XI is my favorite KOF!!!!! YAY!fubarduck said:I like it so far--disclaimer that I am still learning the game. My first KOF was 2K3 so my limited history with KOF games is
- 2K3 (fun, but Duolon-fest)
- KOF XI (really fun, learned in Japan before I came home from study abroad)
- KOF XII (my biggest complaint is that the game was too simple, and critical counters basically killed a character with no strategy whatsoever; it was so easy to land one by accident)
And now KOF XIII!
- Definitely more fun than 2K3/XII. I never truly learned KOF2K2 and below, so I can't vouch in comparison to those titles.
- Combo system is deep, giving you lots of options (should I go for an EX move combo now, or save the meter for a super? should I cancel into another special move or save that gauge for HyperDrive/NeoMax? etc.)
- Pace is fast and really tests your reactions
- HyperDrive is an interesting game mechanic, still learning everything I can do with it.
- They brought back the blocking options, so you can use meter to counter roll or do a counter C+D attack. Nice to have defensive options in a game where you're always getting rushed!
- To me, the game is at least as fun as KOF XI.
And the bad -
- Combo scaling is based solely on how many hits the combo does. The fewer hits, the less scaling there is. So sometimes, you get more damage in a big combo by ending it with a powerful one-hit EX move rather then a Super or NeoMax. Not much different than Street Fighter in this sense, though.
- Lots of 100% damage combo possibilities (but they usually require HyperDrive); read about one for Takuma yesterday. I don't know how much different this is from previous KOF games, though.
- Glitches basically make Vice unplayable
- Nothing else yet!
So what about the players reception, is it being played?
If you get info about an upcoming patch please tell us!!! :lol