J
Jotamide
Unconfirmed Member
12 pages of graphicz talk. Jeebus, people are making it seem as if the game is coming tomorrow and there is no room for improvement.
Good luck. It's a harsh truth but it seems like the graphics are turning off a lot of the less hardcore fans, and if only hardcore fans buy this it's going to be rough. I hope this doesn't kill the series but I also hope they realize they need to do something about it in the future, and partner with a company capable of decent quality visuals. This looks like an average/below average PS360 game.
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I don't really mind the graphics.
12 pages of graphicz talk. Jeebus, people are making it seem as if the game is coming tomorrow and there is no room for improvement.
I'm starting to come around on this game's style, it's great how they have managed to accidentally capture a nostalgic art style from fighting game history.
I'll admit, it's funny how well he fits in here.
Yeah I will be voting with my wallet to not kill a struggling company who made some favorite titles that I grew up playing just because the graphics aren't amazing. To be exact, I will be voting to buy a couple of copies on PS4 and the steam release whenever that comes about.
12 pages of graphicz talk. Jeebus, people are making it seem as if the game is coming tomorrow and there is no room for improvement.
Those ps3 dead or alive screenshots sure looks good.
(SNK... what have you done)
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I don't really mind the graphics.
This game is hot trash. I can't say it enough. I really hope the community speaks with its collective wallets.
Balance issue's? The beauty of it was that parrying was an equalizer at mid level play. Made the game fun for casual play.
You're telling me that the lack of zoning was an issue? Zoning is from the 80's. Its 2015 and I have a hard time understanding why basic ass fireball traps are still a thing.
That's cool and all but they're struggling and they restricted themselves to PS4? I mean PC/PS4 is the combo people are going nowadays. I don't support companies who made dumb movements.
LOL
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I don't really mind the graphics.
I think the amount of exposure Sony is giving the game (compared to the past KOFs) does suggest that they are at least partially subsidizing production here, so you can't really blame SNKP for following an agreement if that's the case.That's cool and all but they're struggling and they restricted themselves to PS4? I mean PC/PS4 is the combo people are going nowadays. I don't support companies who made dumb movements.
What are you talking about?! The game is a "console exclusive" on PS4, that exclusivity doesn't include PC!That's cool and all but they're struggling and they restricted themselves to PS4? I mean PC/PS4 is the combo people are going nowadays. I don't support companies who made dumb movements.
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I don't really mind the graphics.
Is there any direct feed gameplay videos? Off-screen is fine but I would of liked to see a full match with direct sound at least
To me Andy just looks incomplete... I doubt he'll look like that in the final game. They just need to add more detail to his texture map, do some normal mapping, and add a subsurface scattering skin shader (say that 4 times fast) and the game will look great.
The backgrounds though... now that's a problem that needs a total overhaul.
A great write is at SRK, from Laban: http://forums.shoryuken.com/discussion/comment/10496706/#Comment_10496706
Just excuse the typos.
Main system differences aside, the game feel is just right for me. I said this plenty of times at Playstation Experience and many fellow players agreed with me, playing KOFXIV for the first time feels like brand new shoes. It feels weird at first, not bad or good; but once broken in, the game feels really good. The main overall "complaint" is that normal jumps look and feel too floaty, but as a solid KOF98 player, normal jumps feel just fine to me and I feel at home. A factor that may have affected people is that the jumps themselves may be the same as usual in speed, but the rotation of the "flip" during the forward jump seems to rotate slower; this might create an optical illusion that full jumping is much slower than in reality. Of course, there is no such thing as facts: only interpretations. That aside, walking and running feel quick and comfortable. Ironically, walking in both KOFXIII and KOFXIV feels much better than SFIV and SFV. Not to blow up Capcom, but SNKP pretty much captured the feel of a 2D KOF game in 3D graphics better than Capcom did with their attempts. Arc System Works, in my very own humble opinion, was the best at capturing the feel of their past 2D titles within a 3D medium the best of the three companies, but that's beside the point of the article, and I digress. This is all to emphasize that the game feels close to KOF98 and SNKP did a better job than I expected when trying to translate KOF into a 3D medium.
