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Iggy 8682th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):KOF XII October Thread" , posted Sat 4 Oct 02:08
When we didn't know yet the game wouldn't have any story, I thought the most logical boss would be Rose. She is supposed to have turned evil, and she's a girl: people will want to play her, so she can return in later games, like Chizuru or Saishu. Maybe more of a mid-boss, then.
But since I suppose every character of this game will return in KOF XIII, I think Heidi is a good compromise between Rugal and Rose (or between boss and playable character). After all, he has never been a normal character yet... Plus, he always was pretty damn ugly as a sprite, so a face lift couldn't hurt him.
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Grave 1124th Post
Red Carpet Premium Member+
| "Re(3):KOF XII October Thread" , posted Sat 4 Oct 10:13
quote: Yeah it's really too bad KoF has such spoiled fans. 20 is by far the LARGEST amount of characters ever in a first-generation high-res/high-def fighter, especially when you consider so far not a single one of them is a palette swap, head swap, or copied over from another game. It's just too bad this game was made to try and satisfy KoF fans, of all people.
Fighting game fans are spoiled in general. Battle Fantasia's got, what, 12 characters? I've heard countless people who never touched the game bitch about how few there are. Learn some first! Then cry! Not that many people are going to touch BF to begin with... jerks. Anyway, I blame games like MvC2. And MvC2's brain-dead Mango Sentinel fanbase. Naturally a lot of us aren't going to be able to play our favorites, but the roster so far certainly isn't what I could call bad. No Kula or Joe? Sad. Leona and pizza delivery Terry are back? Very happy!
I guess people are down because KOF was always just a mess of characters, and it is kind of disappointing that the first venture into HD doesn't even have a story, but if the game plays half as good as it looks, I think it'll shut a lot of people up. I just hope the home version has an option for KOF XI-y high speed tag matches.
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Toxico 4486th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):KOF XII October Thread" , posted Sat 4 Oct 23:31
quote:
Strange as everything seems different in KOF.
Well, I don't know about arcana, but you have too look at the previous game 98' UM had a cast that perhaps goes in the lines of the 50s, and XI was for about in the 40s, for the fans such a cut in the cast most likely give the feeling "my favourite characters got replaced by Elizabeth and Raiden? Fuck them". Also, from the most uneducated fans I have heard things like "'94 rebout was Hi res with 25 characters, I was expecting 3 times that for this game".
My take on the issue? It's better to take the cast with a grain of salt and enjoy it, my main worry is how many characters they might be able to pull out in the next dream match (more than 40? or less than 30?) whatever it is, it seems that we are close to 10 years to find out anything about it
Also, I hope that redrawing the characters will have a certain amount of effect on how the characters are handled, giving -perhaps- a much needed 'fun factor' boost to some members of the cast.
悪魔の化身か地獄の使者か リングで突然相手が消える!!
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NARUTO 3681th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):KOF XII October Thread" , posted Sun 5 Oct 18:33
quote: Well, I don't know about arcana, but you have too look at the previous game 98' UM had a cast that perhaps goes in the lines of the 50s, and XI was for about in the 40s, for the fans such a cut in the cast most likely give the feeling "my favourite characters got replaced by Elizabeth and Raiden? Fuck them". Also, from the most uneducated fans I have heard things like "'94 rebout was Hi res with 25 characters, I was expecting 3 times that for this game".
My take on the issue? It's better to take the cast with a grain of salt and enjoy it, my main worry is how many characters they might be able to pull out in the next dream match (more than 40? or less than 30?) whatever it is, it seems that we are close to 10 years to find out anything about it
Also, I hope that redrawing the characters will have a certain amount of effect on how the characters are handled, giving -perhaps- a much needed 'fun factor' boost to some members of the cast.
The probleme for me didn't comes from the limited cast, there will be a(many) boss(es) after all and they'll maybe turn playable like the TRC characters from KOF 11. What disturbs me the most it's the dream match feeling, even with a low cast I was expecting for a solid story and some brand new charactrers. Of course this may happen as well, and this is why I'm waiting for th game. But I do fear that SNKP may gives us a KOF HD with just old KOF or SNK fighter which would lost a bit of interest as well IMO, since one of my pleasure in each KOF it's to learn each episode the new comers, and try to master them a bit. Raiden isn't a bad surprise, but I don't think that he would surprise us more than a Diana would or a 100% new character.
