| "Re(1):SNK Stuff Thread 20- Spring 2017 Editio" , posted Tue 14 Feb 19:24:
From previous thread-
quote: So, the KOF14 survey results are finally here. I gloomily show off my ignorance once more and tell you I'm surprised that the cradle of versus fighting -or at least its KOFXIV side- its is so uninterested in competing in a fighting game, though they experienced the boom of the genre first hand.
Micky actually mentioned a nice point in the previous thread which I'm rather eager about explaining.
Back in the 1990s golden years of fighting games, the general bulk of players in Japan at least for the NeoGeo scene were more interested in playing single player modes. The competitive players were around as well, but they were a minority. High-level players weren't considered celebreties, they were just oddballs.
The single player experience at the arcades were just as magical (if not more) than the competitive experience. Home consoles back then weren't that powerful so even for 2D games, you needed to hit the arcades to play them. People would crowd around to see the ending when someone was playing vs CPU and got to the boss, because back then the bosses were actually tough. People would get impressed by seeing them get beat, kind of like how you'd beat the last monster and save the princess in the slew of action games that made up the arcades up to that time.
Of course, back then it was a different time. We're talking about a time when there were maybe more arcades than convenience stores in Japan (or at least Tokyo) thanks to the fighting game boom. There were so many arcades to pick from. Some arcades would serve drinks, some had headphones on the cabs so you can listen in stereo while cutting down on the arcade's ambient noise... It was a totally different age than the current arcade scene where you're doomed to play in the handful of surviving smokey arcades that can barely rake in a profit from their loyally addicted players. The overall casual population was just so huge.
The thing with the current competitive/esports fighting game scene that really scares me is that when players mention about the yesteryears, they never talk about how there was more to the scene than just competition, and that's made the arcades and fighting games so big.
Perhaps it's because they've only known their small competitive side of fighting games, and with no one but hardcore players left in the scene any more, nobody is left to tell the other side of the tale. Perhaps I can change that when MMCafe hits the 20th anniv' mark.
[this message was edited by Professor on Tue 14 Feb 22:30] |
| "Re(2):SNK Stuff Thread 20- Spring 2017 Editio" , posted Wed 15 Feb 06:48
quote: From previous thread-
So, the KOF14 survey results are finally here. I gloomily show off my ignorance once more and tell you I'm surprised that the cradle of versus fighting -or at least its KOFXIV side- its is so uninterested in competing in a fighting game, though they experienced the boom of the genre first hand.
Micky actually mentioned a nice point in the previous thread which I'm rather eager about explaining.
Back in the 1990s golden years of fighting games, the general bulk of players in Japan at least for the NeoGeo scene were more interested in playing single player modes. The competitive players were around as well, but they were a minority. High-level players weren't considered celebreties, they were just oddballs.
The single player experience at the arcades were just as magical (if not more) than the competitive experience. Home consoles back then weren't that powerful so even for 2D games, you needed to hit the arcades to play them. People would crowd around to see the ending when someone was playing vs CPU and got to the boss, because back then the bosses were actually tough. People would get impressed by seeing them get beat, kind of like how you'd beat the last monster and save the princess in the slew of action games that made up the arcades up to that time.
Of course, back then it was a different time. We're talking about a time when there were maybe more arcades than convenience stores in Japan (or at least Tokyo) thanks to the figh
-- Message too long, Autoquote has been Snipped --
As a child in the 90s, the competitive fighting scene literally didn't exist for me because I couldn't play those games worth a damn. Just doing a shoryuken was an achievement for me! I didn't have anything remotely resembling mechanical competence until the very late 90s, when I had access to some older fighting games through an emulator. Remember, it was quite some time before the CPS2 encryption was cracked, so emulators couldn't run SFA2 or Vampire or Cyberbots or Vs. series or....
Cyberbots I totally played as a single player game, and fighting games in general I played as single player games in the arcade, terrified of people challenging me because I was sure to lose. I wanted to see the bosses! I wanted to see the character endings!
Strangely, I got into Guilty Gear as a competitive game, and never got deeply into the massive amount of story content the series had! It wasn't until Xrd that I started to try to dig more deeply into its stories!
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| "Re(2):SNK Stuff Thread 20- Spring 2017 Editio" , posted Wed 15 Feb 08:02
quote: The single player experience at the arcades were just as magical (if not more) than the competitive experience. Home consoles back then weren't that powerful so even for 2D games, you needed to hit the arcades to play them. People would crowd around to see the ending when someone was playing vs CPU and got to the boss, because back then the bosses were actually tough. People would get impressed by seeing them get beat, kind of like how you'd beat the last monster and save the princess in the slew of action games that made up the arcades up to that time.
