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PSX: King of Fighters 14 Trailer - "PS4 Console Exclusive"

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Damn,

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Even if the game doesn't look good at least I can at least say that it has 50 characters.
Are you alright, Andy?

Don't you mean....are you OKAY, Andy.
 
Info about some of the system features that frionel listed on twitter
New system features so far (1/3) :
- Just Defend
- Wall Bounce neutral C+D - Forward ground recovery roll (KOFXI style, can be hit)

New system features so far (2/3) :
- Autocombo : mash LP close to oponnent
- You get one super meter when you lose a character (like KOFXI)

New system features so far : (3/3)
Maxmode : -
Uses 1 meter
- Ex moves (depletting time) and Ex DM
- 1/2 time if activated during a normal
 
Info about some of the system features that frionel listed on twitter
New system features so far (1/3) :
- Just Defend
- Wall Bounce neutral C+D - Forward ground recovery roll (KOFXI style, can be hit)

New system features so far (2/3) :
- Autocombo : mash LP close to oponnent
- You get one super meter when you lose a character (like KOFXI)

New system features so far : (3/3)
Maxmode : -
Uses 1 meter
- Ex moves (depletting time) and Ex DM
- 1/2 time if activated during a normal

Thanks!

Yeah I noticed that C+D blow back bounce, Leona was jumping and Kyo hit her with ground CD before she hit the ground and she bounced off the wall and landed in front of him. Look kind of like a Counter Wire.

Just defend confirmed then? Sweet, KOF needed another defensive mechanic imo.

The more I see and hear about max mode the less it sounds like HD, doesn't look like it's made for long combos. Seems more like a mode that just buffs your moves. If true then it should be a lot easier on new players.
 
All I need is the Hungry Wolf, Joe, and Robert Garcia. That's all I need to hand out some online punishment. Is good online netcode too much to ask for from these guys. Fuck doing it in house, they need to call up whoever handled Blazblue's netcode programing pronto.
 
All I need is the Hungry Wolf, Joe, and Robert Garcia. That's all I need to hand out some online punishment. Is good online netcode too much to ask for from these guys. Fuck doing it in house, they need to call up whoever handled Blazblue's netcode programing pronto.

KOFXIII's netcode on steam is very solid, miles ahead of what it was on console. If they use what they learned there then XIV's could be good.
 
Good god, they need to invest $50,000 on the characters. $1000 each character would get you some nice texture and shaders.

The "art direction" is quite interesting, though it looks like it'll play good and that's what matters more.

(Maybe their 3D renditions looked a lot like Street Fighter characters and they had to tone it down and make them ugly, lol).
 
50 Characters?
That's a Dream that only a Custom made Mugen could provide!

I guess THAT explains the shitty graphics...

Edit:
Capcom vs SNK 2 had 48.
Marvel vs Capcom 2 had 56.
Both of those where criticized for their graphics.
Quantity over Quality.

In the truest sense, it's true. When you're making a game with 50 characters, you're spreading everything thinner: budget for voice work per character, amount of time and resources that can be spent making the character and their effects, the number of animations the character can have in memory, the amount of detail that can occur in the backgrounds and still keep things running smoothly... even the quality of music.

And the games you listed were also sequels, that both reused graphics from a previous entry, or from other unrelated games. And they still cut LOTS of corners compared to their focused entry. Large character games cut corners somewhere. (amount of resources spent per object) just like big games with glorious graphics cut it in other places (Mostly, the amount of characters, stages, themesongs, etc).

KOF 2K2 UM had 60 or so. I could be wrong.

I think it was mentioned to be 64 including clones earlier in thread. A whole lot of sprites that had been used in previous games, in a revision that came many years after the first. Par the course for large cast games.

What about Smash Bros. for 3DS & Wii U? right now they just hit 56 characters.

After a bunch of DLC, from a more successful company, with what's probably quite a higher budget than compared to this. I love how Smash series is one of the exceptions to the rule generally, but even it has it's compromised compared to if the game had half the cast, and could focus more on giving each character things like story modes or playable tutorials.

I am not really feeling the look. The Guilty Gear engine has set the bar of the minimum a 3d fighter should somewhat resemble and the fluidity it should strive for. Still time to polish but the direction looks bad. The visuals look more like Tekken than king of fighters stylistically.

I feel like you can't call something that exceptional the minimum.

Exactly. KoF does follow one of the "minimums" of GG though; it's animation is basically 2D frames directly transferred into 3d, with much of the "3D smoothness" taken out. It's not like the SFEX games, or KoF MI games, where it loosely recreated the moves into things that started with wonky timing; it's pretty much already RIGHT there.