The game being only 60% made I still have high hopes for it and will wait for the lock-test to see how it turns. The "sousai" system being something much more dramatic IMO when I see how much abusable it seesm to be right now... (normal moves cancels DM or projectile? lame and ridiculous... IMO)
Fortes fortuna juvat...
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kofoguz 630th Post
Red Carpet Regular Member
| "Re(7):KOF XII October Thread" , posted Sun 5 Oct 18:51
quote: It's not that I'm not excited about the game, but I still play KOF XI regularly, and I don't know if it can really replace it with such a small cast. I mean, I use 18 characters in KOF XI and none of my big favorites (from XI or other KOFs) have made it to XII yet.
So far, I have 4 characters I kind of like in XII. I'd like at least one to be totally excited about and maybe 2 more I'm "okay" with.
I don't really understand why XII has to replace XI for anyone. Two different games. You can play both. You can even have DIFFERENT FAVOURITES in XII! Think about it.
I hate this discussion, so in your logic we should have no expectations at all. Cause all the previous still there and we should play them. Its not a valid reason. I still regret seeing "Big" Raiden there. They could save him for next installment, and give us another favourite. Personally Duck King would be a better choice. Anyway Im getting used to "sorry, we couldnt make it in time so last resort we're using transition card" idea. Athena, Shen, Robert seem to be my loves, and Leona might surprise me, too.
[sigtag][/sigtag]
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Iggy 8688th Post
Platinum Carpet V.I.P- Board Master
| "Re(8):KOF XII October Thread" , posted Sun 5 Oct 19:12
quote: I hate this discussion, so in your logic we should have no expectations at all. Cause all the previous still there and we should play them. Its not a valid reason.
Actually, that worked pretty well for KOF 2003 or 99, for example. Since each KOF is so different from each other and people have their own relationship with each installment (people love/hate 2000, 2001, XI, and even 98/02), we should give this game the same chances we gave, at least, 2003 or XI before they were released. All in all, the biggest question, for me, will be: will it be broken, like most of the time? It will not replace XI, 02 or 98, but if it's better than 2003, it will still be a pleasant surprise.
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kofoguz 631th Post
Red Carpet Regular Member
| "Re(9):KOF XII October Thread" , posted Sun 5 Oct 20:05
quote: Actually, that worked pretty well for KOF 2003 or 99, for example. Since each KOF is so different from each other and people have their own relationship with each installment (people love/hate 2000, 2001, XI, and even 98/02), we should give this game the same chances we gave, at least, 2003 or XI before they were released. All in all, the biggest question, for me, will be: will it be broken, like most of the time? It will not replace XI, 02 or 98, but if it's better than 2003, it will still be a pleasant surprise.
Well for me its 97-99-02-XI. Yes, I can play them anytime I want, very true. But comprehension goes like this, I'll start after 97. At the arcade 97 and 98 was there when "I was back" in arcades. After arrival of 99 I understand which one I loved most. 97. I played 99 till '00, and in between 99 and 00, 99 wins. After 01, between 99-00 99 wins. After 2002, between 01-00, foxy wins both fails. After 2003 between 02-01 of course 02. Now the winner is KoF XI. Sure KOFXII takes place of KOF XI or all ash saga system. Or KOF XI will taste better. Or they both won. What was I saying?
Oh yeah the thing is, the old ones there we know, but I compare them. Nothing is wrong with it.
[sigtag][/sigtag]
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Toxico 4491th Post
Platinum Carpet V.I.P- Board Master
| "Yoga flame." , posted Mon 6 Oct 02:59:
As usual, taking links from other forums Here is an article for XII and '02UM
The very few things that I understand about '02
- The game is about 65%
- They aren't considering an arcade version at the time, and seems less likely than 98UM an arcade version is made (for those who remember, Hakase had almost to kidnap his boss son to get the game released :P)
- They realize that '02 was the most played game in the series and is considered in japan the most popular by many.