That pretty much describes my time at the more public arcades (as opposed to the niche ones where there were actual competitive players there). I made it my business to try to make it to the end of story mode as much as possible, and since abusing Boss AI wasn't a thing for me that was unusually difficult to do. I know people can look back and say guys like Orochi or Zero were chumps, but they were hard enough for me (oddly I don't think the opinion of Krizalid changed at all)
It was pretty rare that I beat an end boss on a regular basis that the outlier when it came to arcade games was Plasma Sword, where I went out of the way to beat the game with every single character in the game, including the hidden characters Kaede and Rai-On. But then, as far as end game bosses go, that game was as easy as it came (the end bosses were no different than anyone else).
I found Kagami's sword in a junk yard. I will rule the world and find that truly good cup of coffee. "Dink-a-dink-a-dink-a-do."
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(2):SNK Stuff Thread 20- Spring 2017 Editio" , posted Wed 15 Feb 19:45
quote: The thing with the current competitive/esports fighting game scene that really scares me is that when players mention about the yesteryears, they never talk about how there was more to the scene than just competition, and that's made the arcades and fighting games so big.
Perhaps it's because they've only known their small competitive side of fighting games, and with no one but hardcore players left in the scene any more, nobody is left to tell the other side of the tale. Perhaps I can change that when MMCafe hits the 20th anniv' mark.
It would be pretty interesting to see a project along those lines. I too used to play for the endings and stories (heck, I still do), and even recall some particularly intense cardiac activity when I was trying to beat Goenitz in KoF96 with Iori's team and I nearly made it once, since I generally did so poorly with those characters (oddly, when it finally happened it was it Vice alone, who was by far my weakest and was always used first - and then it was pretty rewarding and impactful to see how that ending turned out, with Iori's howling in the end and all). It was pretty weird to find over the years how popular KoF98 seemed to be, as a KoF with little to no story (despite the occasional neat ending illustration and intros like Chizuru/Kyo's) held relatively little appeal to me - but hey, if a game in the series was doing well, I'd take that as a blessing.
I figure there's a bit of an issues for quite a few years now with some players promoting themselves as celebrities in a way that makes the games themselves almost feel like interchangeable afterthoughts.
The way I see it, game mechanics and casts can change over time, upending any competitive dynamics with every new game, but the stories stick around, so following those long-running narratives and see little details getting acknowledged years after they've been introduced and generally disregarded by the general audience has a certain charm to it - I think part of it clicks with the part of the brain that enjoys that "they remembered me!" feeling, tweaking it into a "they remembered that!" thing, and SNK have generally been pretty good at this sort of thing over the years.
...!!
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| "Re(3):SNK Stuff Thread 20- Spring 2017 Editio" , posted Wed 15 Feb 22:42:
Professor, thank you for all that info on the non competitive arcade scene! That's definitely something that is being erased from history! I love the competitive scene and enjoy watching a good fight, but I've been a casual player my whole life. I simply don't have the reflexes to compete at that top level and just love all those games even though I don't count frame data or practice combos.
I remember people used to say stuff like "fighting games don't need a story!" "Videogames don't need stories!" But that's actually a huge part of the appeal. Well more than the stories it's the characters themselves, but when you have good characters you just need a decent scenario and interesting stories play out. Fighting games are so good at that especially!
I'm pleasantly surprised to hear that other people at the cafe were not necessarily high level players either. Spoon I just assumed you were always really good at fighting games given your ability to expertly dissect game systems. Didn't know you were a scrub like me for so long!
quote: I made it my business to try to make it to the end of story mode as much as possible, and since abusing Boss AI wasn't a thing for me that was unusually difficult to do. I know people can look back and say guys like Orochi or Zero were chumps, but they were hard enough for me (oddly I don't think the opinion of Krizalid changed at all)
Krizalid! I've posted this story here before, but it bears repeating. In college my friends and I spent nearly an hour trying to beat Krizalid. None of us were serious KOF players, we just liked the art a lot. In order to beat the CPU Krizalid, I eventually came up with a strategy.
To fight the computer, we BECAME a computer. We started playing for about 5-10 seconds at a time then handing the controller off to the next person, not giving anyone enough time to really think and fall back on our own easily defeated patterns. This randomized approach (with just enough conscious play to at least block correctly) eventually resulted in a sequence of inputs that felled the hated boss. Ahhhh good times.
www.art-eater.com
[this message was edited by nobinobita on Wed 15 Feb 22:44] |
| "Re(4):SNK Stuff Thread 20- Spring 2017 Editio" , posted Fri 17 Feb 08:57:
quote:
Krizalid! So many good memories of it!