Aside from MAX mode, Just Defense was added to the game. As many have noted, it does not work like CVS2's or MOTW's Just Defend, and it works more like Guilty Gear's Instant Block. Reiki Kito and I talked with the developer directly through a translator and asked what Just Defense actually did. Based off the build on the show floor (meaning SNKP is tweaking the effects of Just Defense at HQ), all Just Defense did was reduce the inflicted "damage" to the guard gauge the player receives, builds more meter upon Just Defense than guarding normally, and it did not change frame advantage or disadvantage. So it's used mainly to delay guard break and reward more meter, based on the playable build at Playstation Experience. Also, there are no plans or intentions to add in air Just Defense. So a solid, fundamental ground game it is.
In regards to the game's aesthetics, it looks much better in person than what the trailers provide. I was one of the crew when the first trailer came out that thought the game looked ugly. I said to myself, as long as it plays well, I'll play it. So I went to Playstation Experience with lukewarm expectations of the game. When up close, the game actually looks like a PS4 title. Kyo, Iori, Leona, and Chang were more polished and finished compared to the more recent additions to the playable build, Andy and Kula. So one could actually see the development process in which the 3D models go through. Andy's and Kula's in game models during matches have a flat look to them without shine or finer details. Andy's portrait in the character select screen also lacks the sheen and finish that the other characters have, while Kula's portrait looks largely more finished in contrast to her model in a game match. Everyone's win portrait looks goofy unless they're the centerpiece character who won the round (it's different than if they're in the background.) Leona's win portrait looks good when she's the centerpiece, but looks unpolished and weirdly proportioned when in the background. So the visuals of the game are a very large piece of work in progress, but the trailers thus far haven't done the game justice it deserve when observed right in front of you at the booth. Ironically for the character portraits for characters select, it seems SNKP spent more time working Chang's luxurious, glamorous beard than fixing the jaggy edges on Kyo's and Iori's hair. The blur effects used in Leona's Moon Slasher and Baltic Launcher look very beautiful, and the smoke from Kyo's and Iori's attacks look better in person than they do in a trailer (much like how the very bold smoke effects in KOFXIII looked better in person than in the trailers as well years ago.) The game, yet to iterate again, is still in development; but, I like the stride made thus far from the first trailer to where it was on the show room floor. Sadly to say, first impressions are everything; but I hope the finished product will change many stubborn minds.
Also in a quick note, the "Rush" system in KOFXIV works similar to Persona 4 Arena's and Under Night In-birth's Auto-combo mechanics. Just press the neutral A button 4 times to do a weak BnB into a knockdown ender. If the player has a stock of meter, it will consume a stock of meter at the end to do a Desperation Move, which still doesn't do much damage as a combo. Aesthetically, it uses unique animations after the first hit, but the enders use established special moves and Desperation Moves. I couldn't cancel the auto-combo mid way into anything else nor link after an unfinished auto-combo string. The mechanic at this point in time seems solely for new to fighting game type of players without being too overly lengthy to become a nuisances while still being flashy enough for new players to stay invested in the game without much studious effort. Standard BnBs, even meterless ones, still do more damage than Rush combos. So although certain competitive players may mind the inclusion of this system, it doesn't add or take away from my experience I'm indifferent about its inclusion.
