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Toxico 5050th Post
Platinum Carpet V.I.P- Board Master
| "KoF XIII, the 3rd revenge of Toxic thread." , posted Fri 21 May 02:21:
Last edited : 13 / 07 : Updated technical references & SNK vids, I have been slacking off, har har har
Updated on : 07 : 00 PM USA TIME , 01 : 00 AM FRANCE TIME , 08 : 00 AM JAPAN TIME
The first thread, the thread started with very little confirmed info, so it's mostly chit chat. Near the end goes into kyokugen ryuu vs kyokushin talk, pretty cool. I'm always cool (?).
Previous thread, the first post has an index with vids and misc info.
Game main site jp version, has full cast & trailers.
Game main site, US version..... It hasn't opened yet.
SNK youtube channel. Has a bunch of short high def vids, and trailers for other games and stuffs.
.... Pics from the trailer, dengeki and gpara . Also Gamespot pics, they are just too many
================================================================ Nico nico parts (Last update on 04/7) ================================================================
This footage is from the previous betas, so no full cast on it yet.
Nico nico part 35 Mature can use that skull shaped explosion. She didn't have that in XII.... I think.
Nico 36 - 1. This vid is also from a version with no full cast.
Nico 36 - 2. Yes, the actual nico vid was too long, and the uploader actually decided to split it.
Nico part 37
Nico part 38
Nico nico part 39 - 1
Nico nico part 39 - 2
Nico 40 - 1
Nico 40 - 2
Nico part 41
Nico nico 42
Nico 43 AoF 2 Ryo vs AoF 3 Ryo
Nico part 44
Famitsu 1
Famitsu 2
================================================================ 20 / 5 : Full cast Beta (HK) (Last update on 22/5) ================================================================
New pen pen 01 Kula vs McSima. Maxima last a while.
New pen pen 02
New pen pen 03
New pen pen 04 K' looks cheap. Bare chested Maxima on round 1.
New pen pen 05 Kula wins some rounds.
New pen pen 06
New pen pen 07
New pen pen 08
New pen pen 09
New pen pen 10 , new cut scene, I don't get chinese at all ♥ specially with that front size.
New pen pen 11
New pen pen 12
New pen pen 13
New pen pen 14
New pen pen 15
New pen pen 16
New pen pen 17 , it seems that this one will be the last vid of the first day (20/5).
I changed the numbering just for the sake of it.
New pen pen 18
New pen pen 19
New pen pen 20 . Vice fwd + A, spotted.
New pen pen 21 . Ash has one of those charging moves from MI
New pen pen 22 . Liz team bgm seems to be bugged, they are (currently) using their XI bgm. It looks like HD cancels need no charge
New pen pen 23
New pen pen 24
New pen pen 25 . Dai Maoh / Ma Jr Andy is my favorite palette so far.
New pen pen 26 . I didn't realized that Mature's Neo Max is actually a giant snake dropping on top of the enemy.
New pen pen 27
New pen pen 28 . An acceptable Kensou. Sadly he doesn't last long.
New pen pen 29 . More 中国 拳法.
New pen pen 30
New pen pen 31 . Kula standing CD resembles her old +
New pen pen 32
New pen pen 33
New pen pen 34
New pen pen 35 - 1 . Maxima has leg thrusters now. ♥
New pen pen 35 - 2
New pen pen 36. Maxima Gets Yuri naked at 2 : 40
New pen pen 37 . There is a girl checking out the game. Shen's full charged Geki punch freezes the screen (like a DM)
New pen pen 38
New pen pen 39
New pen pen 40
New pen pen 41
New pen pen 42 . Raiden's cls is an overhead (the second hit).
New pen pen 43 . At 1 : 30 , Kyo slams Liz into the ground, and that causes someone to fall down from a three.
New pen pen 44 . Hwa Jai's Drink seems to be a DM (freezes screen, wastes a bar). More importantly, once he drinks, his Neutral stance changes to the pucking beer animation that he had in garou 1. I didn't think they would go so far. ♥♥♥♥♥ I already liked Hwa even before this change ♥♥♥♥♥ ホア・ジャイ 命
22/5 vid.... Some HD bar combo. I hope that I'm not the only one that end ups freaked out when someone adds to the characters the "san".