It is surprising that that loveable Irish bastard is one of the memorable bosses not just for me but for many. Plus with fond memories. Not only design and looks wise, also gameplay reasons.
I really wonder why. Where does his charm comes from? I consider him as one of the underdog bosses who has really all around good design. Lets dig around with some JoJo parallelsand guesses.
Rugal is the posterboy much like Dio and he keeps coming back. Unlike Dio's comebacks, his doesn't feel too much. KoF XV here we go. Orochi is basically Cars. Igniz is Valentine without noble intentions. Zero's are, well, experiment gone wrong; they feel like glorified OP villains of the week. Magaki is RHCP with SNK boss syndrome. Mukai feels like Pucci And yeah Ash and Saiki is clearly Doppio and Diavolo (check Nobi's King of Characters article which gave me this inspiration and I still wait for the sequels once promised hopelessly). Antonov is Josefumi/Yoshikage a loveable pratagonist/antagonist and Verse is...personification of gimmick called part 8 an old flame/s that come back to life to give series a new beginning and uses previous characters.
That makes Krizalid...Kira. Well if you take away disturbed serial killer part and inject "Blade Runner's "villain" traits. He is a creation which he believes that he is a natural born human and feels betrayed at the last moments. He remembers Whip as the big sister and used as pawn in the Nests project, for mass killing and world domination which probably made believe that it was his idea. His last moments of despair for one more chance feels very similar to the rain scene, minus the dove and instead of water, it rains concrete. Final revelation by Whip that his memories is all made up makes him very relatable a tragic antagonist. Also despite being powerful he is beatable even by us; scrubs ( can't believe there is so many of us here, yay!). I hope Krizalid -the one who died in 99- is inside Verse and comes back to life ala Ash style and joins the K's crew.
It's unbelievable how similar the arcade experience all around the world. The bits with advanced players is so spot on. Hardcore seen was so small I remember once people from next city came to town just for KoF01 and master some combos. There was also really advanced if not hardcore players, too. And it was delight to watch them and beat them every now and then. So many good memories.
[this message was edited by kofoguz on Fri 17 Feb 09:01] |
PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(5):DLC characters, costumes and stages com" , posted Mon 20 Feb 18:31
quote: I think that the dlc will be yamazaki, blue mary and kasumi. I don't know who is the 4th character
Looks like Vanessa to me, since the position of the legs for the character between the Mary/Rock(?) silhouette (to the left) and Yamazaki's(?) (to the far right) reminds me of Vanessa's animations, with the crouching/seiza one fitting Kasumi.
Mary (hopefully with her best look that the actual games have refused to use), Vanessa and Yamazaki could make for an odd mix of Mary's 97 and XI teams, but given the precedents I could imagine that fitting into the story somehow...
All in all, a whole lot more content that I'd expected, which is good news - at most it might inflict a bit of character select paralysis, and I wonder if the trophies regarding things like the amount of completed trials will be adjusted accordingly.
...!!
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PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(9):DLC characters, costumes and stages com" , posted Thu 23 Feb 23:26
quote: I'm quite positive the crouching character on the left is Kasumi, as a couple fellow Cafers are ^^
February is short. Hey, c'mon c'mon!
I really, REALLY hope you and the other Cafers are right about that, Micky!
And hopefully this DLC pack will have great sales, so that SNK later prepares a second one with Yashiro, Shermie and Chris (and maybe Shingo or Rugal).
Or the '94 USA Team (I know they were quite stereotypical, but I like them anyway).
I think one set of DLC characters will be fine. If they release new characters, I would prefer a new/sequel KOF game. Bring back the yearly releases like before!
Long Live I AM!
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PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
| "Re(1):John Cena buries SNK" , posted Tue 28 Feb 11:06
quote: I wonder how many people has the same perception of SNK than John Cena does?
: What's SNK? Can you eat it? : It's a very important company that brings people together from all over the world to the MMCafe, dude. : So I can't eat it. : Not really, but I think you already know the taste. Look into your distant past: surely you played Metal Slug and Samurai Spirits even if you were too intimidated to play KOF like that Maou guy? : Oh, so SNK never "truly" became obsolete, it just became obscure enough that "old school gamer" poseurs and indie kids forgot it still exists, while still pretending they love games when going to barcades that feature games no newer than SFII yet never realizing it? : Just so. : Well, whatever. I was already intimidated enough by KOF even before having to enter the "world of the dead" or deal with PS2 graphics to become a KOF gamer. And if I can't eat it, I'll just go back to Street Fighter! : No, wait! You said you you loved attention to detail and the nice backgrounds and those strip moves, and, and... : Byyyyyyyyye : ...
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
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PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(4):John Cena buries SNK" , posted Wed 1 Mar 18:15:
I agree, late March is the most realistic guess.
