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The King Of Fighters XIII - Console version detailed

GuardianE said:
Our of curiosity, is there any story explanation for Mr. Karate?
Also: there is already a Mr. Karate/Takuma's alt, isn't it?
I wonder why SNKP didn't use Ryo's alter ego (I assume it's Takuma cos character art of DLC Mr. Karate doesn't look anything like Ryo).
 
Because the only other different moveset Ryo has had is being a shoto (nor does he even look different), Takuma has at least been different enough thrice.
 
SolarKnight said:
Because the only other different moveset Ryo has had is being a shoto (nor does he even look different), Takuma has at least been different enough thrice.
That's true...

Well I said that only because I'm playing (again) XBLA NG Battle Coliseum, and I always like the idea of the character swap, even if it's only a matter of different names.

Just out of curiosity: is it known if DLC characters and single fighters (such as Billy and Saiki) will have their own storyline, or just a random 'others' ending?
 
Just watched a XIII Yuri combo video.

Holy shit. I already <3'd Yuri, but I think I'm gonna straight up main her this time around.

<---- Also, repping Yuri in the avatar now. :D :D

EDIT: Though is it just me, or has Yuri been moeblob'd up just a bit in XIII? Don't really have a problem with it, just sayin'.
 
gallarycard185.png

gallarycard174.png

Dat elisabeth. <3

(Thanks Evil_Yagami)
 
Seraphis Cain said:
EDIT: Though is it just me, or has Yuri been moeblob'd up just a bit in XIII? Don't really have a problem with it, just sayin'.
Heh, not just you. :) Don't know if it's just the angle though.

I like how she looks in XIII, personally, but a lot of people bring up that complain (not saying you are complaining though). :)
 
The stream this weekend will be our biggest KOFXIII stream to date. I cant give you any details but please tune in. T_T
 
haunts said:
The stream this weekend will be our biggest KOFXIII stream to date. I cant give you any details but please tune in. T_T
What? You cant post 'biggest stream' and 'no more details' >__<

"Yo guys i won the lottery and married Monica Bellucci. I cant give details lol"
 
haunts said:
The stream this weekend will be our biggest KOFXIII stream to date. I cant give you any details but please tune in. T_T
Sounds great! The streams are awesome and its fun to see you guys get better each time.
 
zlatko said:
I've definitely seen him on FBI's most wanted list. He was in cahoots with Josef Fritzl.

Edit: @ haunts

Roger was mentioning something about empty jump and then going low against Maxima to avoid vapor cannons or whatever, gets him grabbed. Which made me wonder, is that the case with hyper hops as well? I'm not 100% sure if I see you guys hyper hop at all, so I was curious if you guys did know what it is.

You sure if you hyper hop you can empty jump a lot better? If so I will def check this out! THanks for the tip =P
 
Remember when those popped up on SRK a while back. While they do an EK job of preserving the lines and fine details, it's still more like the blur filter used in Guardian Heroes HD, in that it'd make certain things (like faces) look a bit more un-defined then they do with the pixel art proper.

I'd rather see the pixel detail perserved, than see values and definition lost for the sake of smoothing, in the end. If they're gonna use just one, I'm much happer they went with what they currently have.

And to keep GAF up to date with the rest of the net, "lol, forums", staff from Atlus Forums, decided to clear up what's official, and what's not, reguarding characters in the console port:

lol said:
Here's what's official:
- As of now, there are 5 extra characters to be in the console version that weren't in the arcade version
- Two of those will be available with the game
- Those two have been announced to be Billy Kane and Saiki (human form)
- The other three will be DLC
- One of those has been announced as Iori with the Power of Flames. The other two have yet to be officially announced.
- Subsequent new characters may be announced as DLC at later points

So obviosuly RSG did say some confusing things early on which has led to some misconceptions. Aside from that, I'd say the RSG rep you quoted above didn't know that when you said "Iori 98" you were referring to the character that's officially being called "Iori with the Power of Flames."

Also, I don't think there's been any reason for you to assume either of the bosses from the arcade version will be playable.

Sorry for the bubble bursting there that most of you should've picked up.

Then the RSG's guy who responded to emails, asking about "Do the additional console characters include Iori 98?" came and cleared up his input on the matter:

TorisuRSG said:
Hi,

I am the RSG representative you quoted above. I risk disagreeing with a potential customer and appearing to 'protest too much', but I'd like to say I feel the criticism is a bit unwarranted.

When I replied to you in August I had a document in front of me that was created by SNK in March 2011. On page 21 of this document there is a picture of all five "new characters" (yes, I have in front of me again) with their names underneath. Underneath Iori, it says "‘96 Iori Yagami". I think I can be forgiven for thinking that he wasn't Iori '98!

Thanks

EDIT:
I hope the above doesn't come across as 'snarky', I don't intend that.