- '98 is focused on the Orochi Hen chapter, and '02 is focused on the NESTS chapter, so we are aiming to add every unique character between 99~01.
- For the former objective, a lot of teams will be remadeb (big deal, everyone edits after all ).
- Strikers where considered, but ultimately ruled out.
- Re bout graphics where considered, but ruled out (big surprise :P).
- "Will characters from SvC (aka '02 port exclusive) show up?" Wait until the TGS to find out *laughs*
- If you take '98, you can say that '98UM added a lot of things. Their objective is that '02UM adds much more to '02 than what '98UM added to '98 (am I making sense?)
I'll leave the rest to our parisian hot shots.
Edit : ops, I forgot -> They where thinking on adding playable toned down bosses (I hope that this at least means than this time the Advanced Krizalid, Zero and Ron team will be pitted at you at some point un 1p game AND not as stinking strikers).
quote: But I have to go see my wife and kids now.
Rubber dolls never had such a deep meaning as they do after those lines
悪魔の化身か地獄の使者か リングで突然相手が消える!!
[this message was edited by Toxico on Mon 6 Oct 05:13] |
Iggy 8691th Post
Platinum Carpet V.I.P- Board Master
| "Interview translated : KOF XII" , posted Mon 6 Oct 08:27
OK, so I made this very, very fast, so it might be inaccurate from time to time. Sorry for the mistakes and typos.
Mr. Kukino (Producer or KOF XII), NG Hakase (producer of KOF 02UM), the green Yusa, interviewed by a FFL guy named Sashimi
KOF XII - how much time and work / character ? K: One person alone would have had to work 16/17 month to create one character. The art director supervised everything, while the staff was divided into teams at each stage of the development. Each character was created by a team of around 10 people.
- How many frames per move/character? K: it varies greatly, but the most detailed move has around 30 different frames. Each character has between 400 and 600 frames. Yusa : The total number hasn’t much increased since the neogeo days. Less, and it looks ugly; more, and the balance is destroyed. Our goal was to rework all the useless moves so they would look more natural, and make everything move smoother. You have to keep the same ratio of frames by character, or it just won’t be KOF anymore. This was the first thing we agreed upon.
- There are less characters then usual, and I guess there were several characters you absolutely wanted but had to remove in the end? K: We wanted to create the ultimate fighting tool, and we chose the characters accordingly. You’ll see. Y: Instead of removing character, we created KOF XII as a base that will grow like the older games of the series. It’s not because a character wasn’t chosen this time that he won’t ever appear anymore. Our final goal is to ultimately redraw every single KOF character in this definition.
- The backgrounds are very lively this time. Concept/favorite character? K: The art director supervised all these as well. He created the sketch, and the staff worked from that base. That’s why they are so great. They move much more than any background until now. Since each one represent a country, each one has a very strong personality. Y: And your favorite character? K: We worked a lot on the fat lady in the France stage (w). Y: what about you, hakase? NG: the fat lady as well! (w) K: the concept of this stage is some kind of luxury resort, that’s why the people there are so well fed. Also, the character in the foreground that moves a lot is called “Madame Catherine”… (w).
- Several characters are back to their roots. Will there be characters from old SNK games that are going to appear in a KOF game for the first time? Y: Well… Raiden, for example.
- Question on the development are over. Now, about the system and the characters. Will all the characters share the same ending? K: No story, no individual ending. Y: As a maker, we WILL finish the Ash storyline. XII is the ultimate fighting tool and a base for future projects, so we worked mostly on the system and the graphics.
Will there be a super gauge? K: Of course. Y: We never thought of removing it.
And a combo counter? K: Of course. (w)
How many alternate colors? K: 4, but we are still working on it.
What about the super-super moves, MAX supers, MAX2, Leader supers? K: This time, the usual supers will be the highest damaging moves. No MAX, MAX2 or other.
Will there be visual effects when you finish your opponent with a super? K: We don’t think so.
