all the hard work, the fans seem to love it, so I feel good about it." - KUROKI

Verse

"I asked Oda, "How does Verse talk?" and he responded with "Veeeeeerrrrrrrrse!!!!" I was like, "You've got to be kidding me, it's a joke, right?" Then in an early build, I heard him: "Veeeeeerrrrrrrrse!!!!"' - KUROKI

Angel

"When you think of Angel, you think of "'Unchain."' But to program these moves into her AI effectively, it took 3 times longer than other characters. When the difficulty is set to level 5, her Unchain moves become pretty tricky, so if you're not sure how to use them, please reference the CPU-controlled Angel." - ANDO

Athena

"We need to make various sound effects for KOF, and Athena in particular seems to have many. But since her character's pretty much set in stone, the work tends to be easy. She's a staple character, and she's a fun character to work on every time." - ASANAKA

Chang

"Chang has a big body, short legs, and carries an iron ball. Because of that, when he gets thrown or hit with some moves, various issues come up. He was one of the hardest characters to work with. During his short animation for the Climax special move, when his back took up all of the screen, I practically felt defeated." - ANDO

K'

"K' is the main character from the NESTS Saga. The same team that handled the BGM for K' in KOF '99 and KOF 2000 created his BGM again for this project. I love its electronic sound feels out of place in the Derelict Church stage. Isn't that sort of juxtaposition cool? I hope you enjoy the new K' Team BGM." - ASANAKA

Kensou

"I had a difficult time modeling Kensou's face. It would come out too young, too good looking, or too old, and I had to iterate on it many times." - KUROKI

Mai

"Mai is a very popular character overseas, so there was a lot of pressure to get her right. I'm confident she'll live up the expectations everyone has, so please look forward to her figure." - KUROKI

Nelson

"We had a hard time with Nelson due to his robotic arm. The battle system is 2D, so the arm needed to be placed in the back, but depending on the movement, it made things complicated for the game designers and the artists. At one point, I was like, '"Maybe both arms should be robotic.'" But in the end, he came out pretty cool." - ANDO

Shun'ei

"Shun'ei's design was done by a younger designer instead of Ogura. It's a design that's meant to be more appealing to the female audience. I felt it'd be nice if this character was the reason they'd play this game. He might remind you a little bit of Rock Howard... Let's just say it's the same people who were involved with his design." - KUROKI

Xanadu

"Xanadu was popular among the staff. I was worried because characters that are popular among the staff usually don't fare as well among players. On top of that, Oda's design specs were so personalized, it was concerning. But in the end, I think he came out well." - KUROKI
 
"Robert's design changed slightly over the years, but since it's been more than 20 years, he started to look outdated. So we decided to rethink his image and modernized him. I asked Ogura to use a famous American actor as a reference. He came out pretty badass."

Non ho capito di quale attore parla...

 
"Robert's design changed slightly over the years, but since it's been more than 20 years, he started to look outdated. So we decided to rethink his image and modernized him. I asked Ogura to use a famous American actor as a reference. He came out pretty badass."
Non ho capito di quale attore parla...
In giro per il Web ho letto che il punto di riferimento per Robert "rinnovato" e' Johnny Depp (anche se secondo me assomiglia più ad Orlando Bloom che a Depp, ma in ogni caso si parla di un attore americano famoso //content.invisioncic.com/a283374/emoticons/wink.png) . Il Robert "classico" un po' assomigliava a Stevean Seagal, attore che al giorno d'oggi non è più popolare come un tempo, ma possono metterlo sempre come costume Dlc per far felici i nostalgici.

 
Qualcuno smazza??

 
http://www.eventhubs.com/news/2016/sep/21/snk-still-interested-making-garou-2-and-new-samurai-shodown-currently-considering-adding-dlc-characters-king-fighters-14/

---

Statement on future plans from SNK

Well, I've been saying for a long time now that there's no DLC planned, but we've been asked so much about DLC that we've started thinking about what we maybe could do, and now we've started having ideas about what to do.

We've begun thinking "Wouldn't it be nice if we could make a pretty big update to the game?" There are a lot of characters we don't have in the game that people want, so of course we've been asked a lot about that, but there are also a lot of people who don't want us to put in any more because the game's roster is already up to 50 characters, as it is.

Of course, we have other IPs we want to work on games for as well... To be honest, nothing has been decided yet, either way, but when we did a poll to ask what people wanted, Samurai Shodown was the most requested game. So, there's nothing decided yet, but we're thinking about it.

We've said that we want to make Samurai Shodown, and we' ve said that we want to make Garou 2, but to be honest, there are a lot of different opinions within the company, so there's really nothing we've decided on making yet, so don't see ita s confirmation, we just have a lot of different potential projects to start on next.