So, curb and temper those expectations on characters, everyone!

Hopefully, SNKP has something to say themselves this week, however. They might not be at TGS, but this is a week where everyone will be hungry for news from Japanese game devs.
 
Man I disagree with the both of you, I think the blur looks awful in KOF13, and if I can't have my pixel perfect sprites I'd rather have those smoothed-out ones. And personally I don't see any loss of detail in those.
 
Looking at all these pics posted I just can't get over how glorious the sprite work for this game is, gets me a lil teary eyed (having been with the series since day one and all).
 
jett said:
Man I disagree with the both of you, I think the blur looks awful in KOF13, and if I can't have my pixel perfect sprites I'd rather have those smoothed-out ones. And personally I don't see any loss of detail in those.

Stills of choice shots rarely reflect what actually occurs in game, though.

Plus, the backgrounds are designed as native-res spritework, seeing flash-like player characters standing in front of such might look pretty weird.

It'd be worth experimenting with such things in a sequel, especially since the high quality of the spritework makes the smoothing a bit more soothing than usual. But I don't think it'd work as well with the background sprites, especially on the 3D-ish stuff like the (African!) Elephants in India, or the gears in Billy's stage.

I'm still impressed each day, as I watch this game in motion. I find much more flaw in SFIII, after getting used to KoF XIII... As insanely well shaded and animated as those sprites are, I like the well-rounded talent of SNKP's spritework just a bit better. A very miniscule blur on scaled-up sprites of this quality, doesn't change that fact in the least.
 
_dementia said:
Unfiltered is not an option?

Not so far. The Scaling + (very) Slight out-of focus look on the characters seems to be the default right now. Most say it's sharper than the default look that the arcade version has used all this time.

SNKP still don't seem to have the options and such finalized in the builds we've seen however, so such a thing COULD still be added. It seems a bit unlikely ATM, but hey, who knows?
 
SAB CA said:
Not so far. The Scaling + (very) Slight out-of focus look on the characters seems to be the default right now. Most say it's sharper than the default look that the arcade version has used all this time.

SNKP still don't seem to have the options and such finalized in the builds we've seen however, so such a thing COULD still be added. It seems a bit unlikely ATM, but hey, who knows?

Certainly looks way better than the arcade filter. You can get an idea of how it looks with the 720p Atlus videos at full screen though there is still a lot of compression. I think the way the game looks now is great, but I'm still holding out for a zoom OPTION so it can look as beautiful as XII did.
 
jett said:
Man I disagree with the both of you, I think the blur looks awful in KOF13, and if I can't have my pixel perfect sprites I'd rather have those smoothed-out ones. And personally I don't see any loss of detail in those.

I also hate any kind of blurring. I dont care if it's the minimal setting, it always looks bad. Always. I'm rather have the whole game blurred than blurry sprites over sharp backgrounds like this (no, I don't think it looks good, but having the background in focus and the characters out of focus is so, so bad). And those fan-made smooth sprites... Every time people show filters, they post one or two decent frames, but then you see it in movement and it's hilariously awful.

SNK fucked up by making the sprites 480p AND that small. Sure, in 2005/2006 when they started making the XII sprites, they weren't too outdated yet. But they should've realized that before the year ended and the XBox 360 was released. They weren't going to aim at the PS2 anymore. It was lack of foresight and/or bad planning, period. I (we) look at KOF XII and think it's gorgeous.

Nobody else does. They think it's SNES garbage. That's reality. At their native size they would be as tiny as they are on the select and stage screens - teeny tiny.

I understand that making 720p sprites would mean they would be a LOT less detailed and less animated. BB sprites are NOT what made me fall in love with sprite work. Even the ugliest SF4 lame 3D model looks better than that, IMO. But frankly, their approach hasn't worked. Their all-new, over-5-years-animating sprites are already being hidden away so average Joe won't mock them too much.

Shit is wrong in so many ways, and they put themselves in such a corner that has no fixing. They either put them as-is, pixel-doubled and messy, or they put them at 200% like XII to avoid doubling OR they blur the fuck out of them. Lose-lose-lose.
 
Yup, OPTIONs are always good. I hope we get as much crammed in as we can... but this is one of the (only?) times I can forgive a lack of a sprite filter!

And for something a bit different, how about Gunsmith X Kayane X KoF XIII: The Interview?

Kayane interview at Take All Comers 2011

XD And hey, there's Frankfurt on the sprite discussion! It was getting to be about that time. *wave*
 
Let me ask this. Many people say that XII's zoom mode was too restrictive and hurt gameplay so they are happy that the camera is now pulled back. From what I understand, in XII the camera was only zoomed when the characters were near each other. When the characters spread apart the camera pulled out to about the view we are seeing in XIII currently.