A KOFXIV Arcade Ver. tidbit I still had to share with you guys. While I don't demand that KOF keeps old school design elements, I'm really happy to hear the arcade version comes back to the dear old black flash for supers. I find it more dramatic, gives me a "welcome to your doom" vibe.
EDIT: RBS coming to the PS4!! Okay, it's not just RBS, but maybe somebody remembers I was hoping for a PS4 re-release of that installment -I know RB2 is more balanced, but RBS has some crazy, kickass moveset ideas, like Mai's brutal fan rekka, which I'm very fond of-, so I'm emphasizing RBS's presence in this compilation.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Fri 3 Mar 01:25] |
| "Re(5):John Cena buries SNK" , posted Fri 3 Mar 04:16
quote: RBS coming to the PS4!! Okay, it's not just RBS, but maybe somebody remembers I was hoping for a PS4 re-release of that installment -I know RB2 is more balanced, but RBS has some crazy, kickass moveset ideas, like Mai's brutal fan rekka, which I'm very fond of-, so I'm emphasizing RBS's presence in this compilation.
Read that today in the PS blog news about the release of the ADK compilation.
I wonder how are these ports. They are not straight ports from NeoGeo to PS4, but ports of the PS2 ports, so a double port? If some of the PS2 counterparts where already not "arcade perfect", these PS4 versions cannot be better, right?
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PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(5):Today's the day!" , posted Thu 9 Mar 22:47
quote: So it is Whip, huh? Maybe I should've trusted my guts!
Well, considering the backgrounds and hoping 4 characters means 1 team and 1 single entry (storyline included) It goes like this
Agents/Detective Team Whip + Vanessa Blue Mary (Monte Carlo 97 background) Single Entry Yamazaki (Fatal Fury 2 Background)
Bonus; 97 Special Team XI Agents Team 2003 K' Team XI Ikari Team Team Edit Endings
Since Whip was not so expected but a good surprise, other three were safest bet. I wanna go with original guess. The only problem is the standing one might be too tall for Blue Mary even though that fur jacket might be from MotW special sequel video. The other silhouette has thin legs which seems like perfect fit for Vanessa with suggested punching pose/stance.
Much like dark matter, Whip fans have been proven to theoretically exist without ever having actually been seen. It appears that she's lost her gun but judging from her super she has gained the ability to ignore the laws of physics. Perhaps the rules are different in the parallel universe where her fans reside? Whatever, she made the conversion to 3D surprisingly well. Glad to see SNK is really starting to figure out to model and animate their characters in this new engine. Now we just need a release date. We were there, even in 2003!
I'm sure her whip meets the physics of law where Spidey sends his web. But I must say Im not happy, not because that she lost the gun but Spidey attack
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I think all four DLC characters will be solo entries and not in a team. The theme for whip is the 99 Ikari track. Which was a great song. So maybe each DLC will have its own theme. Or like New Face team, when you play againt them, a different theme will play.
Long Live I AM!
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New Customer | "Jigsaw Puzzles and Silhouettes..." , posted Sat 11 Mar 01:47:
Well, 2 night ago, I was guessing who are the remaining DLC characters. While I'm sure it was Yamazaki and Vanessa. However, I doubt that one of them is Blue Mary for two reasons.
1. From the Famitsu interview:
quote: Popular characters like Yamazaki and Blue Mary were obvious picks for the roster, but it would've ended up making the game into a Fatal Fury. Oda wanted a game that felt more "KOF".
Since they addded Yamazaki, I think that's enough, or else, it would've ended up making the game into a Fatal Fury.
2. The remaining silhouettes did not wear boots. Blue Mary usually wear boots.
Also, I made this in twitter about the silhouettes. And played a little jigsaw puzzle with the silhouettes. It may not be 100% match to the silhouettes, but that's the best and closest thing that I can do.
my version
Another version made by meemeeshion
While I'm guessing the 4th character is Shen Woo, I do not rule out the possibility of the 4th character being Shingo.
So, the DLC characters are Whip, Yamazaki, Vanessa and Shingo/Shen Woo.
"Lasciate ogne speranza"
[this message was edited by Yuki Yagami on Sat 11 Mar 01:52] |
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(1):Jigsaw Puzzles and Silhouettes..." , posted Sat 11 Mar 02:33:
quote: Well, 2 night ago, I was guessing who are the remaining DLC characters. While I'm sure it was Yamazaki and Vanessa. However, I doubt that one of them is Blue Mary for two reasons.
1. From the Famitsu interview: Popular characters like Yamazaki and Blue Mary were obvious picks for the roster, but it would've ended up making the game into a Fatal Fury. Oda wanted a game that felt more "KOF".
