Development is supposedly at 70% according to a Famitsu article. (Remeber, Famitsu links are finicky.)
So releasing some time in the second half of 2016 then?
Development is supposedly at 70% according to a Famitsu article. (Remeber, Famitsu links are finicky.)
Development is supposedly at 70% according to a Famitsu article. (Remeber, Famitsu links are finicky.)
Xenosaga one level visuals.
![]()
So releasing some time in the second half of 2016 then?
KOF14, Retro now.
The trailer is an odd mix of fair and bad renderings!
So the PlayStation Experience event is happening in California right now, and a demo featuring all the characters up to trailer 3 + Kula are playable.
- KOF14 will have a mashable easy-combo system. Like Persona 4 or Undernight InBirth, the game lets you do a combo by just mashing one button (the weak punch button). Apparently there's some attacks that are exclusive to this system, and likewise to Persona and undernight, it'll even do a super at the end if you have enough meter.
- Jumps in general are slower, which is probably good for new players but will certainly get complaints from old schoolers.
- The combo-heavy HD system from KOF13 has been replaced with "Max Mode" from the past series.
- Basically when you have 1 bar of meter, you can go into Max mode with two button presses, and you can do infinite EX specials for a limited time. (EX specials are more powerful versions of special attacks, fireballs, uppercuts and whatnot)
- You can only do EX specials during Max mode, which is a pretty big difference from KOF13 or even SF4/5.
- There's the "Just defense" system from Garou:Mark of the Wolves where you get some advantage compared to blocking normally, which you can do by blocking at the same time when an attack is coming your way.
- There's guard cancel evasion/rolling but there may not be guard cancel CD/thrust. This could be the reason why Just defense is in the game. (Personally I'd much rather prefer the contemporary guard cancel thrust since it can be used for offense as well as defence.)
... The Neogeo versions of Last Blade 2 and KOF2000 are coming to PS4 as well, which is kind of an odd decision.
Btw, here's a list of photos and videos which I've compiled with a Japanese site.
Videos:
Shakycam stream archive from venue https://www.youtube.com/watch?v=Ej0Zdjk_Im0
Top players Xiaohai and Dakou gameplay https://www.youtube.com/watch?v=nZATQmeDg88
SF4 player Nemo's gameplay https://twitter.com/KingsofCO/status/673281587325198336
https://www.youtube.com/watch?v=s0KHYG85ENI
https://twitter.com/KingsofCO/status/673268030822998017
https://www.youtube.com/watch?v=JlAuSdXu5fQ
https://twitter.com/KingsofCO/status/673302186164555776
https://twitter.com/KingsofCO/status/673353216529068032
New Trailer https://www.youtube.com/watch?v=VmS63iQqdr4
New Trailer (w/o login) https://www.youtube.com/watch?v=SQMYnI5rPhM
Screenshots:
Collection of screenshots
https://www.facebook.com/TeamChaosL.A/photos_stream
character select screens
http://www.eventhubs.com/imagegallery/2015/dec/05/king-fighters-14-character-select-other-menus/1/
http://www.eventhubs.com/imagegallery/2015/dec/05/king-fighters-14-character-select-other-menus/4/
http://www.eventhubs.com/imagegallery/2015/dec/05/king-fighters-14-character-select-other-menus/6/
http://www.eventhubs.com/imagegallery/2015/dec/05/king-fighters-14-character-select-other-menus/7/
https://twitter.com/skullokei/status/673320533371453440
https://twitter.com/skullokei/status/673288040857530368
https://twitter.com/skullokei/status/673366343320657920
Stage select, victory screen, etc
http://www.eventhubs.com/imagegallery/2015/dec/05/king-fighters-14-character-select-other-menus/2/
http://www.eventhubs.com/imagegallery/2015/dec/05/king-fighters-14-character-select-other-menus/3/
http://www.eventhubs.com/imagegallery/2015/dec/05/king-fighters-14-character-select-other-menus/5/
Misc stuff
https://twitter.com/tonpy_/status/673286867215773696
https://twitter.com/tonpy_/status/673285590264102913
https://twitter.com/tonpy_/status/673285093352275968
Gameplay instructions
https://twitter.com/skullokei/status/673322361349791744
https://twitter.com/KingsofCO/status/673254498245042176
Producer was at event.
https://twitter.com/1itzentl/status/673232913652039680/
You know how these things go; 70% can mean anything lol
Yes it does, lol. I'm sure (I hope) they are still working on the graphics but right now the models look not all that great and the shader is pretty no frills. Also all the levels are barren.Without the context of the gorgeous 2D games, it does not look that terrible.
KoF experimented with tag team battles when both 2003 and XI both utilized them. Earlier than that, they accounted for assists only with Strikers in '99, 2000, and 2001.
