You know, I actually wish I could put each of these behind a "spoiler" box like on SRK; helps cut down on the text wall, ha. Oh well...
So, SAB CA, you looking forward to this game then?
Apart from the way the game is being revealed is there anything about the actual game that you don't like?
So far, not too much. I'll go over specifics:
Jago: I like the design, because it seems to have more personality behind it, than his old one. Any changes seem to fit him as a character. I kinda wish he had that lame little extra kick-off on his DP like he did in KI1, but that's not really significant.
'Wulf: Some of the Patchy-ness of his fur looks awkward to me, and I'm a bit sad that some of his tools seem to be lacking compared to others, but there seems to be time to work that out. I like the fact he pretty much has a carbon-copy of John Talbain's crouching fierce.
Thunder: Back in the day, I was pretty bummed with him not making it into KI 2, so I'm glad to see him back. I actually smile to see him do his knee-gut hits and headbutts in combo, after Triplax's, because that's the parts of his combos I remember the most. HE NEES TO SAY "PHOENIX" SOMEWHERE, THOUGH.
Glacius: actually has a unique looking body now. One of the things I hate most about western fighting games (Skullgirls is an exception) is how boring their character models often are. So Glacius here was a breath of fresh air. He looks like the "aggressive Sim" I'd have liked in early SFIV; While others were getting link timing and combos down, I felt like playing 'Sim took me totally away from using these features, and that made him feel a bit shallow in that regard. Seeing him combo from range makes me feel like he's a marriage of KoF XIII's Duo Lon + SF's Sim, and that's actually something unique enough to make me want to play the game based on that alone. (Not saying he'd be my Main, but I'm quite interested). Hail is a better projectile than his old one, though I'll miss my Rip-Off Hattori-Hanzo Style Slinky Fireball.
Future Characters: I'm a bit concerned over how their female characters will look; I think this is part of what makes or breaks character design in fighters. I've liked their modeling so far, so I hope to like Orchid when she shows up.I also think this is a good fighter to have a female that DOESN'T look like a super-model; a more muscular, or more voluptuous woman could really add something to the roster that's unique.
Gameplay: I love seeing things like Cross-ups, Tick throws, Useful Normal throws, and Command normal in KI. I like the fact that Thunder is closer to an SNK Grappler / Abel than a classic Capcom grappler. I also like the simplicity of the motions so far; I have no problem with complex moves by themselves, but I hate movesets that layer moves atop each other in dumb ways, making it easy to get the wrong moves at wrong times. These here seem to avoid that. And so great to see the Frame Data RIGHT there in the movelist.
Instinct mode: Seems like a good addition. I really like that it's character-specific: I think this will go a long way to making characters of similar archetypes worth specifically playing. It reminds me of the character-specific systems of Aquapazza, which I quite like. Could this make a character too OP? We'll have to see...
Music Stupid Good, of course. I hated how SFIV started off with such non-integrated music; SFII did it so well (Plus the danger music), that it felt like a step back. The amount of time they're spending on having the soundtrack dynamically bend to gameplay is beyond expectations.
Animations; Once they're refined, they seem to work very well. There's a view of saberwulf's body resetting awkwardly when thunder command-throws him in some vids, but that doesn't seem to exist in gameplay. I kinda hope we see more victory animations per character, and I wouldn't mind seeing "interactive" VS screens, like allowing you to hold a button to get different poses/animation during that time (mimicking the old KI's VS screen animations in this way.) This can all wait to later. But the actual tempo of the combos seems VERY KI, which is impressive, especially for 3D. I don't see any of that nasty "physics catching up with animation" stuff going on, either.
Humiliations / Ultimates / Stage Kills: If these get added back in, better be free (heck, make them earnable in story mode or something). I still think it'd be a good idea to work them into the Ultras (hold a different button at the end of ultra for a different ending animation, for example), so they could even be a natural facet of high level play, and not just something that you'll never see but in casuals.
But I'm glad they're not wasting character dev-time on them right now, and glad the character design hasn't suffered because of their inclusion (such as how MK keeps character very similar, so that fatality effects could be re-used without too much per-character modeling.)
Stages:, I hope we see some with people in the background! I'm always a fan of lively stages. But the effects of destruction have been very pronounced so far, and normally in ways that seem not to take away from the battle (I do wonder about the pieces of paper flapping in the foreground in 'Wulf's stage, that seems like a possibly bad idea.) But big YAY for character-specific stages. Each future character should come with their own stage (and music and dynamic audio effects) too, and this goes help increase the value of each download.
Character count: The amount of time it'll take them to get from 6 to 8 sounds longer than one would want. As long as "7" doesn't take to long themselves, though, I don't think it'll be horrible. As long as the characters all feel worthwhile, I can weather a lower count for a few months. (not like I don't have 100s of other games to play, or other launch games to play / buy, while waiting.)
They better feel well balanced though! I think character balance is much more significant than character count, personally. Oh, and glad there's not a non-playable CPU boss, too. They're such a waste of resources now-a-days, and always look cheap because of it.
Costumes: I think they could do good for themselves by just including these as part of the base package. (Make costumes free, fill up bundle's payspace with Killer Cuts Digital Download collection!) But having not seen them, who knows? I could see them NOT being standard with later developed character, however.
Accessories: Sounds odd, because we haven't seen anything to suggest them. I think it'd be cool if they let you do things like give Thunder his old MoHawk back, change his warpaint design, or give Wulf a more full-body fur. Or let you mix old design aspects (Jago's Lazer Sword, Thunders original Tomahawks) with the new character models (and vice-versa).
KI1 not having online: I can deal with that. Not like the original wasn't a local-only game back in the day! I do hope it gets patched in. If they REALLY want to be smart, they'd also make it a "cross buy" between XB1 and XB360, and offer a discount on the Ultra Pack, if you've already purchased it separately.
But overall, I think they're treating the property with more respect that I'd expect anyone to treat the brand, based on it's past iterations, and that makes me happy for it.
My biggest concern is "what will the game evolve into", y'know? Does the team have enough know-how to make a game that doesn't end up with 1 overly-dominant strategy, that tosses all the other work down the toilet, and just breaks it?