Since they addded Yamazaki, I think that's enough, or else, it would've ended up making the game into a Fatal Fury.
2. The remaining silhouettes did not wear boots. Blue Mary usually wear boots.
Also, I made this in twitter about the silhouettes. And played a little jigsaw puzzle with the silhouettes. It may not be 100% match to the silhouettes, but that's the best and closest thing that I can do.
my version
Another version made by meemeeshion
While I'm guessing the 4th character is Shen Woo, I do not rule out the possibility of the 4th character being Shingo.
So, the DLC characters are Whip, Yamazaki, Vanessa and Shingo/Shen Woo.
They are original KOF characters so that would make sense.
quote: 1. From the Famitsu interview: Popular characters like Yamazaki and Blue Mary were obvious picks for the roster, but it would've ended up making the game into a Fatal Fury. Oda wanted a game that felt more "KOF".
But what if its not Yamazaki and instead Seth? He is an original KOF character. Or did someone already debunked his name out of the picture? But a high possibility if Vanessa does show up.
I would prefer Shingo becuase he is a fun, wacky, and cool character. Shen Woo would not probably fit with the new story line right?
Long Live I AM!
[this message was edited by neo0r0chiaku on Sat 11 Mar 02:42] |
| "Re(7):Today's the day...Again!" , posted Thu 16 Mar 16:20
quote: Hey how about that, I was right. And he looks like fun.
Snake arms intact, sand kicks too, and I like the new animation on his reversal. Looks like he lost his knife though, at least I didn't notice it in the video anywhere.
I think the golf shoes are a nice addition. The contrast with the rest of his outfit makes his stomping and kicking moves look more dynamic. I don't miss the vest or gloves, since it never really did anything for him.
So now we're down to the two least obvious ones. I'm still hoping one of them is Mary, but I wouldn't mind Vanessa at all. I really doubt I'll get both.
I always thought that the vest made him look pudgy, and him being super trim with a skin-tight shirt was a standout look in Real Bout. I think the gloves were good on him, though: it made his hands/wrists/forearms more distinct, and he was a character that really drew your attention to his hands.
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(9):Today's the day...Again!" , posted Thu 16 Mar 18:40:
quote:
His chair beating during the Climax made me really hyped. I feel a lot of love was put into bringing his psychotic fighting style into the KOF14 engine.
I love that they bothered to implement that - the 3D approach really does a lot to emphasize Yamazaki's brutality, and the use of items really brings to mind stuff like Beast mode in Yakuza 0 (boy did this bump my cravings for a Sega/SNK crossover...).
Also glad to see the return of the more thuggish t-shirt look - the 97 vest was a nice classy alternate, but doesn't represent the character as eloquently IMO, it's more like something he could be wearing while working for someone else and making the effort to look respectable in the public eye. No knife, but the guy known for beating up people while keeping a hand in his pocket doesn't really need it as much as he seems to enjoy it.
Looking forward to the release and the opportunity to beat up Antonov with the "Le Champion" billboard,, Choi with the ladder, Sylvie and Kensou with the Athena billboard, and Robert with the Kyokugenryuu BBQ billboard.
quote:
Now I think the standing silhouette in the middle is Rock. I'm more confused than ever about the 4th character, they hid him/her so well x'D unless I'm forgetting some no-brainer pose of a classic SNK character
Yeah, the updated silhouettes with revealed Whip and Yamazaki seem to emphasize how short the standing character in the back actually is, so Rock's looking like a stronger possibility - some people seem to like him, which may help give the game further attention, and if they take the opportunity to make his moveset more cohesive/interesting/useful, all the better.
...!!
[this message was edited by Loona on Fri 17 Mar 18:50] |
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(10):Today's the day...Again!" , posted Fri 17 Mar 02:00
quote: His chair beating during the Climax made me really hyped. I feel a lot of love was put into bringing his psychotic fighting style into the KOF14 engine.
I love that they bothered to implement that - the 3D approach really does a lot to emphasize Yamazaki's brutality, and the use of items really brings to mind stuff like Beast mode in Yakuza 0 (boy did this bump my cravings for a Sega/SNK crossover...).
Also glad to see the return of the more thuggish t-shirt look - the 97 vest was a nice classy alternate, but doesn't represent the character as eloquently IMO, it's more like something he could be wearing while working for someone else and making the effort to look respectable in the public eye. No knife, but the guy known for beating up people while keeping a hand in his pocket doesn't really need it as much as he seems to enjoy it.
Looking forward to the release and the opportunity to beat up Antonov with the "Le Champion" billboard,, Choi with the ladder, Sylvie and Kensou with the Athena billboard, and Robert with the Kyokugenryuu BBQ billboard.