Ash moves a lot differently. K: Ash was quite different from the rest of the cast. We reworked his moves and speech to be more consistent with the rest of the cast. Y: And he’s not the only one. In older KOFs, even with 40 or 50 characters, the characters that are really used are much fewer. This time, we worked on each of the 20 characters so they each have their own flavor, so they are all used. It’s always sad when nobody use a character. Since we are reworking everything from the beginning, we can change even motions and very tiny detail to make each character everything.
Will you use moves from the KOF MI series? K: If it blends well with our current engine. Y: MI is a gaiden for the main series, so it can take a lot of liberties with the story. But we can’t take the risk to mix parallel stories with the main one.
Will the music be made by the same team behind KOF XI? K: It’s not really a team, we are just using our usual staff. Each stage will have his own 2 BGM. By the way, the music for the promotion movie is specifically for it. We will let you hear from the actual music of the game later.
Strong attacks and special moves cancel each other. Can you tell us more, or are you still working on this system? K: Of course we are. It’s a brand new system, and we are trying to make it very easy to pick up. For now, all the moves stronger than a strong attack cancel each other. We will modify it in the final product according to what people think of it.
Why won’t there be actual teams this time? K: Since we don’t have to create team stories, there was no need for default teams.
How about the ura characters from KOF 98 ? Do you think you might reintroduce them? K:It’s hard to answer this question, but so far, no. Y: Some fans from the AM show wanted high resolution and sharp animation, while the other half wanted many characters, even if that meant NG sprites. They wanted to continue to use the characters they invested a lot of effort into. Our answer to this second half of our fans is the UM series. 98UM already did that, and 02UM is the next step. They are an evolution for the NG sprites. On the other hand, the main series will continue to evolve on the visual side. Since users want different things, we give them the opportunity to chose the one they like the most.
You have changed some of the moves, what made you do this? K: The moves are part of the flavor of each character. We wanted to make some of them even more memorable and in touch with the character.
There are especially few characters this time; did you fear you may risk to lose some character’s fans? Y: Of course, and the characters that were left away this time will be reintroduced in the sequels. 98UM and 02UM won’t be their last appearance.
You scheduled a location test in April, but it was canceled, and you stop communicating on the subject for a long time. Could you talk to us about this incident? Y: We were looking at our rivals’games, as some of us wondered if we should release the game with even fewer characters. But we couldn’t make a KOF with less than 20 characters, so we decided to stop there and add some more. It was far too early to make a location test: the systems were rough, and we still had a lot of work to do. We couldn’t make a location test with such an early product, so we decided to just show our game so far at the AM show. Our biggest concern was to add as many characters as possible.
Nona is the art director for this game. Did the rest of the staff opposed some of his decisions? K: He worked on everything, from the characters, the backgrounds, the special effects, up to the selection screen, while the director had the final word. That’s why there was no opposition, but instead he listen to all their opinions, mixed them, and transformed them into graphics, that the director approved to make a real KOF world. Of course, some stuff that didn’t fit in XII were left out. Y: We worked a lot on the feeling of unity of the world. In XI, you had an opening, character illustrations, main visual, character select, winning art, and each used different arts. We unified this in XII. A weaker graphicer couldn’t homogenize all this, and the strongest artist we had at SNK was obviously Nona. You need a lot of energy, talent and determination for this work, and Nona was the obvious choice. The sprites used to mix different styles according to the person who draw them, but this time, we work so they all looked coherent with each other.
Walls? Y: At first, we thought about it, and noticed that in a 2D game, there are walls, but at the same time there aren’t. Bouncing on the wall can look like a bug, and it didn’t fit with our current system.
Last question: Online. Will there be a card system, or an online service? K: No. Y: It makes the game more expensive for the operators, and we thought we would be more accepted with a lower cost.
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Iggy 8692th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):Interview translated : KOF 02UM" , posted Mon 6 Oct 09:01
KOF 02 UM - So far, it’s on PS2. No other machine/arcade? NG: Not for the moment, but it will depends on the answer of the public. My priority here is to make a polished game. Y: The home version is our priority. We won’t work on any other version until the PS2 version is released.
- How far is it? NG: Around 65% done. It is playable, and it will be at the TGS.
