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

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.
 
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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.
 
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.

SNK has always struggled a bit in 3D department so I can sympathize and forgive. Looking at the same models in character select screen gives me hope that with a little bit of shader work and AA it will look a lot nicer in the end. But I'll take it as it looks now if it comes down to it.

My biggest worries now are netcode and steam version. Console netcode for KOFXIII was really bad and it turned a lot of interested people away. However, steam netcode is a bit better but there is still room for improvement. Now that they are vocal about focusing on the online market I have hope they will make it decent. Rollback would be amazing.

I feel like they have shown here that they want to take steps to appeal to a wider audience by making smart design choices with the meter system and adding rush mode. KOF balance has always been pretty good and they have shown to get better and better at it. If the netcode ends up good and once the full roster is revealed I feel like SNK will win people over. Not many can resist some Mai action after all.
 
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.

The thing is... it is just SO bad...

It demands to be talked about.

I think at this point I have become a little trollish in this thread. I am not trying to be, this is just me being genuinely disappointed. I see some glimmer of hope, I should try to grab onto it with the rest of you.
 
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.

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.
 
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.

probably hard to change the aesthetic this far into development (70% done according to recent famitsu interview). that and promising 50 characters.
 
This game is hot trash. I can't say it enough. I really hope the community speaks with its collective wallets.

I find it real funny you call a fighting game hot trash or try to speak about the FGC when you think zoning is something from the 80s.

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.

I'd say that you should probably go play it before making an assessment about the quality of the game, but I don't think that'd matter.

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.

Putting a game on PC isn't cheap nor free. That being said, this is a console exclusive, so it's probably coming to PC anyway.
 
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.
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!
 
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I don't really mind the graphics.

HAHAHAHA! Thanks for this. Seriously, I'm so bummed about the way it looks. Especially since the last KoF game was so damn gorgeous. Fingers still crossed for solid gameplay though. Pretty cool how there's 50 characters!
 
Some more impressions based on vids:

- Andy is already looking like he has more gameplay tricks up his sleeve in XIV than he did in XIII. His EX fireball looks like it will be one of his key tools for pressure and mixups. It may not be multi-hit but it does eat up fireballs. His kick super looks faster and more usable now and his new breaking shenanigans are very interesting.

- Haven't seen it connect yet but Iori's new super looks funky.

- Kyo has at least one new rekka chain. The first hit is the regular light rekka, the second is a punch that hits at the feet (hits low?) and the third looks like his hopping hammer punch. I didn't see it connect fully but I think the second hit is supposed to hit low and puts them in the air and then the third hammers them down for a hard knockdown. He looks fast and fun overall, digging that new jacket and his alternate colors look cool.

- There will be more super and super cancel usage I think since supercancels are basically free now. There is no additional meter needed to do them aside from the one meter you need to do the super.

- I'm really digging Chang in this, a lot of new animation to him and his neomax is hilarious.

- Jumps are a tad slower but I'm guessing that is intentional, probably addressing the complaint people had of XIII being too fast and overwhelming.

It's looking really fun so far, can't wait to try these characters.
 
So character intros are back right?

Before each round starts characters now have a quick intro animation before taking their fighting stance and that small cutscene between Iori and Kyo at the beginning of the PSX trailer is their unique intro animation I'm guessing.

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

None yet.

The only new direct feed 1080p/60fps footage we have so far is the PSX trailer.
 
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
 
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.
 
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.

Kyo got quite the upgrade since his first showing so I wouldn't worry about Andy just yet. Seems they were worried about the gameplay aspects first and are now focusing on the visual quality.

The ladies were the ones who I was afraid for the most but Kula and Angel are looking pretty nice.
 
A great write is at SRK, from Laban: http://forums.shoryuken.com/discussion/comment/10496706/#Comment_10496706

Just excuse the typos.

Excellent impressions, very detailed and from the perspective of an old school player (for those who may not know him).

The whole thing is worth reading.

Some excerpts:

On the feel of the game:

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.

On Just Defending:

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.


On the visuals:

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.

On Rush combos (the new auto combo system):

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.

On normals:

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.

Glad that its finally looking like a PS4 game.
 
Good to see more humor back, like in both Kula and Chang's new climax supers (neomaxes).

I hope at least clark stays somewhat buffed.

They are usually the same size.

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

This needs to happen, they did do something like it for XIII on steam. Gave beta access for netcode testing and refinement.
 
I liked roided up Ralf and Clark. Made them feel military macho. I hope at least clark stays somewhat buffed.

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 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.

While it hasn't eclipsed my SFV hype at all, it really does not look bad, and my excitement is getting there for sure.

The reveal trailer was terrible, but now seeing the game in motion and knowing more of the roster (plus the intended size), I'm getting hype.

I'm one of those that was hyped on XIII at first but fell off really quickly; what I'm hearing of this game so far is drawing me in.

Still being cautious, but yah.
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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God I miss this character so much, so glad she's back. I'm pretty sure I'm reppin' Team Mexico if that roster really is true.
 
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.

I feel like they needed to be roided up. For being army legends, they were always pretty scrawny. Ralf doing his RALF KICKS, Galactic Phantoms, and his overall brawler style of fighting, he needs that muscle mass. Clark with his grabs and in tossing everyone around and rolling on the ground and all that? Needs those muscles too. I liked buff Ikari team. It fits them.
 
AFter seeing the gameplay, this game looks legit. Graphics are ass, but whatever. That's something I won't care about after playing for a week, anyway. If that leaked roster is true Angel + Geese + Kyo = happy Skilletor.
 
Looking solid to me. Like, the visuals look simplistic, but I think they are on the right track, especially with the amount of characters.

As long as a they have a good solid foundation, they can always improve the visuals in the future, and at this point, it looks like it plays solid and had good animation.
 
If i try to be positive, SNK has an engine, and they can have a 3D KOF that runs super well and feels like the 2D ones. That's half of the job done.

Now.. I could live ith the game being simple technically. But KOF being tasteless, soulless artistically, is really the death of an era.. 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 not only about how they ruled the graphic war for years. There is a style, a whole culture with them.
 
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.

Graphic war is completely new to me, but I guess this is neogaf after all. Also, ruling the graphic war did not do shit for them in the long run. Pachinkos and mobile did.
 
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.

...eh, did they?

Maybe I'm forgetting some era but IIRC, SNK was always lagging behind the sprite curve since forever ago, and reusing assets every game. They definitely had fluid animation but... eh.

I had to argue to the death against my Capcom-centric friends a LOT about why KOF was good despite that.

KOFXIII was the first time that argument fell in my favor.
 
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