That said, the key difference that that poster didn't observe is that team battles aren't core to Skullgirls, and instead are simply an option in a ratio-weighed game where the player could just as well use only solo characters (much like with the CvS series).
Well, yeah, but I don't see anything wrong with starting with 30 of them, then adding more later.
Gameplay wise this is traditional KOF. The feeling of it is actually very good.
The actual fighting system is very good. The moves are essentially identical to their 2d counterparts. I feel like the frames are mostly KOF 13 with how they look, but I have slight feels of King of Fighters 98 with how the attacks are.
Synopsis of this interview by Professor @ MMCafe:
- The Game's development is about 70% complete.
- Aside from supers, there's also MAX supers and Climax supers. Supers will automatically turn into MAX supers when you're in MAX mode.
- Producer Oda: "Climax supers are the biggest moves in the game and they take 3 bars. They're like the NeoMax supers from KOF13 but since not all the characters had it in the game, we'd decided to add it to everyone for KOF14" (Note: Everyone actually had it in KOF13. The producer probably didn't play the game that much)
- There's no Drive meter this time around, only a power meter. The devs decided to simplify things. EX specials can only be done during MAX mode which takes a bar of meter to activate.
- Producer Oda: KOF13 was a so-called combo game because of the drive cancel and EX special systems. There were people that liked it, but also those who didn't. This time, we decided to take a step somewhere inbetween those two kinds of players.
- Because a lot of people play at home on console nowadays and there's a wide range of players, the devs want to keep the controls simple but the game to have depth so you can keep playing and make new discoveries.
- The CD attack/thrust system now makes the opponent hit the wall and crumple for followup attacks.
- The devs don't want to add in too many new systems because KOF has enough as it is. They want to keep tuning/tweaking stuff though.
Lol yeah I was reading that bit and was very confused.
Sounds like they are trying to find a middle ground between pleasing existing fans and appealing to new players, when it comes to game speed, mechanics and combos.
This is the first time SNK is putting this much thought into taking new players into account for a mainline KOF entry I think.
KOF's breasts are rounder.
Well said.At 50 characters, I don't give a fuck about the graphic, it just need to play right.![]()
Original article can be found here: http://www.famitsu.com/news/201512/06094695.html
Translation:
On December 6, 2015, we had the opportunity to speak with the producer of the new King of Fighters At the Sony Experience in Sanfransisco, USA
Famitsu: The booth is a big hit this year. How are you feeling about it?
Mr. Oda: Ahhh, I'm relieved. The KOF series is really popular among people from both Central and Couth America, and there are a lot of those people came to see.
Famitsu: This time around there are 16 teams, with 50 characters in total.
Of course, this includes some new characters as well?
Oda: That's right. Between the old characters and new characters, there will be 16 teams.
Famitsu: About how many new characters will there be?
Oda: Sorry but I can't answer that right now. Please wait for more information later on.
Famitsu: At this year's PSX build Kyo, Iori, Andy, Leona, Chang, and Kula are included as playable characters. In addition you revealed Billy, King, and Angel in the new trailer. It really gives you the sense that this is a real "KOF" lineup. What are your thoughts on this?
Oda: That's true, isn't it. We wanted to release the more staple "KOF" for this game. Having said that, the KOF series has a lot of characters so it's hard to say who is a "staple" and who isn't haha. Keeping that in mind we also want to make some interesting character lineup choices.
Famitsu: In this new version, we only see one power gauge on the bottom of the screen. The drive gauge from KOF XIII seems to be gone.
Oda: Yes, that's right. This time around there's just a simple, single power gauge. EX special moves can be used through MAX mode, which costs 1 bar to activate.
Famitsu: The drive gauge from XIII is gone?
Oda: In the last game, players could use both EX moves and drive cancels freely, and XIII kind of became known as a "combo game." There were many people who liked that style of game, but on the other hand there quite a few people started to say "ah, I'm bad at long combos." That's why we decided to strike a balance between those two opinions in this new game.
Famitsu: I see. That's why EX specials are only available in max mode isn't it? Has the Desperation Move (Translator's note: supers and ex supers) system changed as well?
Oda: This time there are 3 types of DM's: DM's, MAX DM's, and Climax DM's. MAX DM's do more damage than their regular counterparts. You can activate MAX DM's by pressing two of the same button types together (note: same as XIII's EXDM's).
Famitsu: What are Climax DM's?
Oda: These are DM's that use up 3 stocks of the power gauge, and are the most powerful moves in the game. In XIII there were NEOMAX supers, but they didn't always suit the character. This time, we've made each Climax DM more appropriate for every single character.
Famitsu: Furthermore, guard blowbacks have changed this time too, haven't they?
Oda: In KOFXIV, when you use a blowback attack it will wall-stick the opponent; you can follow up for an attack afterwards.
