KOF XI -- first scans

Man I haven't played KOF in so long... hey what direction have the stories gone since Chris became Orochi and was defeated?
 
B Jenet ?!? First Tizoc now B Jenet, s-t-r-a-n-g-e!

Hmm... K' and Terry look cool as always :)

Oh, and King!
 
DarienA said:
Man I haven't played KOF in so long... hey what direction have the stories gone since Chris became Orochi and was defeated?

Well that was the first chapter, the 2nd chapter was all about the new hero K' and Kula and the NESTS, and now we're on the 3rd chapter which introduced the new hero Ash...

Oswald looks cool btw
 
BJenet, awesome. Interest +

Does anyone know if they're keeping the 3char/switch format from 03, or going back to the older team format?
 
Why are Sammy the only ones giving us high-res 2D fighters (in the form of the Guilty Gear X series)? Isn't it time for the Capcoms and SNKs of the world to follow suit?
 
TheDiave said:
Why are Sammy the only ones giving us high-res 2D fighters (in the form of the Guilty Gear X series)? Isn't it time for the Capcoms and SNKs of the world to follow suit?

KOF XI is using Atomiswave. :P
 
it looks like they are redoing the sprites to be mark of the wolves level atleast. Can't say I'm suprised. Apparently it costs money to draw new sprites up in a higher resolution , money that not even konami has according to Igarashi who said that a high res 2D castlevania will never happen becuase of that reason.... :(

Ah well, I eagerly await a capcom high res Street figher 4. Along with other games that will never happen.
 
duckroll said:
KOF XI is using Atomiswave. :P
Still looks like the same sprites they've been using since the beginning of the series. Some larger, more detailed shots would certainly tell the tale a lot better.
 
Pachinko said:
it looks like they are redoing the sprites to be mark of the wolves level atleast. Can't say I'm suprised. Apparently it costs money to draw new sprites up in a higher resolution , money that not even konami has according to Igarashi who said that a high res 2D castlevania will never happen becuase of that reason.... :(

Ah well, I eagerly await a capcom high res Street figher 4. Along with other games that will never happen.

I'll TAKE A PSEUDO 2D CASTLEVANIA! (i.e. 3D graphics + 2D gameplay). See Klonoa 2 for reference.
 
It's Sammy's arcade board for high-resolution 2D games (Guilty Gear, Blue Dolphin, etc) but also supports 3D (Rumblefish, etc).

SNK has made a few fighting games on Atomiswave now, I believe.

And they all feature the same sprites straight from the Neo.

I'm disgusted, yeah, but I'll still give this a shot if it ends up good.
 
Holy crap, the character artwork is awesome.

Oswald looks damn interesting. Just screams SNK.

Plus Kasumi + Kula + Vanessa are back... this is going to be great.
 
duckroll said:
It's Sammy's arcade board for high-resolution 2D games (Guilty Gear, Blue Dolphin, etc) but also supports 3D (Rumblefish, etc).

Just because they CAN redraw the sprites, doesn't mean they will.

From a business POV, redrawing the sprites, while extremely nice for the loyal fans will hardly mean jack squat to expanding their market base... hell, given the trickle of 2D fighting releases in recent years, some basic updates are all that's needed to get the rabid fanbase lapping everything up again.
 
character art rocks K', Kyo and Terry the usual suspects looking better than ever. B. Jenet from MOTW :D and Oswald looks interesting Bring on KOFXI thank you
 
Hell if I know, how much do they pay professional artists per hour?
Now estimate how long it would take to create every single frame from of every single character pixel by pixel. Now double that since it'll have to be high res.
 
Do you think actually still do sprites pixel by painstaking pixel ? it seems to me they draw out the animations as though they were for a cartoon and scan em in super high res and then someone goes over it fine tuning it to fit whatever resolution is needed. Atleast this is what street fighter alpha and street fighter 3 look like, maybe I'm wrong.
 
Bebpo said:
I'm guessing you didn't play Neowave? ^^;

Neowave does have high res backgrounds, and while the sprites themselves weren't high res, they did use a color technique to make the sprites a bit sharper and more colorful compared to how they look on the Neo-Geo.

The AW SNK games since Neowave are supposed to look even better. It's too bad they won't go the KOF '94 Rebout route and make the sprites high res, but what they're doing with these games is better than nothing I guess. :)
 
Pachinko said:
Do you think actually still do sprites pixel by painstaking pixel ? it seems to me they draw out the animations as though they were for a cartoon and scan em in super high res and then someone goes over it fine tuning it to fit whatever resolution is needed. Atleast this is what street fighter alpha and street fighter 3 look like, maybe I'm wrong.

This is, in fact, exactly how Capcom started doing things beginning with Darkstalkers - note the abrupt leap in fluidity of animation between all previous Capcom CPS1/2 games and Darkstalkers.

While this is now a standard technique for doing high quality 2D animation in fighting games, as I understand it there is still a great deal of painstaking digital cleanup of the animation frames after they are scanned. The reason for this is that a sprite-based game must have precise sprites without unintentional irregularities. Especially so that the character animation frames don't look too out of synch with the sprite's collision detection box. So, doing high-quality 2D animation in a videogame is still something of a big deal. Creating a game with the resolution of Guilty Gear X, and the insane frame count of SFIII: 3rd Strike, would be one hell of a project.
 
Kaijima said:
This is, in fact, exactly how Capcom started doing things beginning with Darkstalkers - note the abrupt leap in fluidity of animation between all previous Capcom CPS1/2 games and Darkstalkers.

While this is now a standard technique for doing high quality 2D animation in fighting games, as I understand it there is still a great deal of painstaking digital cleanup of the animation frames after they are scanned. The reason for this is that a sprite-based game must have precise sprites without unintentional irregularities. Especially so that the character animation frames don't look too out of synch with the sprite's collision detection box. So, doing high-quality 2D animation in a videogame is still something of a big deal. Creating a game with the resolution of Guilty Gear X, and the insane frame count of SFIII: 3rd Strike, would be one hell of a project.

3D graphics! 2D gameplay! RARGHHA!

Or just bump the resolutions and colors up so that digital cleanup isn't a real issue.
 
Can anybody give me an idea of how Rumblefish looks? Sorta off-topic, but it's Atomiswave, right?

edit: oh.
 
SiegfriedFM said:
They did make one fighter with "Flash" sprites, Rumblefish, and it looks horrible as a result. Paper dolls.

Eh? I thought they were cel shaded? :)

The game looks pretty damn good to me, but tends to have some strange animation here and there. I didn't really go for the arcade version, but have really enjoyed the PS2 version.

Here's some old pics of the game. Note that characters show damaged clothing, something not seen in years:

rf1.jpg
rf2.jpg

rf7.jpg

rf6.jpg
 
This looks awesome. I love B. Jenet from MOTW, and Oswald looks like the man. It's extra hot when the artwork looks old school, i.e. pre-Aruze buyout days. They even made Ash look a bit more like a man.
 
Atomiswave is basically a Dreamcast and just like SNK games on DC they were still using low res sprites. :p

The time it takes to draw sprites is far more time consuming then animating 3D characters... Granted they could always do things in 3D and capture frames like KI lol.
 
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