High resolution like 94RE ? NG: We thought about it, but no. Y: We listened to the reactions to 94RE, and most of them was rather negative. That’s why we are doing KOF XII now: 94RE tought them that we had to create our high definition sprites from the start instead of basing them on existing old sprites.
The original 02 is still the most popular game of the series in Japan, and it is still played regularly. How did you try to create a game better than the original? NG: Each player has his own opinion. We listen to all of them, what we should keep, what we should change or fix, and chose exactly what to do to not destroy the original game. That was our first thought when thinking of new stuff to add.
KOF98UM added several new moves. Will you add some as well? Will you add some moves from 98UM in 02UM? NG: There will be much more new moves in 02UM than in 98UM.
Will you choose all the characters from 99 to 02, or go back from 94 ? NG: 02UM will use the Nests chapter as a base, so we chose the characters from 99 to 02.
What about the characters from non KOF games, like in SvC Chaos? NG: It’s difficult to answer. It’s still a secret… You may be surprised by some of our choices. Y: … is there hope? NG: Well… I can’t be more precise before the TGS(w).
If we can use bosses in versus, do you think you will make modify them? NG: If we do that, of course we will. But if we do, we have to make sure the boss will still have his boss status, and still feel like a boss. We will change them so they can be used, and change not only their move properties, but even their parameters. Either way, it’s a home version, so you can imagine already (w)
The character from the Eolith era (K9999, Angel, etc) were erased from the Nowave port on Xbox. What about this time? NG: Well, I see many people wondering about this on the net. I can’t answer now, but at least, what I can say is: the game will have a Neogeo mode like 98UM did, and they will at least be there for sure.
New stages? Returning stages or BGM? NG: We won’t add new stage as much as creating new stages and BGM from scratch. There won’t be BGM or stages from the past game (s?). Some of the BGM will be arrange versions from famous old BGM. Y: The strongest point in 02 is its balance. This UM will be built around this, and change the rest. 02 was created in a very difficult time for us, and there are several points that need to be redone. By the way, Nowave used 02 as a base, but was a totally different game. Basically, 02UM is the 02 we would have created if we were making it now.
What about the most minor characters, like Kyo1 and 2? NG: I can’t talk about them at this point, but of course, they won’t be left out.
And the characters that were added in the consumer versions, like Shingo, Geese or Saishu? NG: Some of them may… You will see at the TGS… (w)
If you keep 02 as a base, do you plan to add strikers? NG: Since it’s the Nests chapter, we could have, but we decided to keep 02 the way it was. No strikers.
How will characters like Foxy or King find their ways into their teams? NG: There will be different teams and original teams. You’ll see at the TGS.
Ura characters ? NG: You’ll see, it’s a secret. We haven’t announced anything about the game, and I guess there will be much different questions after the TGS. Please come and play! Also, there will be a 98UM and 02 tournament as well. Y: And a 02UM tournament? NG: The 02 tournament will be on 02UM. We’re working hard on it. By the way, like last year, I will be there on the public day to play 1 on 1 against the players and chat with them. Y: I hope you have your helmet ready… NG: Please don’t throw eggs at me. It’s against the rules! (w) But I think the players who like the orientation of the project will be pleased with the game. Y: As we said earlier, several people want a new game with neogeo sprites. We heard their complains, and we are not going to change everything for the sake of it.
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Toxico 4491th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Interview translated : KOF 02UM" , posted Mon 6 Oct 13:31
quote: But still I really enjoyed 98UM, and I've always wanted to see a serious revamping of 2002. The PS2 version got it half right.
The one thing that I'm actually curious about, is; for example, '98UM took a few things from the "more evolved" '02, as the hit -> roll and the quick MAX.
Now, if we think the "most natural thing" is that '02 needs to "take" something from a more evolved game, but I don't dare to call anything done by imoya 'evolved'... Maybe they'll consider something from nowave? like the just defend, even though it was dull, broken, stupid and boring, taking something from the pasts games would be better, but armor mode was broken as well
I actually expect them to "improve the cast" and perhaps increasing the fun factor for some low tiers and the general cast. I mean, the amount of stuff that they ditched in the NESTS saga is huge, K' & Maxima alone changed their game play (and voice acting for K') in almost every episode of the saga... "All of my hopes, will be for this one".
