Hoya Destroyer
Member
Cool video. After playing Birdie in the SFV beta today, I cant help but wish that Chang had belly jiggle though. It adds character.
I think it's impressive they're actually going through with all the closeups and specific animations for those moves, too. One person on SRK was complaining the game lacked personality... HOW? People are sneering, jeering, decently dubbed to the lines they're saying, and the game isn't lacking in varied reaction states. People like Kula still have their own unique block animations, Leona still has moments when she spins out in her "gymnast jumps" from moves... these are the kind of details that are generally dropped / not even considered when a company is truly in "poverty mode".
It should be great, because even a newbie player will just "get" that a crumbling opponent is open for more stuff. Nowhere near as confusing as KoF's normal systems as Anywhere-juggle moves, and how certain things actually OTG. When I watch Eiji hit knocked-down opponents with an air-kunai throw in KoF 98UM, I always have to remember that's... actually a thing.
https://www.youtube.com/watch?v=5H3kHpv1EKQ
A new gameplay video. Probably the best showing of Leona's assortment of new/adjusted normals, and quite a few attempts to link normals into NotHD Mode for combos. Chang cancels an AA normal into NotHD, even. Also get to see Iori's back throw (remember how multi-direction throws vanished from XII and XIII?), and if you REALLY want to pay attention, little things like characters new roll animations and proxy normals are all over too.
In the transition from 2D to 3D, what have you had to change, in terms of technical things like timing and animation? What has proven difficult in the transition process?
Oda: The most difficult thing so far hasnt been development as much as getting a team together with the development chops to make a big fighter like King of Fighters. Finding people who can handle doing all of the development tasks within our set timeframe has been particularly difficult.
It seems like it took a very long time to develop individual characters in King of Fighters XIII. There was a website SNK had a while back that highlighted the process, step by step. Is moving to 3D a time-saver in that regard?
Oda: Honestly, in the current industry, its far easier to find people who have experience developing with 3D models rather than sprites. Theres not a lot of young development talent who know a lot about 2D development. Its basically just a lot of old-timers like me. (laughs)
What is the reasoning behind having such a large roster in King of Fighters XIV?
Oda: Yeah, it;s big, isnt it? (laughs) We felt it was a good challenge, and we felt the drive to do it the SNK spirit! King of Fighters is a series known for having a large roster most games start off with between 14 to 18 characters. King of Fighters is 3-on-3 teams, so multiply that by three yeah. And fiftys a nice, round-sounding number, isnt it? Internally, there was a bit of blowback, though, because it does mean a lot more work! But if you want to make a real King of Fighters, you need that roster size!
It was mentioned in a previous interview that Steam was a big impetus for SNK to get back into console games.
Oda: Yes. We look at console and PC as part of the same overall consumer market. By shelving pachislot operations, SNKs main focus has become consumer and mobile games, including PC. As far as Steam goes, King of Fighters XIII did exceptionally well for us there.
The netcode for the console versions of King of Fighters XIII was the subject of much criticism. How are you approaching development of the netcode for King of Fighters XIV to ensure that its up to par?
Oda: We are definitely making sure the netcode will be solid this time around! We recognize that internet conditions globally are quite different from those in Japan. Were doing the tests to make comfortable netcode.
As of right now, how many of the games characters are in a playable state?
Oda: Theyre all currently playable right now, and they have basic moves, but many of them lack proper polish at the moment. Soon, though!
Interviews such as that one gives me confidence in the product.
Cool video. After playing Birdie in the SFV beta today, I cant help but wish that Chang had belly jiggle though. It adds character.
Kula alone in XIV proves them wrong, there is a lot of personality in pretty much all of her animations. The way she walks back and forth, runs, how she lands after a DP and other moves, her Climax DM and more. Then there is Chang and the way he twirls his leg when he spins the ball, his hilarious Climax DM, Iori's new back evasion roll, his new throw, how Kyo flicks his wrist in neutral stance etc. the list goes on. A lot of this stuff was actually missing in XIII, for obvious time and budget reasons, so in this regard XIV is a return to form in a way.
This is a good point, there seems to be a lot of smart decisions on SNK's part in the gameplay mechanics department going on this time. Decisions which clearly show that they are taking all levels of players into account.
There is one system adjustment I've only heard mentioned once so far with no confirmation. One player was interviewed who played at PSX, he said that he did it once by mistake and forgot to confirm it later. He said that he counter hit someone with a jCD with Chang in the air and jumped forward to try to hit them with a jC but missed. However, he still attacked when he landed and was actually able to hit the opponent after they bounced on the ground after the counter hit.
Very nice find, thanks.
I noticed Leona's animations yesterday when the player was just moving around during the producer talk. She is well animated overall and her new back roll looks nice.
Wonder if air activations are still in.
Interviews such as that one gives me confidence in the product.
Interviews like this are ones that I like hearing in terms of how good this game is turning out to be. Makes me all happy!
shelving pachislot
so good.
good netcode should be top priority. keep your promise.
KOFXIV's developers at SNKPlaymore are well-aware of the complaints on graphics and are working hard on polishing them up, according to a new interview posted on Impress Gamewatch.
http://game.watch.impress.co.jp/docs/news/20160131_741552.html
The following is a synopsis provided by MMCafe / The Madman's Cafe.
- The developers at SNKPlaymore are making sure that KOFXIV has the "feel" of KOF, so that when anyone touches it, the controls still feel like a KOF game even though the visuals are in 3D.
- KOFXIV's development team has staff returning from the 1990 as well as KOF 02, 03, and XIII. The ratio is about equal.
- Kyo's physique have gotten muscular over the years so they're making him slim again and giving him a more modern design
- Reconfirming what he said numersou times, Oda stated that VIX will feature a new storyline.