But BB goes a step above and beyond, which it can afford to do because it has such a low amount of character initially: it basically dotes on the cast, giving them the kind of things 3D characters NEVER have, because it takes too much time.

It's making brand new models to replicate squashed and stretched features that can "simply" be drawn in 2D animation.

It's changing lighting and shapes on a per-frame basis to keep things consistent in ways that don't make sense under traditional lights and motion capture.

It's getting a person / team to go in and manually re-adjust things to look right, after the "automatic" portion of 3D animation fails at recreating it (a thing which XIII did loads of with it's sprites made from 3D bases, but also still present here in IVX as well, if you go looking for it).

It's just at a much smaller degree here, because... well, 50 characters, as opposed to something sub-twenty.

DEATH™;188090290 said:
Dude, Tekken Tag 2 got 59.

And re-used a hell of a lot of T6 assets. It's kinda cute that KoF is backwards compared to every other "grand melee" series now, though it didn't start off that way. Most big-cast games are a collection of resources and work from multiple games (dropping cost because a lot of the work is done / reused). KoF has started it's most recent games with new-from-the-ground-up stuff (Counting XII and XIII as one "series" here), but attempted to have the cast and features of a 3rd to 4th iteration of a game from the get-go.

We're past the years of each fighter competitor making a small game, tit-for-tat to each others small game. It kinds sucks for flat out quality, but it's what the buying public demanded! Survival mode SNKP puts all their money into 1 series, and that's it. Lets hope the new ownership and appearance of LB2 on PS4 signify they're trying to revive and use more brands for console development, in a way that'll allow some "Quality" games, as well as "Quantity" games.
 
Shaders aren't that hard guys.

This. I feel like I need to buy SNK a license for Substance Painter. Make it easy on them and throw in Substance Designer too. That way they can just paint on the model, and have it in real time make all there ambient occlusion, normal, rough, height, specular, and other maps all at once along with setting up the nodes.

They look like they are struggling to get past the basic map stuff and are just still trying to bull along and 2d style paint what they want on a 3d canvas with just normals which simply doesn't work once the light and shadows play out in engine. Thats why I get the feeling Substance stuff from Alegorithmic would be the way for them to go. If they only know how to paint then its built for that sorta mentality. Gotta learn to make those other maps guys and if you wont, then get something that'll deal with it for you and let you use sliders to adjust what it does. Those extra maps are what turn these models from plastic to fantastic. These are most definitely solid working models but they are in desperate need of a competent texture artist to start dropping material and substance shaders along these things.
 
This. I feel like I need to buy SNK a license for Substance Painter. Make it easy on them and throw in Substance Designer too. That way they can just paint on the model, and have it in real time make all there ambient occlusion, normal, rough, height, specular, and other maps all at once along with setting up the nodes.

They look like they are struggling to get past the basic map stuff and are just still trying to bull along and 2d style paint what they want on a 3d canvas with just normals which simply doesn't work once the light and shadows play out in engine. Thats why I get the feeling Substance stuff from Alegorithmic would be the way for them to go. If they only know how to paint then its built for that sorta mentality. Gotta learn to make those other maps guys and if you wont, then get something that'll deal with it for you and let you use sliders to adjust what it does. Those extra maps are what turn these models from plastic to fantastic. These are most definitely solid working models but they are in desperate need of a competent texture artist to start dropping material and substance shaders along these things.

You never know that could be their last step after tweaking all the models exactly how they want them. Just look at all the changes Kyo and Iori went through since the initial trailer till now which wasn't really much time between. I'm sure its a really big effort tweaking 50 characters.
 
To be fair, 66 characters including 4 Kyos, 2 Kensous, 2 Zeros and 2 of each Shermie, Chris and Yashiro. I think 2 Takumas too, no?

2k2UM also had 2 Roberts IIRC.

Hey, so, why does Billy Kane have Norway's flag around his leg? Did he get kicked out of Britain or something?

He's been living with his sister in the US for ages...
Maybe SNKP's trying to get the attention of northern Europe, since they already have Asia and latin America's?... (and the US is pretty inconsistent about how much attention it pays to KoF in comparison...)

the tweet it is referencing is in jp but this is the guys interpretation

"KOFXIV confirmed mechanics.
it has autocombos (Rush) by mashing Square"

I wonder if this in another attempt at that post-attack-clash mode in XII...

Has Just Defense ever been in a KoF? (I know I feel like it has due to SNK grooves).

There was a mode in Neowave that had that.

Blog Post
I was right about it haha.
Fantastic thing, should be tons of fun.

Interesting that this was written by Yasuyuki Oda, instead of Adam Laatz as in prior PSN blog entries... I hope this means more dev involvement in the game's promotional efforts.