Does including an option to have the camera come close (as it does in some neomaxes) when characters are near each other change any aspect of the gameplay?

I have a hard time understanding how it would and thus leading me to hope that a simple option can do this without changing the way the game works or plays. However I have noticed that moves like Joe's tiger kick and Andy's Kuuha Dan cover much more distance than they ever did in XII. When moves take up this much screen space I'd imagine the camera moving in as Andy's feet get closer to smacking Kula in the face, while being very dramatic, might make it difficult to judge height and timing.

Did I answer my own question or is there something more obvious I'm missing?
 
SAB CA said:
Yup, OPTIONs are always good. I hope we get as much crammed in as we can... but this is one of the (only?) times I can forgive a lack of a sprite filter!
Still, I hope and kinda expect we will have a no filter option.

SNKP did it so right with Neo Geo Station (and also with almost all their brawlers on XBLA) to believe they just won't provide a simple no-soften option... Yeah, even if it means blocky sprites.

After all - correct me if I'm wrong - isn't XIII the same of XII in no-zoom situations?
I mean: backgrounds at their native res (so 1:1 sharp) and sprites sliiightly out of focus (compared to when they are giant-size-zoomed in) but noticeably only if you stick your nose to your monitor.

This blur looks to me less messy than in the arcade game, sure, but definitely stronger than XII in the above condition.
 
RogerDodger said:
You sure if you hyper hop you can empty jump a lot better? If so I will def check this out! THanks for the tip =P

The infamous Roger himself. You should be able to. It's how Geo keeps pressure on you guys so well when you go against him. He starts a block string then hyper hops so that his jumps are so low and so fast to the ground he can keep you pinned down more and set up more mix ups or bait out things.

With a jump so fast and so low to the ground I don't see why you wouldn't be able to empty jump grab/command grab much faster.
 
zlatko said:
The infamous Roger himself. You should be able to. It's how Geo keeps pressure on you guys so well when you go against him. He starts a block string then hyper hops so that his jumps are so low and so fast to the ground he can keep you pinned down more and set up more mix ups or bait out things.

With a jump so fast and so low to the ground I don't see why you wouldn't be able to empty jump grab/command grab much faster.

Usually the counter to this in older KOFs was a standing jab, but unsure if they are quick enough in this game. Maybe a crouching B could work, usually hops could be anti-aired by some low normals.
 
alstein said:
Usually the counter to this in older KOFs was a standing jab, but unsure if they are quick enough in this game. Maybe a crouching B could work, usually hops could be anti-aired by some low normals.

From my experience, both still work.
 
patrickthehedgehog said:
Let me ask this. Many people say that XII's zoom mode was too restrictive and hurt gameplay so they are happy that the camera is now pulled back. From what I understand, in XII the camera was only zoomed when the characters were near each other. When the characters spread apart the camera pulled out to about the view we are seeing in XIII currently.

Does including an option to have the camera come close (as it does in some neomaxes) when characters are near each other change any aspect of the gameplay?

I have a hard time understanding how it would and thus leading me to hope that a simple option can do this without changing the way the game works or plays. However I have noticed that moves like Joe's tiger kick and Andy's Kuuha Dan cover much more distance than they ever did in XII. When moves take up this much screen space I'd imagine the camera moving in as Andy's feet get closer to smacking Kula in the face, while being very dramatic, might make it difficult to judge height and timing.

Did I answer my own question or is there something more obvious I'm missing?
This might not be a very informative post, but I can't personally think of any reason why it would change gameplay. At least not as an option. But I might be wrong?
 
SAB CA said:
Thanks for letting us know about the Atlus site update, Pat!

What kind of life do I lead where I think "Hmm...let's check the Atlus website to see if they've updated!" I hope I can enjoy this game when it comes out as much as I'm enjoying waiting for it!
 
patrickthehedgehog said:
Let me ask this. Many people say that XII's zoom mode was too restrictive and hurt gameplay so they are happy that the camera is now pulled back. From what I understand, in XII the camera was only zoomed when the characters were near each other. When the characters spread apart the camera pulled out to about the view we are seeing in XIII currently.

Does including an option to have the camera come close (as it does in some neomaxes) when characters are near each other change any aspect of the gameplay?

I have a hard time understanding how it would and thus leading me to hope that a simple option can do this without changing the way the game works or plays. However I have noticed that moves like Joe's tiger kick and Andy's Kuuha Dan cover much more distance than they ever did in XII. When moves take up this much screen space I'd imagine the camera moving in as Andy's feet get closer to smacking Kula in the face, while being very dramatic, might make it difficult to judge height and timing.