================================================================ SNK Vids (Last update on 13/07) ================================================================
Official PV of the game
Terry Neo Max
Andy Neo Max
Joe Neo Max
Terry max HD combo
Athena Neo Max
Kensou Neo Max
Chin Neo Max
K' doing arcade target actions
Training mode (sponsored by Rose ♪)
Arcadia Player's Guide part 1 (Staff interview)
Arcadia Player's Guide part 2 (Small tournament]
Arcadia Player's Guide part 3 (That tournament, but with commentary)
Ralf Neo Max
Clark Neo Max
Leona Neo Max
King neo max
King's Surprise Rose... This could be seen before, but her EX Dm is modeled after her AoF 2 desperation move.
Yuri's nuke
Mai's Kunoichi
Yagami Neo Max
Mature Neo Max
Vice Neo Max
Ryo Neo Max . That fruit cake blast at the end was totally uncalled for.
Takuma Neo Max . No comment at his modified Chesto scream at the end.
Robert Neo Max
Kim Neo Max
Hwa Jai Neo Max Keh--!! They censored Hwa laughing with his tongue at maximum length, pucking whatever he drank before..... According to the blog, that extra freebie part of the taunt is available to the drunken Hwa Jai.
Raiden Neo Max.... How the move was retweaked to resemble Neptune man's Bomber is quite funny
K' Neo Max
Maxima Neo Max
Kula Neo Max
Arcade opening sequence
BONUS : 3 Wallpapers uploaded
================================================================ Technical References Vids, made by SNK (Last update on 13/07) ================================================================
Technical Reference 1 (Ash)
Technical Reference 2 (Liz Team)
Technical Reference 3 - 1 Japan Team
Technical Reference 3 - 2 Japan Team
Technical Reference 4 Garou part 1
Technical Reference 4 Garou part 2
Technical Reference Chapter 5 China 1
Technical Reference Chapter 5 China 2 ... With his drink counter bonus, new DM & Ex stance moves Chin is looking quite good. I finally learned how his counter works
Technical Reference chapter 6 Ikari part 1
Technical Reference chapter 6 Ikari part 2
Technical Reference chapter 7 Onna part 1
Technical Reference chapter 7 Onna part 2
Technical Reference chapter 8 Yagami Team (Is only one vid)
Technical Reference chapter 9, Ryuuko part 1
Technical Reference chapter 9, Ryuuko part 2
Technical Reference Chapter 10, Kim team part 1
Technical Reference Chapter 10, Kim team part 2
Technical Reference Chapter 11, K''s team part 1
Technical Reference Chapter 11, K''s team part 2
- Special -
Tutorial "Aim for tougeki!" Video 1 This is, I think, going to be a series of 5 matches. Here is the first one (the best of 3) with Mitsuhiro Ichiki (I think) vs Cap
Tutorial "Aim for tougeki!" Video 2 Less talk and more killing than the first vid. Ichiki vs M'
Aim for Tougek vid 4 Ichiki vs Kyokugen Do
Aim for tougeki vid 4 It's Ganpi's turn....
Aim for Tougeki 5 Ichiki vs Shoki
Aim for Tougeki Extra Ichiki vs SNK work crew
Surprise! SNK Honk Kong uploaded some exclusive match footage on their official channel
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 18 as of 02/07/10
[this message was edited by Toxico on Wed 14 Jul 08:06] | | Replies: |
Toxico 5015th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):KoF XIII, the 3rd revenge of Toxic thre" , posted Fri 21 May 06:37:
quote: It's weird; the animation for Kula and Maxima looks pretty choppy, but a lot closer to the original sprites that anyone else. I wonder if they made them by tracing over the originals instead of the 3D model approach?
Actually, I can say that "I know" those characters a lot graphics wise from the old games, and there are a lot of things in XIII that don't match (like the angle of the punches, the posture of the back and so). So no, they didn't trace back the old sprites. The issue is probably that the moves were pretty easy to reenact with the new methods, and as such making everything as it was is / was a piece of cake.
Also, if you think about it, if they indeed traced back the moves from the MVS era games, the characters wouldn't have special moves missing from their more richer incarnations, and that isn't the case. Also, I wouldn't judge how fluid the chars are from nothing but the proper high def quality gaming experience, for example even with these vids that are slightly blurry, I could already notice moves that look more fluid than in the neo geo days, but some others I couldn't measure that much difference except from hair movement and small details like those (that I couldn't even properly attest completely).
