Ugh, Chang's ranbu super looks so silly in 3D CGI =_=
Everything else looks great though.
To be fair, it looked pretty silly in 2D, too. It's just that his rapid fire animations, with no real transitions in between, weren't as noticeable.
It's a "CGI" game animated like a 2D game. It looks just as goofy now as it did then.
Dan's "Ranbu" in SFIV has more flowing motions, doesn't make it any better.
I like the way Chang's actions are extra big, making the speed look almost loony-toons, especially for the EXDM version. Considering he has random endings to the move, it fits!
Also, gotta give props to his team victory screen pose. Truly, the most badass victory ever!
That's not an excuse; Guilty Gear XX had ranbu supers whose animations were altered in Xrd such as Chipp's ranbu super.
Hell Dan's ranbu super was quick and looked nicely animated.
I rather like how they absorb all of this into their "style" over time. Even when transitioning to 3D, they're keeping quirks that make the characters feel like themselves. A lot of series lose these types of things in 3D.
Yeah, and that's what they were going for, here. They truly wanted to make a game that largely looked and "felt" like a MVS game using 3D graphics, and judging by what we've seen and impressions so far, it looks like they succeeded.
Even some of the MVS-style jank is going to make it through, and oddly enough, I appreciate that.
Well IMHO, they didn't need to keep the ranbus, I was fine with Chang just having the body splash as his super, but as decently animated much of the game is, the ranbus just feel...out of place.
If you're gonna have such ranbu supers at least make them LOOK less goofy than they look now, like say reduce the attacks (and there by hits) that they do.
Well IMHO, they didn't need to keep the ranbus, I was fine with Chang just having the body splash as his super, but as decently animated much of the game is, the ranbus just feel...out of place.
If you're gonna have such ranbu supers at least make them LOOK less goofy than they look now, like say reduce the attacks (and there by hits) that they do.
^Heh, SNK must be in a joking mood. That sand from the sky move of Kukri's reminds me of Kain's super from Garou MOTW.
Also, interesting vid: KOFXIV - Damage Comparison
Generally speaking moves/combos in XIV do either less damage or the same damage as XIII, depends on the move/combo.
The big difference is of course in the resources. You need less meter to do said damage in XIV in most cases.
I normally don't play singles arcade mode. Did past KOF haves any unlocks soley behind single arcade mode?
Also, would fighting games, in general, benefit from having stuff from the development process as unlockables? Stuff better than just sketches or character protraits. For example, in KOF's single arcade mode, completing single arcade for a character unlocks a clip of that character's creation or development process for that particular kof game.
It's interesting seeing how worried or offput people are by damage or combos around the web. The game that bothered me most in this respect will always be KoF XI, otherwise, I like the shifts. The lost of tools due to EX's being locked behind MAX has my attention more than damage values, which I feel are still pretty up in the air, especially with advanced cancels being basically unexplored.
AT_Ryo's stuff is really great to, I love the production value he has.
I normally don't play singles arcade mode. Did past KOF haves any unlocks soley behind single arcade mode?
It's too early to worry but the only thing that is kind of concerning to me is that max mode activation is so cheap in terms of resources.
It kind of makes it pointless to do non-max mode combos if you have any meter at all. And it also allows for damaging combos to occur starting from lows, far normals etc. a lot more frequently since you just need 1 power bar to activate instead of an entire HD bar.
This stage looks glorious. The wait for this game is killing me.
Well, in many ways, it sounds like we're just taking things back to how things were in 02/UM. We just got the EX Moves on top of everything else to go along with the usual Max Mode shenanigans.
If that be the case, then I imagine that, much like 02/UM, meter usage will probably be kept in reigns because nobody wants to be caught without meter that could be used for the sake of a timely Guard Cancel (or GC Roll), Attack Cancel Rolls (for those chars that would benefit from them), or at worse, blowing a Max Mode Cancel as a way to cover your ass/bait a guard cancel. And that says nothing about if you're the kind that wants to try and built up as much meter for your last char, as possible (especially, if you were a K9999/Nameless player).
Screenshot of the PAUNCH!
Meter management wasn't exactly the reason that BC mode gets used less in 02/UM, its more that it was better implemented and more viable to use in XIII and was super useful for pretty much the entire cast, even grapplers. Starting combos from lights, overheads, far normals, air, instant air specials, anywhere juggle neomaxes, guard break strings etc., there is a ton you can do in XIII with HD.
When I catch some 02/UM matches I often see them sit on quite a bit of meter and it feels like there isn't much for them to do with it. Some characters like Nameless or whatever take advantage of the BC system but with a lot of other characters players just don't even bother.
So far Max mode looks closer in usefulness in terms of application and execution to XIII (minus the drive cancel system) compared to 02/UM.
Either way you are right in that meter is useful for a lot of other things other than combos, especially in XIV where you can give yourself access to up to 5 EX moves on one raw activation. It will be interesting how the game develops in the competitive scene for sure.
Well, with XIII, I think the "problem" is that it went into completely the other direction and fostered another style of play. And in short, turning the game into a heavily combo-oriented game was what made it feel so "un-KOF-like" to me and others.
If there's any lingering concern that I do worry about when it comes to XIV, especially as Max Mode shenanigans are coming into play, is that it'll be a bit more like XIII and less like the "return to 98/02/UM...in 3D" that they promised at the outset. Not only because of my personal preference, but because it seemed like the Director wanted to make the game "easier to play" for possible neophytes. Any game that relies on heavy meter management and opens the door for custom combos usually is the antithesis of an "approachable" title hahaha.
@AtlusUSA 4 minutes ago
Burn to fight! Atlus USA has teamed up with SNK Playmore to bring The King of Fighters XIV stateside!
Revamped Online Experience: The King of Fighters XIV has devoted a lot of development time to improving the game’s netcode for vastly improved online gameplay. The King of Fighters XIV uses the PS4’s online architecture to have a whole host of online conveniences, from spectating to saving replay/battle data, and having a single online The King of Fighters XIV profile to connect with friends.
A new Training Mode will let beginners and experienced players connect for tutoring.
I loved that "problem" since between even just the EX moves and drive cancels the game allowed for a lot of variation and creativity in its combos. And there's so many shenanigans from stun combos to anywhere juggles, it's just so fun.
And iirc what he said was that they were trying to please all the fans of 98/02/XIII since those are the most popular games in the series, not just 98/02. And going by the impressions of Laban, (who dislikes XIII and loves 98) they are succeeding so far in appealing to both old and new school fans.
Dunno man, they are making max mode useful to even beginners (who wouldn't like chucking 5 EX fireballs in a row for 1 bar?), have introduced Rush combos, slowed down jumping pressure a little and have introduced more visually intuitive combo extenders (wall bounce and ground bounce). Normals are also stronger than in XIII according to Laban. The combo system overall is much easier than XIII. So yeah, they seem to be doing a decent job of making the game more accessible while not dumbing it down for fans of the series, which is always a key concern when a dev says they want to make something more accessible.
Also wouldn't be surprised if the execution will be more lenient than in XIII since the reason they made it more strict there was because people complained of frequent accidental drive cancels during XIII's beta test.
This could be huge, given it's implemented correctly.Interesting:
Also, interesting vid: KOFXIV - Damage Comparison
GET IN THE RI- *ahem* Coolness. Can I get Shining Wizard back while we're at it?
I can't figure out who's caught in the attack... Really odd reveal teaser?...