悪魔の化身か地獄の使者か リングで突然相手が消える!!
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Iggy 8693th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Iggy is your dog" , posted Tue 7 Oct 02:39
quote: Am I reading this right? *Every* single KOF character?
Well, the original text said "all the neo geo characters" or something like that, and I'm too bored to check. I assumed he meant "the KOF characters with the old NG style", not every single character from every single neo geo game... but then, who knows. Of course, this is their ultimate goal, that will be achieved around 2085, for KOF XLVIII. In other words, it's a manner of speaking, or a way to say "no character is being shot down forever".
quote: Thanks Iggy. Although I am sure Guillaume would have done better if he still posted here. Where did that guy go anyway?
Hint : He was the sexiest of our duo, and I look like Ralf now. Figure.
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Toxico 4493th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Interview translated : KOF 02UM" , posted Tue 7 Oct 10:13:
quote: Actually, the only problem is K9999. Mei-Lee and Angel have appeared in various other games, and Foxy appeared in KOF 2000.
For those who don't really understand, there it was never a "license" issue, the only problem was SNK loathing everyone that eolith worked on minus Angel (and it seems Kusanagi as well).
For example, K49 can be found in SNK site, and you don't see any eolith logo anywhere. If my nihongo is not as stinking as my feet, they said how the character wasn't so unpopular, but as producers they always have a tasty and cripsy fear of lawsuits.
Within that perspective, there is no point in adding K9999 in one "part" of the port and not the "other" one.
quote: Makes me wonder what will happen to Kaned... Kusanagi. Especially if Kyo1/2 do come back.
The game has 3 clones? o gosh, I wonder what they could do with that? Also, recently I feel like the next main must be a punk Kyo clone who calls himself Syo Kirishima.
悪魔の化身か地獄の使者か リングで突然相手が消える!!
[this message was edited by Toxico on Tue 7 Oct 11:23] |
Toxico 4496th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Re(10):Interview translated : KOF 02UM" , posted Wed 8 Oct 12:05
I have been waiting for a long time for a talk such as this to pop up, so I would gladly heed the words of the usual knowledgable fashion cops and the regular audience in this matter
quote: KOF 2002 UM seems kind of pointless, wasn't the selling point of 98 is we got to see the boss team come back and Goenitz and Orochi finally playable, not to mention 98 is universally loved?
In asia and other parts '02 is a was and perhaps is a huge success. Your argument sounds like it comes from a point of view where '98 is more loved, better and famous than '02... It is for some, but not for evertone, so that's a misconception (I have seen it a lot in US circles, where they even wrote in de US wikipedia that '02 was bad, jaja).
Now, you need to realize some points before making a call on this game...
First let's think: Why was '98UM made? just by reading the reports from the shows, Iggy's and brandons and exo tan comments about the interviews and seeing the staff screen from the game, one can realize that '98UM was not the "colective efforts" and "desires" of Imoya, but rather the single handly witch hunt akin struggle of one man.
Why did he make the game? Only his wet pillow and God knows, but I would venture to say that it was because, 1.- He loved the game, and more importantly, 2.- there it was no other KoF game in close sight.
What happened when '98UM came out? In the arcades, at least, enjoyed from more success that Imoya predicted. And what happens with that? Well, that the producer (Hakase) perhaps now enjoys from more support from the company, so my guess is that while he has this unusual Boost he wants to make a quick run for it and push the next game prior to '12 and a mountain of planning mishaps.
Is this game necessary? Well, one can say that '98 is the best, while the others don't and that's the whole point, missing characters and concepts from '02 left out a good numbers of fans out in the blue, in orther to try to fulfil the bill for both, those fans and the fans that where pleased with '98UM a new game with fixes, adds and more characters is being created. Also, don't go thinking that the game will be released within this year and will colide with the "coolness" of '98UM, from the previous interview, it seems that the game will come out close to XII in the best case of events
悪魔の化身か地獄の使者か リングで突然相手が消える!!