Lastly, consider this: KoF XII was designed to be a somewhat old school slow fighter, and the animation was pretty detailed & smooth even with the slow speed. Due to beta input SNK increased the speed of the game a few times, as to resemble more the previous games. Thanks to that fact, we have that most of the KoF XII cast is meant to look smoother in a game that is several times slower than KoF XII (& XIII). Most likely this new team was meant to look smooth at "this speed", and as such doesn't "completely" resemble the same rest of the cast as they have been tweaked in that regard.
As a final note, Kula is almost the same in animation taking that "no tracing" into consideration (angles, center of gravity, the way she poses to the camera, etc). K' is slightly changed in some moves AND the character that has "changed" the most animation wise is Maxima (he does the same things, but the angles of the arms are different, and the center of gravity is slightly changed. Likely these are all thanks to the new model, that isn't exactly the same as the old one in proportions). Lastly (and this time I mean it), the move that has the most choppiest animation that have been shown so far is shared by both, K' & Kula, and is the second shell / counter shell / (aditional attack) stand. The fact that these moves show up oftenly really adds to the "choppiness" feeling that the characters send off.
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 16 as of 13/04/10
[this message was edited by Toxico on Fri 21 May 10:15] |
Just a Person 1397th Post
Red Carpet Executive Member
| "Re(3):KoF XIII, the 3rd revenge of Toxic thre" , posted Fri 21 May 21:25
quote: Toxico, have you already read the Psycho Soldiers team story? If yes, what are your impressions about it?
It's pretty generic about them training & deciding to enter the tournament. I'm not sure if Bao still is missing his powers (remember that he lost them to Kensou in '01).
Didn't he recover his powers in '01? If I'm not mistaken, Kensou recovered his powers by supposingly absorbing Bao's, but then Bao says to himself that Kensou actually absorbed another power, and then Ron mentions he absorbed the Dragon Power (whatever it is).
Anyway, is Momoko mentioned at all in the story? Because even though characters like Momoko, Oswald and Malin aren't among my favorites, they should have their backgrounds more developed (so far, Malin is a mysterious spy who hates Yuri, Oswald is a mysterious assassin and Momoko is a cute yet mysterious - in the sense we know nothing about her - capoeira fighter).
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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Toxico 5016th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):KoF XIII, the 3rd revenge of Toxic thre" , posted Fri 21 May 21:48:
quote: Didn't he recover his powers in '01? If I'm not mistaken, Kensou recovered his powers by supposingly absorbing Bao's, but then Bao says to himself that Kensou actually absorbed another power, and then Ron mentions he absorbed the Dragon Power (whatever it is).
I don't remember how detailed that is addressed in their ending in 01 (and I'm speaking of the jp release, I don't think doing "detailed word per word read between lines analysis to discover something of the storyline" to another version is worth it. Heck, is not worth it with any version ).
quote:
Anyway, is Momoko mentioned at all in the story?
She is there, and is feeling up Athena's legs, I think.
quote:
WHAT??? o_O
You shouldn't be surprised due to the comical notes on the story lines at this point.
Also, according to the Beta test comments so far clothes damage (like in KoF '94) are back.
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 16 as of 13/04/10
[this message was edited by Toxico on Sat 22 May 00:24] |
Professor 2653th Post
MMCafe Owner
| "Q: How was XII's online play?" , posted Sat 22 May 23:19:
I neglected on mentioning the latest issue of Gemaga magazine.
The cover is good, and it's also quite a read for anyone with interest in fighting games. This issue has a full 3-4 page mixed interview featuring producer Ono of Super Street Fighter 4 (Capcom), producer Mori of Blazblue (Ark system works), and director Takaya of Arcana Heart (Examu). It's pretty long so I don't know if anyone would be willing to take the effort to translate the full thing, but for anyone who has some level of understanding in Japanese, it's a good read.
The reason why this subject is being posted on the KOFXIII thread is, the feature also includes KOFXII/XIII producer Kukino. He wasn't in the mixed interview, but he answered to pretty much the same questions given to the other three developers.
One of the questions that was asked to the development leaders of the four different companies was their stances on online play.
The answers were very interestingly split up. Ono and Mori, both working at home-console-based publishers, expressed their commitment towards making a good online play. On the other hand, Takaya and Kukino, both of whom are working at publishers more focused towards the arcade market, expressed that the inclusion of an online play is, more or less, a vice of necessity in the modern era.
