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Professor 2447th Post
MMCafe Owner
| "KOFXII Beta Test *Next Month*" , posted Thu 20 Mar 01:29:
[Update] Quality Pics up at Famitsu site (Thanks GekigangerV)
This week's Famitu brings the latest news on King Of Fighters XII, starting off with an announcement that SNK Playmore is planning to beta test the game just one month away in April. The magazine also gives some first details on the game's system.
-The multi-shift system from 2003 has been abolished and the game is returning to the old 3-on-3 elimination style matchups.
-Attacks will clash/erase each other, much like in Asuka120% or the GGX series. It seems that this is SNKP's solution to high priority attacks.
- Opponents hit to the edge of the screen will droop there for a while, becoming vulnerable to additional attack(s).
- There's a new motion called the "Guard Attack", which switches the offense and defence in an instant. Not much details on this system, we'll have to wait and see what it's really like.
Rough translation of Famitsu Article
--What kind of a matchup will KOFXII feature? SNKP: Rather than the multishift system from KOFXI, this game (KOFXII) will adopt the traditional 3-on-3 elimination style battle system that's been used since KOF94. By returning to the traditional format and revising the game system that's gotten too complex, we're aiming for a game balance that's playable even for beginners. Instead of complicated combos that makes full use of the game's system, we want to put emphasis on "reading the opponent's mind".
--Is the guard system a part of that? SNKP: We'll only say that it's a "very offensive system". We plan to make it a system where you can hit back an opponent's attack so that (the player's) offense and defence switches sides.
--What kind of an effect does the "Sousai" (clash) system have SNKP: The attack detection on both sides will disappear and you'll have to start over again. We've added a lot of (elements) to this system as well.
--Final words to the fans please SNKP: All of our staffs are working off their heart and blood to make this the best 2D fighting game ever. This game is the result of what we insisted on developing in 2D. Please look forward to seeing it, both in terms of graphics and gameplay.
[this message was edited by Professor on Fri 21 Mar 23:36] | | Replies: |
Just a Person 1112th Post
Red Carpet Premium Member+
| "Re(1):KOFXII Beta Test *Next Month*" , posted Thu 20 Mar 05:03
quote: 03- Ash, after being hit to the wall (top), Terry hitting Benimaru with a Guard Attack (bottom)
Isn't it Kyo who is hitting Benimaru? We can't see clearly his hair or face, but he's wearing the same jacket than Kyo.
Anyway, the screenshots look good, but nothing special; however, we know the game looks much better in animation, so there's no problem.
I wish SNK would announce soon the teams in this game. Or maybe not, since trying to guess which teams will be in the game, and who will be in each team is very exciting! (could Marco/Kushnodd join Ryo and Robert this year? Let's see...)
And is Athena still dressed as a schoolgirl? I know the time doesn't seem to affect the KoF people, but come on! How many years has she been a high school girl??
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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Bata kun 3124th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):KOFXII Beta Test *Next Month*" , posted Thu 20 Mar 09:50
Initially, I had no intention on playing this game because the last two games were and still are pathetic to put it lightly in my mind. Now, thanks to Chupiler, he has brought me to play this. That Chupiler. He had no intentions of playing the game initally as well. I just hope that the team rosters makes sense this time around.
quote: -The multi-shift system from 2003 has been abolished and the game is returning to the old 3-on-3 elimination style matchups.
Hakase, I have a question! Does this mean the "1994"-"1998" format or the "2002" one? (I'm hoping it's the old, old format, but I have a gut feeling that it's the latter.) Either way, yay! I can't stand the multi-shift system.
quote: - Opponents hit to the edge of the screen will droop there for a while, becoming vulnerable to additional attack(s).
Please tell me that this is not true. It'll be like "Rage of the Dragons" all over again. I don't need more of these wall attacks. (Alice anyone?) --'
quote: - There's a new motion called the "Guard Attack", which switches the offense and defence in an instant. Not much details on this system, we'll have to wait and see what it's really like.
I am not going to be all excited about this yet.
うぐう!
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Spoon 1537th Post
Red Carpet V.I.P- Platinum Member
| "Re(3):KOFXII Beta Test *Next Month*" , posted Thu 20 Mar 10:40
quote: It sounds like a pretty big difference in the system. I think what Zepy said about having to wait for 13 for it to be good may very well be true.
Of course, I'm biased because 11 is my favorite fighter of all time. If you asked me what needed to be changed, I would say "new sprites with more accurate hitboxes" and "rebalance the throws a bit". That's it.
I can see eliminating the shift combos to make it a bit more beginner-friendly, but KOF isn't so complicated that it needs to be dumbed down.
Personally, I think returning to the "round" system is a big step backwards, but if they have it transition immediately, it won't bother me. It was just so nice having your next character jump in and start fighting without an annoying stop and start every few seconds. I can't see how anyone would want that back, even if they like the old system better.
Ahhh...companies are really having beta tests early these days. I wonder if that's really a good thing. From the looks of things, they might not have a lot of characters to show.
Still...I'm happy to have news sooner than later.
Rage of the Dragons had a neat idea with walls (they break after a bit), but as long as you aren't getting repeated wall splat combos that are so prevalent in HnK and GGAC, it's not so bad. I like wall bouncing and all, but I just don't think that it's such a great thing for KOF. In any case, we'll have to see how it turns out.
I am somewhat disappointed that they're going backwards with the team dynamic. There are a lot of people around here who prefer to play 2k2 to XI, and I wouldn't be surprised if a lot of it was due to the shifting system.
But then, KOF's team system is what it is, and people have loved it for years for being what it is. Whatever anybody says about the gameplay of MvC2, one thing about it that I really like is the way a team really works as a team; it's not just about having some guys to counter some bad matchups, but rather it's about having an entire coherent unit that fights together, and systems for breaking that apart (like snapback).
Seeing as how SF4 seemed to have the dash cancel mechanic removed, it'd be quite funny if the defensive/offensive cancel in XII is just that... SvC rides again!
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TheBeast 1871th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(3):KOFXII Beta Test *Next Month*" , posted Fri 21 Mar 21:28
quote: It sounds like a pretty big difference in the system. I think what Zepy said about having to wait for 13 for it to be good may very well be true.
Of course, I'm biased because 11 is my favorite fighter of all time. If you asked me what needed to be changed, I would say "new sprites with more accurate hitboxes" and "rebalance the throws a bit". That's it.
I can see eliminating the shift combos to make it a bit more beginner-friendly, but KOF isn't so complicated that it needs to be dumbed down.
Personally, I think returning to the "round" system is a big step backwards, but if they have it transition immediately, it won't bother me. It was just so nice having your next character jump in and start fighting without an annoying stop and start every few seconds. I can't see how anyone would want that back, even if they like the old system better.
Totally agree.
The multi-shift system is what moved KOF a great step forward and distinguish itself uniquely from other fighters that are still in the market, not to mention that it brings a new style of play to 2D fighting. But I guess it wasn't well-liked generally by KOF fans (players in my area prefer playing 98 or 2002), and SNKP probably wants to win these people back.
In my opinion if they really want a retro fighting game to win back old players and attract new players, I would prefer them doing a Garou 2 or a new fighting game with some familiar SNK fighters.
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