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Toxico 4500th Post
Platinum Carpet V.I.P- Board Master
| "Original Character" , posted Thu 9 Oct 10:48:
Pic one
Pic two
I wasn't trying to steal more pics, but Iggy san must get his sexy lips moving as quickly as possible
Edit: Changed the links with pics that are equally small, but clearer.
Also, if they ARE willing to making sprites for this game, I wonder what other bonanzas we might get... A Zero that can Crouch? Playable Ron? (voice acting for him & Krizalid where inside the 2001 ROM, but sprites wheren't) Playable Diana? Even the freaking Lion & Parrot?? A young Geese that doesn't look like crap? Shingo clones? while the questions just continue to grow, I can only truthfuly state that 'me wants'
New edit : While fooling around, I found this And made me wonder of SNKs mishaps while taking ideas from mugen.
Another edit, Kasumi confirmed, it seems.
悪魔の化身か地獄の使者か リングで突然相手が消える!!
[this message was edited by Toxico on Thu 9 Oct 15:48] |
Iggy 8737th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Goro, Chin, Kensou confirmed" , posted Fri 28 Nov 02:10
Chin !???!! I was sure he would be left out once again !
I have no idea who in the world uses him beside me, but I'm sooo glad to have at least one of my characters in the game ! [totally non obscene dance which doesn't teleport me anywhere).
Still, that's an odd choice of characters (if we take K' as granted, which he may not be)... Only 3.5 girls out of 20 characters? And even beside the obvious hormonal factor, some characters archetypes are left out: No Mai, whose gameplay can be focused in tricky air-game ? No Counter-based character, like Kasumi ? Only one grappler (Goro), and no fast one like Mary ? No Vanessa, who could be either very combo-oriented or made into an evasion-teleport tricky character ? To say nothing of the three Orochi girls, who are probably left out for the next dream match... Still, that's a huge risk to take for such an important game (business-wise).
Oh, well. I have Chin, I have no right to complain either way.
[first post updated]
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karasu99 13th Post
New Customer
| "Re(4):Goro, Chin, Kensou confirmed" , posted Fri 28 Nov 02:40
quote: Still, that's an odd choice of characters (if we take K' as granted, which he may not be)... Only 3.5 girls out of 20 characters?
I suppose it's still possible that there may be more than 20 characters in the final version-- perhaps there will be time release like in XI? Eh, who knows. The lack of females is notable, now that you mention it.
I have to say, after the bulking up that Ralf received and the presence of a big guy like Raiden, I'm very happy that they have made Goro suitably big. I hope that he compares favorably to Raiden.
And yeah, good look for Kensou. Even though he's had a slight retooling over the years, his outfit hasn't changed significantly since '94.
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Time Mage 2728th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):Goro, Chin, Kensou confirmed" , posted Fri 28 Nov 05:37
Wow! I love the additions, and I love their designs, too!
I was also worried about Goro not being massive enough when compared to Ralf and Raiden, but it looks like he'll live to his nickname of Goro "The Wall" Daimon. Good!
Also, Iggy, while I don't use the old man, I really appreciate his addition, since his annoying gameplay is to me a very important part of KOF. Well, I know that I'll complain about that cheap #&x$!@ old man once one of my friends starts being unbelievably cheap with him, but... That's KOF!
"News flash big guy: You can wax on wax off all you want I'm still... KICKIN' YOUR ASS!"
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Maese Spt 452th Post
Gold Customer
| "Re(2):Goro, Chin, Kensou confirmed" , posted Fri 28 Nov 15:25
Strange, I didn't care much about KOF lately, but I am liking quite a lot everything I see about this one.
I am not fond of Chin, Goro nor Kensou, but I'm glad they're in, because now the game feels more like "classic" KOF (if there's such a thing!). And the designs are really nice, specially Kensou's. Now I only hope they would include King, Mai or Vanessa into the lot. And maybe give more love to Kyokugenryuu guys too, but that's just a very personal preference.
Gosh, I can't believe I managed to make a post about KOF without any ranting part in it! I'm growing old...
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Gojira 2490th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):Goro, Chin, Kensou confirmed" , posted Fri 28 Nov 18:31
quote: Only one grappler (Goro)
Well, there's Raiden - who I'd assume would at least be a semi grappler.