Now I think the standing silhouette in the middle is Rock. I'm more confused than ever about the 4th character, they hid him/her so well x'D unless I'm forgetting some no-brainer pose of a classic SNK character
Yeah, the updated silhouettes with revealed Whip and Yamazaki seem to emphasize how short the standing character in the back actually is, so Rock's looking like a stronger poo
-- Message too long, Autoquote has been Snipped --
But wasn't his job occupation originally a paid assassin? The vest, long sleeve, and gloves fit the profile as an assassin well and I like it. The muscle shirt does fit the brutal badasss psycho he is but I prefer the other.
Long Live I AM!
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| "Re(1):Today's the day...Vanessa Boogaloo!" , posted Thu 23 Mar 05:24:
quote: Is the one we already expected to come... or SNK will throw a curve-ball at us?
EDIT: SNK to open an office in Tokyo. they will transfer their Sales and Marketing Division there, effective April 3rd.
DOUBLE EDIT: As Expected...
Something about her 3D depiction makes her arms seem really long, and that reads weirdly to me. She always had a supermodel figure, but she didn't seem so lanky in her 2D version.
Having her clothes seem more casual (open-toe shoes!) I somewhat don't like, because I thought her combination of super stylized formal clothing (suspenders, tie, white shirt, slacks, formal shoes) combined with her slick boxing that was equal parts technical and fantastic helped enhance her sense of "coolness", while the bits of sass/liveliness that she has in her animations (like her walk animation, or her hands stinging after punching somebody too much, or pulling off one of he gloves with her teeth) helped define her from simply being yet another "cool beauty" type character.
[this message was edited by Spoon on Thu 23 Mar 05:24] |
| "Re(2):Today's the day...Vanessa Boogaloo!" , posted Thu 23 Mar 07:14
quote: Is the one we already expected to come... or SNK will throw a curve-ball at us?
EDIT: SNK to open an office in Tokyo. they will transfer their Sales and Marketing Division there, effective April 3rd.
DOUBLE EDIT: As Expected...
Something about her 3D depiction makes her arms seem really long, and that reads weirdly to me. She always had a supermodel figure, but she didn't seem so lanky in her 2D version.
Having her clothes seem more casual (open-toe shoes!) I somewhat don't like, because I thought her combination of super stylized formal clothing (suspenders, tie, white shirt, slacks, formal shoes) combined with her slick boxing that was equal parts technical and fantastic helped enhance her sense of "coolness", while the bits of sass/liveliness that she has in her animations (like her walk animation, or her hands stinging after punching somebody too much, or pulling off one of he gloves with her teeth) helped define her from simply being yet another "cool beauty" type character.
Well that and the lace seems so out of place. She looks like the new character in Tekken whose name I don't remember at the moment. But all these seems fixable easily with classic costume DLC or color options.
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| "Re(2):Today's the day...Vanessa Boogaloo!" , posted Thu 23 Mar 10:41
quote: Something about her 3D depiction makes her arms seem really long, and that reads weirdly to me. She always had a supermodel figure, but she didn't seem so lanky in her 2D version.
Having her clothes seem more casual (open-toe shoes!) I somewhat don't like, because I thought her combination of super stylized formal clothing (suspenders, tie, white shirt, slacks, formal shoes) combined with her slick boxing that was equal parts technical and fantastic helped enhance her sense of "coolness"
There are two things that I see that are off about her arms. You can get a pretty clear shot of both at around the 42 second mark of the video, for the conversation close up.
First, her arms really do look too long. From that standing pose, it looks like if she were to hold her arms straight down her body, her elbow would end up around hip level.
Second, her upper arm looks like Dhalsim stretching. Her biceps and triceps appear to end halfway up her upper arm, while her deltoids are tiny things that don't reach beyond her shoulders.
As for her casual outfit, it might be a bit too casual. Watching the video, I couldn't help but see her striped pants as pajama bottoms. The small, lacy top certainly didn't help that impression. (With different pants, the top at least would be okay.)
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(2):Today's the day...Vanessa Boogaloo!" , posted Thu 23 Mar 18:51
The video on the SNK channel mentions "Vanessa lives a double life as a housewife and a mercenary agent. She is highly skilled in boxing and is able to KO her opponents with ease. Her husband and kid don’t know anything about her secret activities." - but wasn't she a widow, and wasn't the fact that she lost her husband to NESTS shenanigans the reason she got involved in the agent business? Then again, I don't recall that being explicit in official sources like the KoF anniversary site, info on Vanessa was always a bit fuzzy, including stuff like nationality, which has no particular reason to be unknown (then again, a kid to keep safe, and the agent gig may benefit from not being directly associated with any government...)...
quote: Something about her 3D depiction makes her arms seem really long, and that reads weirdly to me. She always had a supermodel figure, but she didn't seem so lanky in her 2D version.