This does bring the concern as to.. how well KOFXIII will play online when it gets released for the home console.
KOFXII was negatively criticized for its lag, but for anyone with experience-- how was the game after it was patched? I heard that it played way better after the patch, in which case I assume online play for XIII won't be too bad. Hopefully.
[this message was edited by Professor on Sun 23 May 00:49] |
Evenor 725th Post
Red Carpet Regular Member+
| "Re(1):Q: How was XII's online play?" , posted Sun 23 May 01:42
quote: I neglected on mentioning the latest issue of Gemaga magazine.
The cover is good, and it's also quite a read for anyone with interest in fighting games. This issue has a full 3-4 page mixed interview featuring producer Ono of Super Street Fighter 4 (Capcom), producer Mori of Blazblue (Ark system works), and director Takaya of Arcana Heart (Examu). It's pretty long so I don't know if anyone would be willing to take the effort to translate the full thing, but for anyone who has some level of understanding in Japanese, it's a good read.
The reason why this subject is being posted on the KOFXIII thread is, the feature also includes KOFXII/XIII producer Kukino. He wasn't in the mixed interview, but he answered to pretty much the same questions given to the other three developers.
One of the questions that was asked to the development leaders of the four different companies was their stances on online play.
The answers were very interestingly split up. Ono and Mori, both working at home-console-based publishers, expressed their commitment towards making a good online play. On the other hand, Takaya and Kukino, both of whom are working at publishers more focused towards the arcade market, expressed that the inclusion of an online play is, more or less, a vice of necessity in the modern era.
This does bring the concern as to.. how well KOFXIII will play online when it gets released for the home console.
KOFXII was n
-- Message too long, Autoquote has been Snipped --
The fighting was much better but I feel the whole online matchmaking service was at fault. For example you couldn't kick anyone out of a room. So someone with a "red/bad" connection can just plop down and cause massive lag. I also remember the game actually didn't let people with "blue/best" connection play each other! The game would just freeze up.
I imagine the online play is dead on the PSN now but there were a good amount of masochists regularly playing when the game came out.
drink from me and live forever
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Shin ATproof 1246th Post
Red Carpet Executive Member
| "Re(1):Q: How was XII's online play?" , posted Mon 24 May 05:56
quote:
One of the questions that was asked to the development leaders of the four different companies was their stances on online play.
The answers were very interestingly split up. Ono and Mori, both working at home-console-based publishers, expressed their commitment towards making a good online play. On the other hand, Takaya and Kukino, both of whom are working at publishers more focused towards the arcade market, expressed that the inclusion of an online play is, more or less, a vice of necessity in the modern era.
This does bring the concern as to.. how well KOFXIII will play online when it gets released for the home console.
Ono and Mori's response to online play really come as no surprise since both Street Fighter 4 and BlazBlue were designed with Console play in mind. Probably very early if not right at the beginning of the development cycle because outside of their own responses committed to online play, we can see things in the games like throw escape input windows being long because they are implemented as a compensation for lag. Quality online play was clearly a top priority.
The response from the people behind Arcana Heart and King of Fighters I feel is not much of a surprise either. I think seeing how Examu and SNKP handled AH2 and KoF12 is pretty clear they have more of a focus on Arcades than on Consoles and therefore their priorities when it comes to online play are much, much different from Capcom and ASW. Arcana Heart 2 first and foremost should have been released on the PS3 or 360 but the PS2 was apparently seen as a better choice because there are more PS2 users than either of the other systems. Bad idea. So if online play (never mind good online play) was ever considered, it was probably very low on the list of priorities.
Likewise with KoF12, it just feels like that game was rushed out ASAP to capitalize on a boom in the fighting game market, especially in the Console department. KoF12 just looked and felt like an incomplete product and the online play was abysmal since it too was put in haphazardly. The quality of the online experience was probably very low priority and the patch from my experienced only slightly improved something that was unplayable to begin with. Local city and state matchups were okay, although had visible inputlag. Anything else was terrible.
Perhaps seeing how well received SF4 and BB have been and reflecting on the mistakes by KoF12 and AH2 will make SNKP and Examu reconsider releasing titles with good online play. I'd like to think that longer development time between Arcade and Console version will do wonders from the online play for KoF13. Isn't this supposed to be "sink or swim" time for the franchise according to an interview by the producer earlier this year? I think "this game needs good online play" may be high on the list of priorities since that although is a "vice of necessity in the modern era" it also ultimately determines sales numbers because I think the consensus with most people interested in buying KoF12 is that they would have bought the game had the online play been decent...from what I've heard, SSSen has decent online play so maybe SNKP is committing to making an enjoyable online experience with KoF13...