Well, I mean...what defines a grappler? KOF has tons of characters with command throws and tons of wrestling-type characters with a wide variety of useful non-throw moves.
Good question, actually. I think a pure grappler type in general terms is just a character you don't want to get close to, at least not without an advantage. Usually a grappler's ranged attacks are designed to get him/her closer, rather than being safe or pushing away the opponent. KoF is full of hybrid types like Ramon, who is both a grappler and a flying type, or Mary who is only sometimes a grappler (depending on the version) and more of a combo striker, but Goro has been one of the few pure grapplers. Raiden on the other hand hasn't been so much a grappler as a really powerful striker in most incarnations, and I haven't seen anything in his XII footage that says otherwise.
shipoopi
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Ikari Loona 237th Post
Frequent Customer
| "Re(4):Goro, Chin, Kensou confirmed" , posted Fri 28 Nov 20:54
quote: Also I like Kensou's look, I guess they're getting rid of that image of him being a joke character now.
I've had this notions for years that Kensou would be shown as maturing when he finally switched from using shorts to pants, and developments in the plot since 99 have been asking for it - I just level really expected them to do that with his old platformer look. It seems odd to see him in green, but it could be that they pulled it off well, can't wait to see the videos and alternate palettes.
The next KoF with plot is lookng very very promising indeed - it took KoF 1 year to openly turn Kyo into a protagonist (94 was mostly promoted as a FF/AoF crossover), but I wonder now if Kensou will end up getting the longest road to game protagonist ever, from playing 2nd banana to Athena in the 8-bit age to eventually becoming the center of a KoF arc - KoF is getting a major change at the same time as he is, can't wait to see if it's coincidental...
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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Variable Savior 454th Post
Gold Customer
| "Re(7):Goro, Chin, Kensou confirmed" , posted Fri 28 Nov 21:57:
quote: Well, I mean...what defines a grappler? KOF has tons of characters with command throws and tons of wrestling-type characters with a wide variety of useful non-throw moves.
IMO a grappler is a character whose gameplay revolves around the use of command throws. Such character often have non-command throw specials/supers but like Gojira points out they usually serve to advance the character to command throw range (i.e. Zangief's spinning clothline and banishing flat, Potemkin's hopping punch move). Examples of such grapplers would be Zangief, Potemkin, Clark, Goro, and (IMO) Alex.
Other character types are what I'd call semi-grapplers - fighters whose gameplay is split between command throws and normal specials. I'd say the distinction for semis is particularly in the eye of the beholder but for me, semi-grapplers include characters like Sodom and CvS Raiden.
Then we have characters with command throws whose gameplay isn't necessarily focused on those moves - I don't consider them grapplers at all. Examples include Karin, Mary, and Yamazaki.
Mind you these opinions are based on my skill level which is signficantly less then tournament caliber. Perhaps the classifications would change in the hands of a 'professional'.
quote: Raiden on the other hand hasn't been so much a grappler as a really powerful striker in most incarnations, and I haven't seen anything in his XII footage that says otherwise.
Yeah I didn't see anything in the footage either (hence the assume). But if he's anything like his CvS incarnation he might help address the grappler shortage Iggy mentioned.
Blood marks heaven's path
[this message was edited by Variable Savior on Fri 28 Nov 21:59] |
Time Mage 2729th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Duolong, Clark, Joe Higashi" , posted Sat 29 Nov 19:58
quote: I think they changed a lot of ideas and rewrite the game plot, making a dreammatch instead. So, Elisabeth's presence may be considered useless and SNKP is caring only about most requested (or "famous") characters to be in the game.
That's what I think. Maybe she has a chance as mid/final boss, but right now that's her only hope.
Regarding the final additions, Joe bores me in KOF, but I like Clark (although I'd prefer him to be a bit more "classy", as the old Clark was, specially in comparison to Ralf), and Duo Long is a design I always liked, even if I'm horrible at using him.
And I'm REALLY, REALLY surprised that Mai isn't there.
"News flash big guy: You can wax on wax off all you want I'm still... KICKIN' YOUR ASS!"
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