Maybe they took cues from her Nona art.
quote:
Having her clothes seem more casual (open-toe shoes!) I somewhat don't like, because I thought her combination of super stylized formal clothing (suspenders, tie, white shirt, slacks, formal shoes) combined with her slick boxing that was equal parts technical and fantastic helped enhance her sense of "coolness", while the bits of sass/liveliness that she has in her animations (like her walk animation, or her hands stinging after punching somebody too much, or pulling off one of he gloves with her teeth) helped define her from simply being yet another "cool beauty" type character.
If it weren't for the tie still being a part of the outfit she'd look like she was on Summer vacation somewhere. I figure part of the reason the tie is there is to emphasize the movement on her dashing and swinging around, but for everything else she's wearing now, I guess something like a colorful bead necklace would have the same effect.
I like how her classic look keeps her a jacket away from looking ready for a formal office meeting while her general tone has a "looseness" to it that's more playful than it is relaxed, and the sandals and new pants have that going for them, but the tie really breaks the tone. Hopefully one of her alternate palettes gives her a more uniform color for her pants to help reference her classic look more.
...!!
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| "Re(3):Today's the day...Vanessa Boogaloo!" , posted Thu 23 Mar 21:29:
quote: The video on the SNK channel mentions "Vanessa lives a double life as a housewife and a mercenary agent. She is highly skilled in boxing and is able to KO her opponents with ease. Her husband and kid don’t know anything about her secret activities." - but wasn't she a widow, and wasn't the fact that she lost her husband to NESTS shenanigans the reason she got involved in the agent business? Then again, I don't recall that being explicit in official sources like the KoF anniversary site, info on Vanessa was always a bit fuzzy, including stuff like nationality, which has no particular reason to be unknown (then again, a kid to keep safe, and the agent gig may benefit from not being directly associated with any government...)...
Something about her 3D depiction makes her arms seem really long, and that reads weirdly to me. She always had a supermodel figure, but she didn't seem so lanky in her 2D version.
Maybe they took cues from her Nona art.
Vanessa was always called the "Housewife agent" and there was no mention of her being a widow, so in some ways when SF4 came out, people were comparing Viper to her (red hair, housewife, agent).
Her new design is so.. weird? She's wearing bellbottom pants that looks like some wallpaper from a retirement home and she's totally gone casual with sandals, almost like she was in a rush and ran out of her house in the middle of switching to her job outfit.
Btw I didn't realize it but did she sway in the middle of her super before? It's been noted that her Climax is probably a shoutout on her infinite combo in kof2000 which is pretty amuzing (sort of like Cody's super).
Her motions are reportedly being done by one of the rather younger staff.
[this message was edited by Professor on Thu 23 Mar 22:17] |
New Customer | "Today's the day...KOF Destiny Boogaloo!" , posted Thu 23 Mar 22:04:
Some KOF Destiny details translated.
quote: - The King Of Fighters Destiny is the first season of planned long ongoing series of animation. - The first season will contain 20 episodes. - The first series will adapt the story of the first Fatal Fury game but will link its events to the King Of Fighters franchise. So Kyo will still be the primary character even though a big chunk of the season is about Terry and Andy’s revenge against Geese and the first ever KOF tournament organized by the latter. - Rugal will appear towards the end of the series which will probably lead to the next season that will focus on the KOF94 game - The series animation will be also used for their upcoming The King Of Fighters World MMO. - Over 20 characters from the KOF lore will appear, including: Terry, Andy, Joe, Kyo, Geese, Ryo, Robert, Yuri, Clark, Billy Kane, Benimaru and Goro. - The show will be released in both Chinese and Japanese version online in Summer 2017.
First Arc is a retelling of Fatal Fury 1 in the KOF Timeline.
"Lasciate ogne speranza"
[this message was edited by Yuki Yagami on Thu 23 Mar 22:09] |
New Customer | "Re(6):Today's the day...Vanessa Boogaloo!" , posted Fri 24 Mar 00:48:
quote:
But at least the animation being released in Japan will make it easier for me to watch since I'm not well versed in the chinese animation market. Are the japanese VAs the same as XIV?
Reading the website, XIV VAs are reprising this one instead (no Nobuyuki Hiyama as Joe, sorry). But odd enough, Ami Koshimizu (and Kazuhiko Nagata) is missing in the cast list.
Tetsuya Kakihara, Ayane Sakura, Miyuki Sawashiro, Yu Shimamura, Haruo Yamagishi, Toshiyuki Morikawa (presumably as Jeff Bogard), Tsuguo Mogami and Kanako/Kako/Kyoko/Kanoko (叶子) Imaizumi are part of the cast as well.