Fact: Everything with Norio Wakamoto and/or JAM Project is awesome. Sí mon con langosta y camarón!
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Pollyanna 2922th Post
PSN: Lilly_Dopamine XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(4):Q: How was XII's online play?" , posted Tue 25 May 17:05
quote: I'm eagerly waiting for all you have to say about the subject, Polly, specially concerning the clothes ripping. It would be nice to know the point of view of a woman regarding this subject.
My opinion as a creepy guy pretending to be a woman is that it's harmless fun and another little detail to show that SNK cares. I definitely agree with the Professor though, in that it would be nice to have more of them, rather than just "an excuse to show some boobs." Then it would seem more like extra effort and less like pandering. (even so I appreciate the effort, as is).
What I do not appreciate are the obnoxious comments that come along with clothes-tearing in games. I got so sick of people online saying stuff like "Take it off, bitch" and "show me your tits" during armor breaks in Soul Calibur 4.
That reminds me of a time I playing Fighting Vipers years ago with my friend's older brother. I was using Honey/Candy and had lost all of her armor. He said "I've just about got you naked. I'm not sure how I feel about that. Proud, I guess...?" Hahaha...
On a final note, I don't fault SNK for capturing the realistic phenomenon of tops exploding into shreds upon defeat. One reason I don't compete in arcades very often is because any given loss can (suddenly and violently) cost me my shirt.
quote: I had been thinking this as well, but then again I am also a bit upset that we likely won't see Nona character art for the game, even though the sprites (in general, with some exceptions as you've said) are very Nona-looking.
As I have said before, Nona's art for 2001 and 2002 (and especially for SVC Chaos) is some of my favorite fighting game art of all time.
The sprites are Nona-looking, the backgrounds are Nona-looking and the cinemas are Nona-looking. This is why I can't dislike KOFXII...it's like a living artbook. I can't think of many games (not made by VanillaWare, I guess) that achieve that. What I wouldn't give for a Guilty Gear that looks like Ishiwatari drew it!
I don't think Nona's illustrations are terribly popular (they are quite odd), and I'm sure he was stretched quite thin as-is, so I can't blame them for getting another artist to do the main illustrations. I'm glad SNK had the courage to do something so unique and stylized with the sprites and I hope they'll continue with it in the future. I hate to see K' and Kula look so (comparatively) boring, but it's better than not seeing them at all. I'm a Non-enthusiast, but I'm a "effective production with more characters" enthusiast as well.
K's team doesn't stick out too much, really. Beats something like Capcom vs SNK, where even across the NEW sprites there were WILD stylistic inconsistencies.
青春謳歌 弱肉強食
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karasu99 363th Post
PSN: robotchris XBL: robotchris Wii: n/a
Silver Customer
| "Re(8):Q: How was XII's online play?" , posted Wed 26 May 03:32
quote: Now I'm getting nostalgic about most ooooold SNK games.....There was something really weird and special about them..
Agreed, and I think that is the best term for them as well. Back in the very early NeoGeo days SNK was working hard to do things a little differently from the then-mainstream of Capcom and Street Fighter II, and AOF (especially 2) was a real showcase for some of their ideas, with its zooming, its face damage, and its huge sprites. Those were some good times.
I will say, though, that I think making clothing damage female-only was (and is) clearly a pandering move. Although Mai's outfit would seem to preclude having her outfit take damage, most other characters could have 'breakaway' tops, but I doubt they will go in that direction.
On a related note, I think the Professor mentioned the breakaway barriers from the Real Bout series-- if I recall correctly, Blue Mary had a 'top malfunction' when she was knocked into the water, right? Or am I remembering wrong?
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Shin ATproof 1248th Post
Red Carpet Executive Member
| "Re(9):Q: How was XII's online play?" , posted Wed 26 May 04:06:
quote:
I will say, though, that I think making clothing damage female-only was (and is) clearly a pandering move. Although Mai's outfit would seem to preclude having her outfit take damage, most other characters could have 'breakaway' tops, but I doubt they will go in that direction.
