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THE KING OF FIGHTERS XIV 5th Teaser Trailer (K', Benimaru, Robert)

BadWolf

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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".

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.

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.

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.

HD/BC modes for example were useless to less experienced players and had only one purpose, if you didn't have your combo routine down then you might as well not have ever bothered to activate those. XIV's max mode though already has two significant functions that will help players of all levels. Even new players will be able to take advantage of the time stop to punish things during the activation window and the EX moves. While advanced players will be able to also add in some extra damage for their combos.

And the wall splat as you mentioned will be very accessible as well.

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.

Wonder if there are some more tweaks like that. Nobody caught the Advanced Cancel mehanic at PSX and it was the producer who told them to do it at Taipei after all hehe.

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.

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.
 

SAB CA

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Yasuyuki Oda Mixes Old-School Expertise, Modern Conventions in King of Fighters XIV: http://shoryuken.com/2016/01/30/yas...e-modern-conventions-in-king-of-fighters-xiv/

-- Some Choice Parts from the Interview --

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 hasn’t 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, it’s far easier to find people who have experience developing with 3D models rather than sprites. There’s not a lot of young development talent who know a lot about 2D development. It’s 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, isn’t 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 fifty’s a nice, round-sounding number, isn’t 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, SNK’s 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 it’s 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. We’re doing the tests to make comfortable netcode.

As of right now, how many of the game’s characters are in a playable state?

Oda: They’re all currently playable right now, and they have basic moves, but many of them lack proper polish at the moment. Soon, though!
 

BadWolf

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Great interview, the right questions were asked and I really like the way this guy thinks. Definitely sounds like they are listening to feedback about mechanics, netcode etc. as well.

I think it's fair to say that they worked on the ground work first (gameplay) and only started working on the visuals not too long ago.

I wonder if it was the new Chinese overlords that had them reveal the game early (right at the mid-point of production) and start promoting the game. It was basically in development a little over a year at the time of Tokyo Game Show.
 

CrispyBoar

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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!
 
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Between SFV, KOFXIV and potentially getting Blazblue: Central Fiction on console, 2016 could be a very good year in fighters for me. I've been playing KOF since I was a kid, though XIII on Steam was my first attempt at playing it competitively. I never found a solid third for a team after Terry and Kim, but I'm sure with 48 others to choose from I'll be able to find somebody this time. I just hope they're able to keep things relatively balanced.
 

TreIII

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Interviews such as that one gives me confidence in the product.

Same here.

It's great to read that the team has such great enthusiasm. I only wish that I could have as much hype for the netcode. Of course, the only way we'll be able to have proof positive that it works is when it goes live.
 

SAB CA

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Cool video. After playing Birdie in the SFV beta today, I cant help but wish that Chang had belly jiggle though. It adds character.

Yeah, that'd be nice. A little more exaggeration would do him good, and he's had such before too.

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.

Yeah, we're used to looking at sprites that were re-used for like a decade, lol. They had a LOT added onto them as time went on... so the fact they're starting off on iteration 1 of each character in a 50 character game with this kinda attention to detail is really impressive.

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.

I'm glad the interview confirms this all, too. Oda's obviously had his eyes open throughout all these things, and he and the other more-classic developers seem to be doing a good job mixing in with the ambitions of new talent and ideas.

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.

Definitely interesting. I love SNKP's odd-as-hell damage moments, haha. Though that'd also lead to loads of potentially broken stuff! We'll see if such a thing sticks around.

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.

Just hope her arms don't look too Noodly in the end, lol. So nice to see her with some new stuff... still want air throw... still want solid crossup... *ahem*

Definitely wonder about air activation, especially If it had momentary screen freeze.

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!

It's nice to hear someone from SNKP... TALKING, and to more than just Japan! I'm glad Oda's pretty open, it does help give the idea they actually know what they're doing. Rather than imagining them all in panic mode, running around screaming at each other.

shelving pachislot

so good.

good netcode should be top priority. keep your promise.

They better get it right, with actual 3 vs 3 online VS. Need to have this code working FANTASTIC for normal Player VS Player, so that PvPvPvPvPvP works out!
 

BadWolf

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One more juicy interview:

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."
 

Amedo310

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Iori with a hard knockdown grab? A grab of him choke slamming his oppenent? It fit so well. Of course, it looks like the C. Iori's command grab, but with it being slower in this game, it gives off this image of a powerful fighter. It the same feeling that I get with Heichi's qcf grab.
 

SAB CA

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Amedos310: It's not an often thought-of tool, but the unique functions of KoF's throws, and all the "new" throws we're due to get because of the last 2 games single throw animation per character, really are interesting points to bring up.

Someone would have had to notice if Kula had her Foxy / Diana assist back throws by now, haha.

One more juicy interview:

Ooo, nice to hear them speak on the graphics, and on the state of 2D and 3D within the company. I always hated how they never seemed to progress with 3D games in the past; MI was probably the most successful stuff, and it would have carried them nicely if they went to a proper MI3.

Hope there's a Neogeo Land Arcade in this KoF too, that allows classic SNK themes to play per character, lol.

The "SNK" rather than "KoF", the mention of a Chinese team and Stage... pushing the rumored list towards the "Truth" side more and more...
 

RM8

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Honestly, most of them look great. Beni looking great IMO, I don't think they need to change him at all.
 

TreIII

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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.