I like what I'm seeing of the footage so far - seeing it all in motion makes it feel more familiar than short bursts of new 3D do.
 
Say what you will about the graphics but the animation and gameplay look true to their 2D KOF roots. Even if the graphics don't look a better by launch(though I'm sure they will), with 50 characters and everything else in such a good place it makes a good base for further sequels
 
Those screenshots on the PS blog look very clean.

Also mentions new story and newcomers, can't wait to see the new characters.

Not that I have any problem with it but Angel seems to be the only character so far that may not have received a design refresh. Really looking forward to maining her.
 
Ah man it took a bit, but now i'm really fucking hyped for the Party Battle Mode. I've to get some of my friends to learn how to do motions and then team up with them.

i like the idea of playing it out between your group to determine the anchor, and then taking on others online. that mode will definitely be fun and maybe even keep the population healthier than normal. won't be the go to competitive mode but how can you get not hype with that format/interaction? especially running sets against another trio and switching up positions and shit.
 
i like the idea of playing it out between your group to determine the anchor, and then taking on others online. that mode will definitely be fun and maybe even keep the population healthier than normal. won't be the go to competitive mode but how can you get not hype with that format/interaction? especially running sets against another trio and switching up positions and shit.

Just imagine an official EVO team tournament.
 
I liked HD mode well enough. It's the same as 2k2's cancel stuff, but actually usable on a much wider amount of the cast, rather than just making Nameless and Kasumi better than others. A retooled version of it / dream cancels still helps the game feel more modern than a 98 reskin. The fact you can only do EX moves in MAX mode should give this a unique flow compared to almost any other fighter out there, if that stays true.

I agree for that versatility, but it's just down to my personal preference in term of combos. Anything that makes the opponent unable to play for so much time after a single light fishing is bad in my opinion.
 
Ahh, thanks Loona, I'm probably thinking of Neowave. I played that game quite a bit...

I'm hype to see the new systems as play, I always enjoyed Counter Wire. Something like it sounds like good times. No problem with Autocombos, they've found their way into a lot of games (Like everything French bread makes now, too), they're just a nice way to ease players / get respectable hits chained without issue when needed. Smart tool when used right.

Anyone remember that XII HAD a party-play mode (like Turf War or Clan battle or something) in it in some fashion? I'm glad to see they're working for it again. With REAL ACTUAL NETCODE and nothing like highly animated dense background *heh* to choke up the code, it should hopefully make 6 player fighting great.

I agree for that versatility, but it's just down to my personal preference in term of combos. Anything that makes the opponent unable to play for so much time after a single light fishing is bad in my opinion.

Yeah, I understand that feeling. Personally, I really don't care as long as I can get up and do the same thing, haha. I felt just as much "WHY CAN'T I DO ANYTHING!" frustration when fighting in KoF 98 on my few times suffering with GGPO, lol. "ONE VS 3!" one guy told me, as he ran over my poor teams on my computer / router which never seemed to gel with making the thing work well. Max mode activation combos, dizzies, scum gale loops, etc, etc...

I also loved how well things cancelled with HD / Dream / Drive Cancels. Felt so good using EX Zanretsuken's in combos, IA-Hienshippukyaku canceling with Karate, cancelling grand saber into Moon Slasher with Leona... some of this stuff was possible in other KoFs, sure, but it felt so much more accessible in XIII (though not perfect). I still get a rush Drunkenly cancelling all day with Chin...
 
This game looks horrendous, the main problem is the artsyle. Fire whoever chose this Poser/basic model creator/ Plastic style. It looks ok when the camera zoomed way out, but they insist on zooming right into all the problem areas.

Andy... lol holy shiet wow!
 
You never know that could be their last step after tweaking all the models exactly how they want them. Just look at all the changes Kyo and Iori went through since the initial trailer till now which wasn't really much time between. I'm sure its a really big effort tweaking 50 characters.
i really hope they make the characters look nice at the end. i'm sure sony doesn't want this game to under perform based on its look and people writing it off. hopefully they help them out if they need it.
 
People complaining about graphics , man I hope you're not being hypocritical and plugging away hours into halo 5 or fallout 4, both leave much to be desired on the visual spectrum.


I'm hyped for this, I always loved the Fatal Fury/King of Fighter series.

Plus all of my favorites will be in here at launch and I won't have to wait a year to use characters I grew up with from 20 something years ago
 
Thanks!

Yeah I noticed that C+D blow back bounce, Leona was jumping and Kyo hit her with ground CD before she hit the ground and she bounced off the wall and landed in front of him. Look kind of like a Counter Wire.

Just defend confirmed then? Sweet, KOF needed another defensive mechanic imo.