Well, the clothing damage for King IIRC actually served a purpose once upon a time. For King there were two ways to defeat her and one revealed her secret that she was a female disguising herself as a man in order to be a bouncer. This plot device made it so the player had leverage over her rather than simply beating the information out of her like every other enemy in AoF1 when looking for Yuri.
Yuri on the other hand in AoF2, yeah, I'd say her clothing damage served more as fanservice than the valid reasons for King.
I think the inclusion of the clothing damage in KoF94,95 and now 13 is more of a homage to AoF1&2 than it is just blatant fanservice though. Even with King and Yuri given slight breast jiggle it doesn't feel like King and Yuri's sexuality is made as obvious as Mai's. Mai stands out but you have to actually look a little more closely at King and Yuri.
It'd be in favor of something like RumbleFish in which every character got clothing damage...I miss that series...good god I loved TRF2.
quote: On a related note, I think the Professor mentioned the breakaway barriers from the Real Bout series-- if I recall correctly, Blue Mary had a 'top malfunction' when she was knocked into the water, right? Or am I remembering wrong?
http://hardcoregaming101.net/fatalfury/fatalfury6.htm Yes, Mary would emerge from the water with her top fully exposed. Not saying there wasn't blatant fanservice but I thought it was more of an attempt at humor than merely sexual pandering to fans since many of the ring outs were comical.
Honestly, Mary's shirt (if one is to call it that) in the earlier KoF games could have passed for a bikini top and having a wardrobe malfunction was rather amusing. Happened to one of my friends after she jumped in the pool and of course, everyone laughed.
Fact: Everything with Norio Wakamoto and/or JAM Project is awesome. Sí mon con langosta y camarón!
[this message was edited by Shin ATproof on Wed 26 May 04:10] |
Toxico 5016th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Re(10):Q: How was XII's online play?" , posted Wed 26 May 06:50
quote: I do not recall Ryo, Robert or Takuma having their clothing torn. Were they?
Yes, in AoF2 (minus Takuma, since he was already shirtless in that game) and AoF3.
Exactly, in AoF 1 only King could be subjected to those "naked KOs" (he had 2, one where she covers herself, and other where she doesn't (because she is unconscious)). This wasn't restricted to 'just' her, every character had at least 2 KO animations (albeit, with no nudity), it would appear that adding weight to that feeling of defeat was an important value for the game, from a direction point of view.... Now AoF 2 went further into that regard, and added those "special KO" animations when the enemy was offed and they where mostly pretty crude or brutal, it was an expression of how tough the fight was.
But, the interesting part comes when we look at it in a more "generational" point of view. While the female martial artist concept was there since long, we can see in early martial arts productions that hitting a woman is a big no from a moral point of view (heck, I think Bruce lee never fought women in his movies). When it came to females, male characters usually try to finish the fight in the less violent manner possible (unless she was an old evil witch that deserved a good beating). Now within those "passive / comical" endings, we have that there are some male characters that actually tried to get the enemy naked to some level, so that they would cover themselves and cease their aggressive actions (I think that you can even see some of this in some mainstream works, like Bastard! or Hokuto no ken)....
.... So, from that perspective, I always though that getting Yuri & King naked in game was in the line of those two: a little something for the pervert in you, and a way to save them from a more bloody or brutal KO animation.
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 16 as of 13/04/10
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Professor 2662th Post
MMCafe Owner
| "Re(8):More snk vids...." , posted Sun 30 May 16:29:
I didn't realize it until today when skimming through the latest issue of Arcadia magazine; In KOFXIII, the position of "Art Dirctor" previously held by Nona has been replaced by another staff, Yamaguchi. Yamaguchi is one of the staffs that's been regularly commenting on the game in the official blog, so more avid KOF fans probably have noticed it already.
There's been unconfirmed reports since last fall that Nona had left SNKP after completion of the arcade version of XII. Judging from the current situation and how Nona looked extremely overworked and burnt out when he made a public appearance during XII's development, it may not come as much of a surprise if it turned out to be true.
Either way, whether he's still in SNKP or not, Nona is not the main artist working on XIII. According to Arcadia, which focused a full page on the new rendition of Mai, the sprite was created under Yamaguchi.
Amakusa: bigger version here at the show host's blog.
[edit] According to multiple reports from the current beta test, taunts have returned, done with the start button.