- 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.

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
Nakoruru will be in XIV in some way, anyway
). 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.
 

Tizoc

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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
 

SAB CA

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Honestly, most of them look great. Beni looking great IMO, I don't think they need to change him at all.

He actually feels like a more proper JoJo's homage now; he's masculine in features, but still acts very pretty and flamboyant. He should turn out REALLY similar in decent cosplay too.

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.

I really don't think the models are as bad as many act they are. People despised the characters they thought "jumped the shark" design wise in XIII, and the actual base of character now are much more muted, like in a majority of SNKP's non-Nona artwork. Colors and a lack of texture / material seem to be the strongest offenders, character wise. The hybrid Realism / Anime style is actually much more SNK than most give it credit for. I think most expect SNK artwork in 3D to style itself like a Naruto UNS game, but I believe SNKP thinks of their work as being closer to a Masamune Shiro or Range Murata illustration.

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
Nakoruru will be in XIV in some way, anyway
). 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.

I wish they'd develop more small-scale games with big graphical ambitions. A few smaller, experimental releases that target the 10 ~ 20 dollar bracket.

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.

I've actually always been surprised at how well Kula's diverse set of tools work. She always gets so many juggles, many that work anywhere on the screen, her reflect works as a hard knockdown in combos, Layspin and Ice breath lead to juggles, her far stand C is cancellable, her close C and D both multi-hit, she has great weak attack pokes, etc, etc.

It's been mentioned her Cr.C actually acts more like a real Anti-air by Laban. If they shift the usefulness of her moves to more of her arsenal, making some tools more specific, rather than just "everything works with everything", I think she could actually be a more nuanced character. She generally seems pretty powerful in each release, especially in ridiculous XI.

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.

He has his overhead knee back! That's.. something! I hope they give him some of his other DMs, like Crimson Star Road, or Heaven's Drive, back.

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

I wouldn't mind that, but this being a 3D game, it'd also be a good time to go all Fatal Fury 1, and have him actually fully transform, again. Must have Senpu Gouken.

+


At least they fixed the early PS2 era portrait of Andy....

Well, this is more of the "CG", the "PS2" one is from the victory screens. I'm glad to see they have an artist who appreciates more texture to the skin, though. It's one of the main things missing on the game character models.
 

Douche McBaggins The 3rd

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I wonder what's a bigger target of discussion

Robert's mustache OR Andy's Tekken 2 portrait. I think that mustache is going to start convos. Bringin back dat 80s glory.
 

SAB CA

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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.

Bigger discussion point? Andy will stay, Robert's stache only matters to those who pay attention to him, and who does that? o_O
 

qcf x2

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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.
 

Romars202129

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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
 

SAB CA

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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.

I keep hoping these are just the "arena" backgrounds, and that we'd get some real, street-level grunge backgrounds later on. Kim We's stage in KI S3 reminds me of something out of KoF XI (Or the Southtown alley stage in XIII), I'd wish they'd have a few backgrounds like that...

As far as Kyo's hair, I at least like the fact it's not a carbon copy of K' style, which would be the easy way out. He could use a stronger part in front, but otherwise, I have no issues with it. I wouldn't complain if it was a bit more like this, however:


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 :\

I always felt Beni was more androgynous due to clothing and hair style, and not because he looked particularly girly in the features. I don't find this Kyo particularily girly looking, either, with the broader, less expressive lips, and the not-so-pointy chin. He just looks like a handsome young asian media male.

I'm ore surprised with how similar Kyo's face is to Iori's... yet it generally works. I'd figure Iori would have a skinnier face, or something more than just more vicious looking eyes.

He's Korean, and not Japanese, but having watched City Hunter I think Lee Min Ho could make a decent real-world Kyo...


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

Kula's always looked like an Alien, so at least they're consistent, ha. I wonder if any of our new characters will be around her alien age range...

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.

It does seem weird not to have one of your story mainstays involved. I wonder if her could come back as this storyline develops, of if they'll have similar writers for the entire saga?

I wonder if the next shown build will have more characters / graphical improvements, of if we'll once again just get a few characters in trailer, with the same playable build shown... I think it's time Ralf gets to punch back at some people, and Billy is all but forgotten, heh.
 

SAB CA

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It was late when I saw that news, but should have posted it, ha.

First time we get to see Billy in action. Chang's face is more emotive than we usually see his art, with those eyes. Leona's art is also updated.
Billy also REALLY looks like Billy, have to give them props for that. I feel like his face reminds me directly of old art pieces.

Great we're seeing a new build, and it's even kinda nice that target art like this is getting updated. Just a few days before the C3 event!
 

Breads

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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.
:e:

Love me some King. Hope we get a suit variant of her.
 

2+2=5

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King and Billy look really good!
Imo characters all look fine/good except Kyo that still looks like an anonymous custom character.
I want Shingo, Yamazaki and Krizalid though :(
 

qcf x2

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At least the hair already looks better than SFV, lol. The roster tweet is exciting if true.
...I still need Whip, Mary, Vanessa, Chizuru ... SNK pls
 

Whompa02

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I still don't think those visuals are "good" at all. The lighting is completely dead. Shadows are so SO grey...needs some luminescence...that and the modeling itself just needs another pass.

I am happy to read that they're working on the visuals though...the gameplay is what matters at the end of the day, but I don't want to play something that looks that bland.