The more I see and hear about max mode the less it sounds like HD, doesn't look like it's made for long combos. Seems more like a mode that just buffs your moves. If true then it should be a lot easier on new players.

1/2 time doing a normal? So one can combo into maxmode and use ex moves in combos.
 
Yeah but it won't be anything long, especially if the game doesn't have drive cancels.

True. During a combo, the new max mode takes the best of 98 and 02 maxmodes with KOFXIII ex moves and put them in one mechanic.

One of the videos showed Chang's ex charge move with auto - guard. It literally, blocked Iori's ranbu and a few other attack before Chang finished his move.
 
Meh. Think I'll stick with KOF XIII in the meantime.

I do wonder why SNK didn't go with the artstyle that Arc System Works came up with for Guilty Gear Xrd, that's perfect. Unreal Engine 3 based, yet still looks 2D.
 
True. During a combo, the new max mode takes the best of 98 and 02 maxmodes with KOFXIII ex moves and put them in one mechanic.

One of the videos showed Chang's ex charge move with auto - guard. It literally, blocked Iori's ranbu and a few other attack before Chang finished his move.

That's a good way of putting it. XIV's would be useful for both new players and experienced players in that regard. In XIV new players can use it for EX moves etc. whereas XIII's HD was completely useless to a less experienced player.

Yeah that autoguard was cool, very Maxima-like.

I do wonder why SNK didn't go with the artstyle that Arc System Works came up with for Guilty Gear Xrd, that's perfect. Unreal Engine 3 based, yet still looks 2D.

While you're at it ask yourself why Xrd didn't launch with 50 characters.
 
Meh. Think I'll stick with KOF XIII in the meantime.

I do wonder why SNK didn't go with the artstyle that Arc System Works came up with for Guilty Gear Xrd, that's perfect. Unreal Engine 3 based, yet still looks 2D.

Because they want the SFIV audience. Not saying V because IV is the ugly one of the two.
 
Meh. Think I'll stick with KOF XIII in the meantime.

I do wonder why SNK didn't go with the artstyle that Arc System Works came up with for Guilty Gear Xrd, that's perfect. Unreal Engine 3 based, yet still looks 2D.

Because Xrd has extremely talented programmers and artists who invented new techniques that they named after one of their people (the lines were named Motomura lines) and bone scaling is a thing in Unreal 4, they like to think, because their dudes were able to make it work in UE3.

Xrd has a ton of work put into it to make it look the way it does, and I don't think SNK has been following stuff like the GDC talk Christopher Motomura made about the development of the Xrd style.

Also, they certainly wouldn't be able to do a 50-character cast with this amount of work.

Xrd was made with every single individual frame in mind. This meant that they move parts of the face and body around for every single frame to make it look more 2D. The more frames they have to do that with, the more work is on them.

The frame-by-frame 'correction' to make it look less 2D can be seen here:

Original 3d model:

A sketch of what that scene would look like in 2D.

Correcting the model to look more 2D.

You see, many of the Guilty Gear models had somewhere around 400-600 bones, and 170 of them were on the head, to move expressions around to 'look more 2D' from specific angles and so they could change things around based on a 'base model.'

Also, the stages were built so that buildings in the background would look weird from any other angle than straight on:


And even for specific scenes, character models would be tweaked to be seen from one very specific angle. For this pose, May is only meant to be seen from above, otherwise she would be freakishly elongated.


More info:

http://www.4gamer.net/games/216/G021678/20140714079/
 
People complaining about graphics , man I hope you're not being hypocritical and plugging away hours into halo 5 or fallout 4, both leave much to be desired on the visual spectrum.

terrible examples. neither of those look worse than previous titles in the series. also, technically weak games can often be saved by good art direction. so far this has neither. some of the models (lol andy) are just flat out ugly here.

on the bright side the gameplay looks like it plays 2d Kof-ish. so thats something to be optimistic about.
 
Meh. Think I'll stick with KOF XIII in the meantime.

I do wonder why SNK didn't go with the artstyle that Arc System Works came up with for Guilty Gear Xrd, that's perfect. Unreal Engine 3 based, yet still looks 2D.

that art style takes so much time as making sprites, results are sick, but you have to take in account that SNK budget isn't there, so less worked style should make them viable to complete a game with less money.
 
That's a good way of putting it. XIV's would be useful for both new players and experienced players in that regard. In XIV new players can use it for EX moves etc. whereas XIII's HD was completely useless to a less experienced player.

Yeah. There can be a more tight list of combos that everyone can do without worrying about some crazy inputs and, hopefully, damage won't be cut in half, but instead increased by a tiny amount. Also, push back from combos won't be ridiculous as 98's max mode. Of course this is just theory, but if max mode can be combo into, will it be more easier than 02's max mode activation into dash.
 
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