Reports from Twitter & etc: Maxima: Crosses his arms and says something King: Throws a rose Clark: Does a fist-pump pose and says "Hey C'mon!" Kensou: Does a choukyuudan, but a bun drops out instead of a projectile Kyo: The usual taunt? "Anta ja moenee na" Kim: Does four kicks, then glitters his teeth It seems like some of the characters (Iori, Leona, etc) have slightly modified versions of their victory poses as their taunts. Hopefully this will be changed in the final release.
K' wearing shades in Dialogue Illustration
Spoiler (Highlight to view) - The white Ash's name is Saiki/Psyche (By pronounciation. Exact English spelling unknown.)
End of Spoiler
The home console versions for PS3 and X360 is scheduled for E3 2010, just two weeks from now.
[this message was edited by Professor on Sun 30 May 23:42] |
Chillypepper 47th Post
Rare Customer
| "Re(2):Random KoFXIII tie-in" , posted Fri 18 Jun 20:29
quote: King neo max
King's Surprise Rose... This could be seen before, but her EX Dm is modeled after her AoF 2 desperation move.
Yuri's nuke
Mai
Oh, so they skipped the "order" again, and now the story update covered K''s team, which basically is:
They tell you that the them is marked as "wanted" by "normal authorities" (Only Heidern's "office" thinks of them as possible work force). The team usually has bratty arguments over leaving the fridge door open or not, drinking "specially cooled" drinks or normal temperature ones, and "where is that candy that I was saving". Lastly, they are bossed around by Diana.
Please tell me that the next week update will feature the Kim team! I been dying to see his neomax in legitimate quality.
Everyone's Neomax is looking epic by the way- I am digging the new filter for the sprites- and it looks like they might have actually improved it over the last couple months. It could also just be my eyes playing tricks on me. But wow- the graphics seem to retain the original colors, not too blurry, and not pixelated either. Its looking like the game will be major 2d eye candy.
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Toxico 5033th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):Countdown site." , posted Thu 24 Jun 23:47
quote:
Who is Saiki?
The dark enbodiment of Ash
Thanks! But wasn't he/she supposed to be the final boss or something like that? He/she shouldn't be selectable...
Well, if we look at the xbald dumped data, there is "a dark ash" character and a "boss" character. That would imply to some point that Saiki is not going to be DA boss, but rather he is, by the look of it, to be a mid boss of sorts like Heidi in XI or Saishu in 95'. If they play the cards right, he is probably isn't gonna be a total cheese cake (Saishu was even weaker than Kyo in 95', har har.... Omega (R) Heidi Senior was a whole new problem that shouldn't be spoken of as it now).
Oh, they did state at some point that balance was a focus of development, and part of the KOFism style that they are aiming to capture in the game, so that should be some type of positive light to the fact that the character is possible going to be selectable. (Then again, there are already some characters that look too good to be true in the default cast).
Then again, they could have wrongly used an "all options enabled" version of the game while recording that video, and as such that wouldn't necessarily tell you something on what's the final build is like.
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 17 as of 02/06/10
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Just a Person 1418th Post
Red Carpet Executive Member
| "Re(6):Countdown site." , posted Sat 26 Jun 04:34
quote: Thanks! But wasn't he/she supposed to be the final boss or something like that? He/she shouldn't be selectable...
Weren't there hints at a multi-boss situation like in 97, with alternate Ash being the first of those? In 97 the 1st bosses, O. Iori and O. Leona, were too strong to even need teammates, but the Orochi New Face Team was comparatively more balanced - all were selectable for regular play via code. I figure this game will be handled wisely enough to follow 97's story mode boss steps, but avoid its playable boss character problems...
That would be nice. Then, the two kids who appear in the Ikari Team in KOF XI could maybe be sub-bosses as well, right? And Mukai is still alive as well... and there's Adel (assuming the manipulated Rose didn't kill him shortly before the game).
I wonder how SNKP will manage to finish this story arc, though; there are still a lot of loose threads... we still don't know anything about Ash's motivation, most of the villains are still up (listing again, Mukai, the two kids, the puppeteer woman; Shion is alive - although in a different realm -, and there may be a leader to all these people), I don't think the subplot involving Lin and Duo Lon's clan and Kensou's dragon power will be resolved for now...
But I do hope that it can have a satisfying resolution, unlike the loose threads from the NESTS arc that still got no resolution (the Kensou/Hizoku plot, the fate of the surviving villains) and seemed kinda rushed in the end.