Did I answer my own question or is there something more obvious I'm missing?
The zoomed-out size of XII is about the size of XIII sprites. That is still "zoomed in", as they're not 100% (to see them at 100%, look at the select screen - they're very small, like the sprites in Hard Corps Uprising). This is 100%:

Elizabeth-XI-alt-custom.jpg


Way too small, so they need to be bigger, but not 200% big. That is the whole issue, and why they're blurred in both arcade and console. Sprites look awesome at 100%, 200%, etc. If you go into fractions, you get pixel-doubling. Staircases inside staircases.

That is what is being hidden with blur.

Personally, I think pixel-doubling looks fine at XIII size (pop XII in and walk away from the other character). It's a perfectly acceptable middle-ground between what WE want (sharp, clean pixel art) and what the average gamer wants (little pixelation). SNKP disagrees, though, as reports say there's no option to turn the blur off.
 
zlatko said:
The infamous Roger himself. You should be able to. It's how Geo keeps pressure on you guys so well when you go against him. He starts a block string then hyper hops so that his jumps are so low and so fast to the ground he can keep you pinned down more and set up more mix ups or bait out things.

With a jump so fast and so low to the ground I don't see why you wouldn't be able to empty jump grab/command grab much faster.

Just watched the tutorial on the make sure that I knew the diff between a short jump and hyper jump. I usually Short jump but also I might be doing a hyper jump sometimes (so similar it can be hard to know what is what =/

Oh yea I am on Gaf, I mostly lurk though =P


alstein said:
Usually the counter to this in older KOFs was a standing jab, but unsure if they are quick enough in this game. Maybe a crouching B could work, usually hops could be anti-aired by some low normals.

Yup this still works BUT can trade often. Sometimes you gotta block the first jump and if they do it again just roll out.
 
Frankfurt said:
The zoomed-out size of XII is about the size of XIII sprites. That is still "zoomed in", as they're not 100% (to see them at 100%, look at the select screen - they're very small, like the sprites in Hard Corps Uprising). This is 100%:

[ig]http://dreamcancel.com/wp-content/uploads/2011/07/Elizabeth-XI-alt-custom.jpg[/Img]

Way too small, so they need to be bigger, but not 200% big. That is the whole issue, and why they're blurred in both arcade and console. Sprites look awesome at 100%, 200%, etc. If you go into fractions, you get pixel-doubling. Staircases inside staircases.

That is what is being hidden with blur.

Personally, I think pixel-doubling looks fine at XIII size (pop XII in and walk away from the other character). It's a perfectly acceptable middle-ground between what WE want (sharp, clean pixel art) and what the average gamer wants (little pixelation). SNKP disagrees, though, as reports say there's no option to turn the blur off.

Oh, yeah, I totally understand that. In fact, after looking at XII zoomed out and comparing it to XIII I believe the sprites are about the same sizes. (I would show this with pictures, but my photobucket is dead. What do people use for free image hosting that doesn't suck these days?) Hell, I think whatever they are doing to the sprites in XIII's home version is the same effect they used on them in XII when zoomed out. Both versions look "crisp" to me, but not completely unfiltered. I do think the arcade version of XIII had a shitty filter as they were horribly blurry.

Anyway, this is all giving me a headache. What I'm wondering is--

Would allowing the home version a dynamic zoom option (just as it works in XII) cause the gameplay to change in any way?

The reason I ask is because I have heard people, one person on the Atlus forums in particular, say that the gameplay of XIII has fundamentally changed from XII due to the locked, zoomed out camera now in use.

Even advertisements and PR material for the game claim "Gameplay is now faster and more intense due to the new camera perspective which allows you to see more of the action!"

I know this is getting so very far away from the things that really matter about this game at this point, but ever since someone mentioned a version of XIII with the dynamic zooming camera at a Japanese location test I've really been hoping the option would be included as I felt the visual presentation on XII was jaw-dropping.

Large XII screenshot

to compare with

Large XIII screenshot

I understand the reasoning for preferring one over the other, but this one and hopefully simple to include feature would be the icing on the cake for this game.
 
So, where's the image from? The same people who uploaded the Console intro (shorter than previous, but direct feed) from earlier?

Guess that's from Partnernet too, eh?

Looks like they could be selling unlocks for the console stuff too, as well as those markers for future content. Wonder how much that'd turn out to be. We know Billy, Saiki, and customization are already parts of the game, so this is apparently just a way to get around the grindey. Wonder if that hints if they'll be hard to unlock... Didn't sound like Billy would be difficult at all, according to Gunsmith.
 
patrickthehedgehog said:
PAGE ONE OF SEVEN!?

Also, although it doesn't say unlock for Mr. Karate and Kyo, those are clearly unlock keys! On disc DLC NO BAI!!

It could also be an unlock that you can DLC if you don't want to grind out the conditions to unlock.

SNK with KOFXII had a ton of useless things you could buy, I don't think much of that stuff would be sorely missed if you didn't have it. It could be silly things like announcer voices.
 
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