 
Altre curiosità dall'Artbook di The King of Fighters XIV

Antonov"'Without his success, there is no success for KOF.' Out of the 50 characters, he is the most time we've spent selecting the right voice actor. He's the self-proclaimed first KOF champion, but down-to-earth and relatable. The voice actor was able to really bring out Antonov's personality and nuances." - Asanaka

Geese

"Same with Terry, Geese is a character that has a special place in the hearts of the Fatal Fury staff. We meticulously worked on the design, movements, and model. Geese has a different face every series, so there was no one correct image to work from, which complicated things. The modelers and motion capture team all worked hard and we're very pleased with the results." - Kuroki

Kula

"The blades on Kula's shoes only appear during her dash and heavy kick. She was the first character that we implemented this technique in, being able to toggle part of her model on/off in the engine. At that time, I figured the game designers could just create such extra parts and we'd be able to implement them no problem - aside from weapon-wielding characters. But KOF has many characters with unique traits, so it wasn't that easy." - Ando

Meitenkun

"We had this idea of making the character bilingual between Chinese and Japanese. In that sense, we had a hard time finding the right voice actor. But in the end, we found an awesome voice actor that was able to bring that character to life the way we wanted. Also, when we were working on him, we felt rather sleepy! Hehe." - Asanaka

Mian

"Mian's sound effects use a collection of ethnic instruments. It's not anything new, but I think it's the first time we were this diligent about it. Visually and audibly, she came out pretty unique." - Asanaka

Sylvie

"Like with Shun'ei, we had a younger designer create Sylvie instead of Ogura. I didn't mind that it didn't fit my idea of KOF, and I felt that the young designer was able to bring a fresh, new design to the table. It's really rare when we all agree on a concept, design, model, and animations of the character. But with Sylvie, I felt like that all came together. Kula and Sylvie's storyline is a must-watch. I enjoyed it." - Kuroki
- - - Aggiornato - - -

http://www.eventhubs.com/news/2016/sep/21/snk-still-interested-making-garou-2-and-new-samurai-shodown-currently-considering-adding-dlc-characters-king-fighters-14/
---

Statement on future plans from SNK

Well, I've been saying for a long time now that there's no DLC planned, but we've been asked so much about DLC that we've started thinking about what we maybe could do, and now we've started having ideas about what to do.

We've begun thinking "Wouldn't it be nice if we could make a pretty big update to the game?" There are a lot of characters we don't have in the game that people want, so of course we've been asked a lot about that, but there are also a lot of people who don't want us to put in any more because the game's roster is already up to 50 characters, as it is.

Of course, we have other IPs we want to work on games for as well... To be honest, nothing has been decided yet, either way, but when we did a poll to ask what people wanted, Samurai Shodown was the most requested game. So, there's nothing decided yet, but we're thinking about it.

We've said that we want to make Samurai Shodown, and we' ve said that we want to make Garou 2, but to be honest, there are a lot of different opinions within the company, so there's really nothing we've decided on making yet, so don't see ita s confirmation, we just have a lot of different potential projects to start on next.
Mi fa molto piacere che la SNK comincia ad avere idee sempre più chiare su cosa vuole fare in futuro, però basta che non si dimenticano di Metal Slug

 
Samurai shadown

Garou2

//content.invisioncic.com/a283374/emoticons/paura.gif:paura://content.invisioncic.com/a283374/emoticons/paura.gif//content.invisioncic.com/a283374/emoticons/Predicatore.gif:predicatore://content.invisioncic.com/a283374/emoticons/Predicatore.gif

 
In Giappone la OST di The King of Fighters XIV è stata accolta clamorosamente (secondo classificato)

CtHcuNyUAAAbixZ.jpg


 
Dal sito Orochinagi.com ecco i consigli dei fan e di giocatori di alto livello sulle correzioni da compiere (non è detto che verranno effettuate o nella patch in arrivo per Ottobre o in futuro)

Current Patch Version 1.02

Please state issue in as much detail

Character

Online or Offline

Game Mode

For Netcode:

Nat type

Connection Speed

Wired or Wireless

Known Issues

With the help of top players such as KBR, Atma and Gillstolemyride we have some suggestions and reactions.

Comments in italics

Config bug

In case people were unaware: To avoid button config problems in XIV the first user logged into must be P1/Left Side (thx Atma)

Can’t join rooms

This is a PSN / NAT problem.

Nakoruru too strong

Recommendation: remove invincibility on bird cling

Strange character tracking causing strange cross up [ sample ]

you can see tournament sample here 1:55:13 Koopa vs Kusanagi

Majority want a fix.

Minority don’t.

Max mode too difficult to combo from LK or LP.

Solution: get gud

Max mode too damaging and too frequent for exciting matches

enable max mode only from only normals that cancel to specials

Slower meter fill

lower damage output

Rolls wake up invincibility ruining rushdown

With this, there is no guaranteed rushdown anymore. May be a good thing – hard to say at the moment.

remove throw invulnerablity

Rolls too long

some want to shorten

Some feel it’s a new game, just have to deal with it

Getting OCV is soul crushing for beginners, game is not fun

Disable extra energy bonus and extra bar for player in the lead

Enable for last character on losing side (Nak on anchor omg)

…or just disable completely.

Punish Ragequitters

They are working on that

Rush combos have too much recovery

add more push back on block and more recovery

Backdash seems invincible!