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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Toxico 5043th Post
Platinum Carpet V.I.P- Board Master
| "Blog update & Countdown update" , posted Mon 5 Jul 12:22:
Took me for surprise, since it's... not Thursday.
Current blog entry. The next one will be K''s team.
Kim
Raiden.... How the move was retweaked to resemble Neptune's man Bomber is quite funny
Hwa Jai Keh--!! They censored Hwa laughing with his tongue at maximum length, pucking whatever he drank before..... According to the blog, that extra freebie part of the taunt is available to the drunken Hwa Jai .
The technical chapter has not been uploaded today (today they are supposed to upload two vids, one of the chapter and another one). It might be available until some more hours pass by, but I don't think I'll be awake to check it.
EDIT : Arcadia Magazine Scans . zip source -> gamefaqs.
countdown site updated
Tutorial "Aim for tougeki!" Video This, I think, is going to be a series of 5 matches. Here is the first one (the best of 3) with Mitsuhiro Ichiki (I think) vs Cap
Technical Reference chapter 7 Onna part 1
Technical Reference chapter 7 Onna part 2
Oh, btw, I didn't posted anywhere chapter 6 (I doubt anyone is following my posts, so that's good in any event
Technical Reference chapter 6 Ikari part 1
Technical Reference chapter 6 Ikari part 2
EDIT (again) :
According to the blog, Hwa Jai's drink is an extra saucy energy drink completely free of alcoholic or "normal cola" ingredients.... I remember someone was questioning that one over here.
Aim for tougeki vid 2
Technical Reference chapter 8 Yagami Team
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 18 as of 02/07/10
[this message was edited by Toxico on Tue 6 Jul 23:27] |
Ishmael 3832th Post
PSN: Ishmael26b XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(1):Blog update & Countdown update" , posted Wed 7 Jul 01:44
quote: Raiden.... How the move was retweaked to resemble Neptune's man Bomber is quite funny
Hmm, well, they can't all be winners.
quote: Oh, btw, I didn't posted anywhere chapter 6 (I doubt anyone is following my posts, so that's good in any event
I suspect the lack of replies is because most of us are still trying to figure out what the deal is with Kobayashi getting arrested at this year's Hot Dog eating contest.
Now that I think about it, this could be the first KoF in a long, long time in which I will be able to play against other people. Finding people who know what KoF is -much less who want to play it- is a difficult trick in my part of the world. But thanks to on-line play I might soon have actual, live competition. Then again, this is assuming that there is a home port and that the net-code works. At this point I may be far too optimistic about what this game may eventually deliver.
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Toxico 5044th Post
Platinum Carpet V.I.P- Board Master
| "The Countdown is nearly over...." , posted Wed 7 Jul 23:47:
While there are still a week of time to finish the countdown that marks the launch of the game, we only have 2 days left of Technical References & Aim for Tougeki vids. And in Thursday we have the final team blog update... I wonder if they are going to add an extra promo or something on those few days left without vids (less, they leave us to starve until the game is released).
SNK online web marketing for the game has been quite marvelous, almost flawless (much better than the one for KoF 2002UM, which was good but ran out material more than a month prior to the release)... The only other game where they advertising has been quite this good is.... SvC Chaos, but I rather not think in that thing if possible
Technical Reference chapter 9, Ryuuko part 1
Technical Reference chapter 9, Ryuuko part 2 Takuma is looking just to dangerous with is ability to pick up the enemy from anywhere with his EX Zanretsuken, and then reset the combo with a Drive Cancel
Coincidentally, the Aim for Tougeki vid 3 has Ichiki vs Kyokugen Do ho ho ho ho ho ho
Oh, also; if you have been following development you'll realize that there is still an unknown unaddressed factor in KoF XIII: in the dumped data of XII we had 5 "not a team" characters, One was Ash, the other one was Saiki (dark ash), another one was named "boss" (those three are likely to be in XIII), but we also had Iori '98 and Billy... I wonder if those characters have been dropped due to time constraints, or they are keeping them under the sleeve, like they did with Hayate & Gai in XI.
EDIT : Surprise! SNK Honk Kong uploaded some exclusive match footage on their official channel (I would have never seen this one coming). The video quality is nothing but present on these vids, on the other hand at least in the gameplay side of things, they are interesting.
Credits -> Orochinagi
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 18 as of 02/07/10
[this message was edited by Toxico on Thu 8 Jul 07:05] |
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