- There won't be minigames in KOFXIV, but SNKPlaymore has a ton of past artworks in their collection so they're planning to include a gallery mode in the game.
- KOF going 3D doesn't mean that all games in the future will also go 3D. However that's also to say that past SNK titles have the potential to return in 3D.
- (Talking about XIV's game system)
"Before going on to adding new systems, we went through a reevaluation of all the systems in KOF. For example, whether we really needed 4 different kinds of jumps, whether the Maxmode is good, which titles were most loved by the players, whether there were unneeded systems, and so on. After doing so, we decided to brush up on each of the system and make them new."
"For example, previous KOF games had different number of supers per character and only some had an EX version, so we made that universal. And since it's a console game, we threw in the Rush Combo system. We also wanted something fun that people can challenge during battles, so we added the Just Defence system that we're still tweaking."
- (Regarding new characters)
"I can't reveal the number, but there's quite a few of them when you include the new characters and SNK characters. Quite a number of them. (laughs)" **Note that Oda says SNK characters, not KOF
- (Regarding XIV's 3D graphics)
"We're getting a lot of negative feedback on the visuals, so we're still polishing up on that. I think everyone will be happy by the time the game is finished."
- (Will there be stories for each character?)
"We're planning on making a solid story mode."
- (Will story mode be in 2D or 3D?)
"Please look forward to the final product (laughs)"
- (Will there be official tournaments, events, etc?)
"We can't make a solid reply but we've thinking of it."
- (KOF is poplular in China. Are there plans to include Chinese character(s)?)
"The game will have Traditional Chinese/Simplified Chinese support. There will be a stage based on China and Character(s) too so please look forward."
One more juicy interview:
Honestly, most of them look great. Beni looking great IMO, I don't think they need to change him at all.
Honestly, most of them look great. Beni looking great IMO, I don't think they need to change him at all.
- KOF going 3D doesn't mean that all games in the future will also go 3D. However that's also to say that past SNK titles have the potential to return in 3D.
Another KOF video. Kula's not looking so hot:
This image from the PS Blog is probably the best res version seen so far: http://blog.us.playstation.com/2016/01/29/new-king-of-fighters-xiv-roster-details-revealed/
![]()
This image from the PS Blog is probably the best res version seen so far: http://blog.us.playstation.com/2016/01/29/new-king-of-fighters-xiv-roster-details-revealed/
![]()
Honestly, most of them look great. Beni looking great IMO, I don't think they need to change him at all.
There are some filters/lighting that I would agree that they could use to just make the overall presentation look better. But otherwise...it's certainly functional, and I hope by the time the "final product" is ready, we'll see exactly what they're talking about.
This really interests me, though.
As a guy who is definitely invested in seeing what they do with Samurai Spirits in the near future, I can't really imagine them realizing a new main game in any other way but using 3D graphics (and if the rumor pans out). Probably the bigger question is if they'll have an opportunity to experiment with graphical artstyles more, though, considering the average SS roster is MUCH smaller than KOF's.Nakoruru will be in XIV in some way, anyway
Another KOF video. Kula's not looking so hot:
https://www.youtube.com/watch?v=wyY4eervdIk
Kula's ice breath had less range. She try to use it in blockstring, after cl. C (2 hits), and it looked like it did not connect or reach Iori at all.
At https://youtu.be/wyY4eervdIk?t=440
The guy tries the same blockstring again and caught a clean st. CD. Crazy.
My boy K' looking super fine, as usual. Hopefully he'll be just as good to play as because he and I are kinda forever.
If tung is in this game they better make his giant form like his rb2 incarnation
As in his upper body turns giant and retracts
At least they fixed the early PS2 era portrait of Andy....
This image from the PS Blog is probably the best res version seen so far: http://blog.us.playstation.com/2016/01/29/new-king-of-fighters-xiv-roster-details-revealed/
![]()
Kyo's face really bugs me. He looks more androgynous than Beni. Like you could change his hair and eye color and he could be King :\
While we're bumped, it's worth noting the game's next showing is apparently Feb 19th in Hong Kong. News via MMC, SRK, and Gunny with Orochinagi.
The effects and animation are already looking very good, supers look better than ever (and those are the highlight of KoF for me). Can't wait to see some HSDMs
They gotta do something (anything) with Kyo's hair, add some life to the backgrounds and I'll be very happy. The fact they're confident people will be satisfied with the graphics by the time they're done with the game is a great sign. Hopefully they don't do anything crazy, just build on what they've got so far.
Kyo's face really bugs me. He looks more androgynous than Beni. Like you could change his hair and eye color and he could be King :\
Don't be silly, you'd have to double his eyeball size for him to be a female character.
Fricken Athena[excuse me, Kula] alien face, can't unsee
KOF XIV: series writer Ureshino not involved.
Seems they are using new story people.
Man with that roster size they can easily reveal a few characters each month till the end of the year.
Oda himself give a hint about KOF XIV rooster.
https://twitter.com/NuraYagami/status/695247810313240580
Also arts from Ogura, Kuroki and Soesoe will be featured in KOF XIV
https://twitter.com/NuraYagami/status/695247453273088000
The Hong Kong C3 Expo's KOFXIV demo to have 3 more playable characters (King, Billy and Robert).
Looks like they changed King's hairstyle a little.
I like it quite a bit actually. It gives her a nice mature and classy look.
I'd say Benimaru looks more like himself than he ever has - he's finally drifting significantly from his original Polnareff inspirations.
This is what I was thinking. Though I do still wish we could get a hair down Benimaru for once. The static/ hair thing is a cool gimmick and all but I want stupid sexy here.