Speaking of game feel, normals are generally better in this game than its immediate predecessor. Although characters such as Andy and Leona in KOFXIV are largely based off their move sets in KOFXIII, their normals and move sets function better within the neutral game by large. Using Kyo, I tested if I can easily hop or hyper hop over Andy's projectile, just like in KOFXIII. I couldn't do it no matter which ranges and timings I used. Thinking of high set, airborne projectiles in KOF98, I thought Kyo might be able to low profile the projectile using sweep or down forward D like in KOF98. After testing, he couldn't do that either. Combined with a solid air to air and anti-air game, Andy's neutral game vastly improved just based on that improvement. Leona's crouching C actually works as a very solid anti-air which rarely loses, much like her KOF98 and KOF2002 iterations and unlike KOFXIII. What she retained from KOFXIII is the ability to link her crouching C from crouching B with ease; KOFXIV brings the best of from previous KOF titles and fuses them into an overall better package. Kyo's hop and jumping D have more range than KOFXIII's and feels much more like KOF98. Kyo's cr.C and Iori's cl.C are more consistent in anti-airing opponents. Opponents don't curve around the hit box of the anti-air due to badly placed collision boxes anymore, unlike KOFXIII. A stronger and more varied neutral game has returned to the KOF franchise while retaining the positive and interesting aspects of KOFXIII.
In regards to the game's aesthetics, it looks much better in person than what the trailers provide. I was one of the crew when the first trailer came out that thought the game looked ugly. I said to myself, as long as it plays well, I'll play it. So I went to Playstation Experience with lukewarm expectations of the game. When up close, the game actually looks like a PS4 title. Kyo, Iori, Leona, and Chang were more polished and finished compared to the more recent additions to the playable build, Andy and Kula. So one could actually see the development process in which the 3D models go through. Andy's and Kula's in game models during matches have a flat look to them without shine or finer details. Andy's portrait in the character select screen also lacks the sheen and finish that the other characters have, while Kula's portrait looks largely more finished in contrast to her model in a game match. Everyone's win portrait looks goofy unless they're the centerpiece character who won the round (it's different than if they're in the background.) Leona's win portrait looks good when she's the centerpiece, but looks unpolished and weirdly proportioned when in the background. So the visuals of the game are a very large piece of work in progress, but the trailers thus far haven't done the game justice it deserve when observed right in front of you at the booth. Ironically for the character portraits for characters select, it seems SNKP spent more time working Chang's luxurious, glamorous beard than fixing the jaggy edges on Kyo's and Iori's hair. The blur effects used in Leona's Moon Slasher and Baltic Launcher look very beautiful, and the smoke from Kyo's and Iori's attacks look better in person than they do in a trailer (much like how the very bold smoke effects in KOFXIII looked better in person than in the trailers as well years ago.) The game, yet to iterate again, is still in development; but, I like the stride made thus far from the first trailer to where it was on the show room floor. Sadly to say, first impressions are everything; but I hope the finished product will change many stubborn minds.
Ralf is back to not being the Hulk. Thanks fuck
I hope at least clark stays somewhat buffed.
Hope they take a cue from SFV and give us a beta. I want the net code tested vigorously and the word of mouth could be important if the game feels good, which it looks like it does
Seems they were worried about the gameplay aspects first and are now focusing on the visual quality.
I liked roided up Ralf and Clark. Made them feel military macho. I hope at least clark stays somewhat buffed.
you know what, this doesn't even look bad. it's totally passable, especially considering how many characters it has. looks like it plays really well too. i think i'm more excited about this now than sfv.
hopefully those great pre-fight and sidelined character animations finally come back. i'd be willing to forgive a lot for that kind of detail to return to the series.
I love this girls design. The KoF devs need to add the physics in for the hair and boobs though. Still, pretty good.
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I don't them being very muscular, but they looked ridiculous in-game, something closer to their XII-XIII artwork would be better. On the short clip you can see that Ralf is built, just not as ridiculous as before, plus he has something closer to his first KoF costume, I like that.
I hope Clark isn't just a pallete swap model-wise though.
You guys have NO CHILL
SNK reading this thread with tears in their eyes![]()
I hope so
SNK fix your shit and give me Shermie
Fuck that. This is SNK we're talking about. It's only about how they ruled the graphic war for years. There is a style, a whole culture with them.
I'm not a big specialized KOF player (hell i always played it like Street Fighter anyway) but when people say graphics aren't important.
Fuck that. This is SNK we're talking about. It's only about how they ruled the graphic war for years. There is a style, a whole culture with them.