Famitsu: I got the impression that the fighting system has been fully implemented. Are we going to see any changes to the system mechanics until the game is released?
Oda: We're going to be making some minute adjustments, but I don't want any major changes to occur.
Famitsu: The mindset was an "easy to understand" system, right?
Oda: Yes. Recently, more so than at arcades, the home version and netplay is where people spend the majority of their time playing; this includes players from wide range of skill levels. That's why we decided it would be good to use a simpler system that allows for people to find a lot of intricate fighting strategies.
Famitsu: By the way, how much of the game is completed at the moment?
Oda: Hmmm....I'd say it's mainly 70% complete.
Famitsu: Ah, I guess it's mostly finished then. Finally, is there a message you would like to leave for the fans?
Oda: For the Japanese fans, I guess you are probably thnking "the first playable version was in America?" However, I want to give the Japanese fans a chance to try a playable build sometime in the future. Please wait for further news about this.
https://www.evernote.com/shard/s561/sh/c629cfb8-baa5-4bce-93a9-7b87588cb7f2/89816b2d826be219
- Aside from supers, there's also MAX supers and Climax supers. Supers will automatically turn into MAX supers when you're in MAX mode.
Oda: This time there are 3 types of DM's: DM's, MAX DM's, and Climax DM's. MAX DM's do more damage than their regular counterparts. You can activate MAX DM's by pressing two of the same button types together (note: same as XIII's EXDM's).
Hmm is this part also a mistranslation? If you can only use MAX DMs while in MAX mode and if DMs automatically become MAX DMs while in MAX mode then what would be the purpose of hittting two of the same attack buttons to activate them?
Guys upset now should have supported kof13. You didn't buy it and snk thought wasting all that money to make a gorgeous game like kof13 is not worth the investment. That's why they going for super low budget. Makes sense. How many here actually bought kof13?
Guys upset now should have supported kof13. You didn't buy it and snk thought wasting all that money to make a gorgeous game like kof13 is not worth the investment. That's why they going for super low budget. Makes sense. How many here actually bought kof13?
Guys upset now should have supported kof13. You didn't buy it and snk thought wasting all that money to make a gorgeous game like kof13 is not worth the investment. That's why they going for super low budget. Makes sense. How many here actually bought kof13?
Of course it will sell more. Peoole look at 2d games and think ewww its old. Especially new generation of gamers.I bought it and frankly I'm glad they moved to 3d polygons. Watch this game sell more than XIII which supposedly looks better and most likely Guilty Gear xrd.
KOF starts with 50 characters while SFV will be charging us 6 bucks each or 30 bucks for a season pass. Lets be real here, we all know the "buy the characters with in game currency" will be a load of bullshit when the dust settles.
Back on topic, I'm really interested seeing how the auto stuff plays out. Hopefully you can turn that shit off.
Don't use them?
They are clearly there for newer players.
You need to mash for them so you can probably avoid doing them involuntarily.
Mainline KOF should have went 3D a long time ago. It's a shame that SNKP were too far invested into HD sprites to change direction by the time that 2.5D fighters were proven to be viable.
Your right, but KOF13 looks better than SFV.
You forget that I'm shit and mash jab out in all fighting games.
If the leaked roster is correct, no Vanessa makes me sad.
You're right, but KOF13 looks better than SFV.
You're right, but KOF13 looks better than SFV.
Lack of sprites is really a big blow. It used to look so good.
There is no use comparing 3d models and those sprites since SNK doesn't have the foresight and maybe talent to go the Xrd route. Everything points to them not actually caring what it looks like that much and more about the gameplay.Lack of sprites is really a big blow. It used to look so good.
There is no use comparing 3d models and those sprites since SNK doesn't have the foresight and maybe talent to go the Xrd route. Everything points to them not actually caring what it looks like that much and more about the gameplay.
The Professor also posted the following:
Sounds like how they work in BlazBlue (wherein which they show up during Overdrive mode in Chrono Phantasma/CPEX and Central Fiction). Granted, this doesn't account for character-specific gimmicks that were always there in that series, like Jin being able to burn meter for stronger Drive specials or Tsubaki being able to charge stocks for her separate meter for stronger Drive specials and Distortion Drives.- You can only do EX specials during Max mode, which is a pretty big difference from KOF13 or even SF4/5.
Sounds like how they work in BlazBlue (wherein which they show up during Overdrive mode in Chrono Phantasma/CPEX and Central Fiction).
Agreed. While I'm psyched that Angel is back, I don't think I'll be getting this unless Vanessa gets added as DLC. We'll see.
Oda: These are DM's that use up 3 stocks of the power gauge, and are the most powerful moves in the game. In XIII there were NEOMAX supers, but they didn't always suit the character. This time, we've made each Climax DM more appropriate for every single character.