It’s not, it’s airborne on frame 1 – remove this?

Lower the hurt box to only avoid crouch B?

Bug: Player is throw invulnerable after recovery roll if you hold neutral.

Max mode can’t use lv1 super

No change please. Game balance issue…. too many stocks means too much power.

LOWER PRIORITY FIXES

Lobby: needs a “kick as soon as match is finished” option

Lobby queue in for party mode doesn’t kick someone out of the party.

1st in queue should replace the first person to join (apart from host)

Dummy not responding to quick recovery [ sample ]

Kara grabs not working on practice dummy

Not important

remove kara grabs and rolls

Online Profile should include Random Stage

More characters pls

Calm down mate, you got 50 already, have you even tried them all yet?

Character specific combos and situations

No recommendation :3

Make everything equal (no thanks)

Ryo: dp xx Haoshoken lv 2 = why so hard?
www.orochinagi.com/kofxiv/feedback-and-bugs

Comunque il top è questo

More characters pls

Calm down mate, you got 50 already, have you even tried them all yet?
In effetti non dirmi che hai già provato tutti ed i 50 i personaggi del gioco //content.invisioncic.com/a283374/emoticons/tongue.png ?

Dopo è stato scoperto qual'è stata la fonte di ispirazione della Climax di Xanadu

CtIvoKaUkAEI8y2.jpg


CtIvokLUsAA9fLN.jpg


Fan degli anime riconoscete l'anime?

CtIvokNVIAA94tR.jpg


CtIvooiUEAANdeF.jpg


Non sarebbe la prima volta che la SNK prende spunta da altre opere, basta vedere il finale di Metal Slug 2 e X xD
 
Ultima modifica da un moderatore:
Dal sito Orochinagi.com ecco i consigli dei fan e di giocatori di alto livello sulle correzioni da compiere (non è detto che verranno effettuate o nella patch in arrivo per Ottobre o in futuro)

www.orochinagi.com/kofxiv/feedback-and-bugs

Comunque il top è questo

In effetti non dirmi che hai già provato tutti ed i 50 i personaggi del gioco //content.invisioncic.com/a283374/emoticons/tongue.png ?

Dopo è stato scoperto qual'è stata la fonte di ispirazione della Climax di Xanadu

CtIvoKaUkAEI8y2.jpg


CtIvokLUsAA9fLN.jpg


Fan degli anime riconoscete l'anime?

CtIvokNVIAA94tR.jpg


CtIvooiUEAANdeF.jpg


Non sarebbe la prima volta che la SNK prende spunta da altre opere, basta vedere il finale di Metal Slug 2 e X xD
No no, se pensi a Benimaru o a K9999, ti rispondi da solo

 
Beh Benimaru prende spunto da "Le bizzarre avventure di Jojo" mentre quella volta con K9999 era praticamente Tetsuo di Akira in tutto per tutto (giusto l'estetica era leggermente differente), infatti la SNK era finita nei guai legali ed ora non può più usare quel personaggio, motivo per cui esiste il suo sostituto Nameless anche se la sua unica apparizione è nel Dreamatch Kof 2002 Unlimited Match. Comunque da sempre la SNK prende ispirazione da altre opere come TUTTE le Software House (Capcom, Namco ecc...) del resto.

 
Scovato l'esistenza di un nuovo tema Ps4, ma pare che sia esclusivo solo per i partecipanti di un sondaggio tenuto in Giappone, Riguarda il South America Team, molto bello

Ct_fwJ2UsAA3O_1.jpg


 
Ecco i risultati del sondaggio che io stesso avevo postato in questo forum giorni fa

https://www.flickr.com/photos/145652891@N04/sets/72157673627686090/

el complesso la gente è contenta sia dell'esperienza offline sia quella online, dopo a livello di contenuti che la gente vorrebbe vedere sono la modalità Personalizzazione e l'aggiunta di pg DLC (ma caspita ci sono già 50 pg , piuttosto chiedete pg per Kof XV, mah non sono mai contenti e Brutale-Ita sarebbe d'accordo con me ) poi ci sono altri dati presenti nei risultati del sondaggio.

 
Pubblicato il trailer d'annuncio del Kof XIV World Championship


Devo dire che seppur riciclando una scena della modalità Arcade del gioco con dialoghi e/o parole cambiate nel complesso mi ha fatto tanto piacere specie nella parte in cui Antonov tutto entusiasta chiede di vendere 20 miliardi di copie, ma il suo assistente gli dice che ci sono solo 7 miliardi di persone (sembra voler dire che nel complesso Kof XIV ha venduto molto bene e la SNK è soddisfatta dei risultati), inoltre c'è anche una simpatica chicca. Dopo mi auguro che la SNK colga questo evento per fare degli annunci di grande rilievo. Non c'è ancora una data specifica, ma dovrebbe essere per gennaio 2017, speriamo bene ed incrociamo le dita.

 
Se qualcuno vuole, sono online e mi faccio volentieri qualche match

 
Della patch di bilanciamento di ottobre, si sa nulla???

 
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