Since it covers FF1/KOF '94, no Yoshihisa Kawahara, Katsuyuki Konishi, Yumi Kakazu and Daisuke Ono in the cast yet.
quote:
Oh yeah forgot to post vid of Vanessa climax shoutout (probably)
It would be funny if the name of her Climax is Infinity Puncher.
"Lasciate ogne speranza"
[this message was edited by Yuki Yagami on Fri 24 Mar 00:52] |
| "Re(3):Oda's pissed, hold back until Wednesday" , posted Fri 24 Mar 09:45
quote: Someone talked! Oh well, it's nice to have Rock back regardless.
Oh... So I guess the silhouette is this character in the middle of performing this move? Is it perhaps his victory animation where he grabs his arm and slumps over? Either way, it's an odd pose to use for his triumphant return.
Speaking of win poses, I hope Rock and Vanessa have a cut scene where they discuss the finer points of glove biting.
Lame that someone spoiled it. Maybe Oda and Ono can grab a drink together and commiserate. But I like Rock, too. Hard Edge is such a satisfying move to land (well... with crisp 2D animation, anyway), and the reppuken totally deserves to persist. And oh, was that my "te"? I guess it just kind of beat your ass there.
Wonder if they will include his mind if useless T.O.P. attack? Hahah.
However, I must admit that I haven't exactly been playing the game regularly.
/ / /
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| "Re(1):Today's the day...KOF Destiny Boogaloo!" , posted Fri 24 Mar 18:55
quote: Some KOF Destiny details translated.
- The King Of Fighters Destiny is the first season of planned long ongoing series of animation. - The first season will contain 20 episodes. - The first series will adapt the story of the first Fatal Fury game but will link its events to the King Of Fighters franchise. So Kyo will still be the primary character even though a big chunk of the season is about Terry and Andy’s revenge against Geese and the first ever KOF tournament organized by the latter. - Rugal will appear towards the end of the series which will probably lead to the next season that will focus on the KOF94 game - The series animation will be also used for their upcoming The King Of Fighters World MMO. - Over 20 characters from the KOF lore will appear, including: Terry, Andy, Joe, Kyo, Geese, Ryo, Robert, Yuri, Clark, Billy Kane, Benimaru and Goro. - The show will be released in both Chinese and Japanese version online in Summer 2017.
First Arc is a retelling of Fatal Fury 1 in the KOF Timeline.
U got it most of them right, I'll add extra info of what I found.
Effect : it's said the effect handle by same company in Final Fantasy 15 Kingsglaive.
Region Release : China to be release first
Production : It's been in the making for past 2 years.
Misc. : From official site, it's going to be releasing to internet / online. In addition, it's releasing weekly.
Who did this to these dogs ???
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(4):Today's the day...Vanessa Boogaloo!" , posted Fri 24 Mar 19:30
quote: Vanessa was always called the "Housewife agent" and there was no mention of her being a widow, so in some ways when SF4 came out, people were comparing Viper to her (red hair, housewife, agent).
Hmm... the wiki page for her mentions a deceased husband and specifies an age for her kid, but then again, it also takes some liberties with her relationship with Ramon - her official profile, on the other hand, lacks such information. I think the wiki page also used to mention the loss of her husband triggering her getting involved in the NESTS investigation, but now for all we know that could have been someone sneaking their fanfiction in there. I recall a couple of years ago trying to add more official links to that page like the anniversary site profile and backstories to the games she's in, plus videos to endings, but the wiki's admin reverted all of that, and seems to think this passes for reliable and easy to find information... it became really discouraging to try and contribute to that place...
I remembered that Card Fighters DS also had some interesting info in character profiles, serving as a secondary source, but I don't have my copy or DS in this country, and Vanessa's entry is strangely absent from the list on GameFAQs, although she has her own card in the game.
...!!
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| "Re(4):Secret life of Real Bout" , posted Tue 28 Mar 03:00
Yes, that probably came from me. FF3 was one of the very first, and cheapest, Neo Geo home versions to feature the new hard plastic + soft lock game case design. The PCB itself contained something like 36MB or 42MB of ROM (so a lot of space to replace the original ROM chips with the converted game's) and it had one of the most versatile board patterns and circuits allowing for the mods in question. For all these reasons, the cart of FF3 was highly sought after in the modding scene (at least in Europe).
quote: It's surprising to read that FF3 is considered the series' black sheep (unless they mean exclusively on the financial standpoint); back when it was released, I thought it was quite a good game.
The game was trying a lot of interesting things but it had kilotons of issues.
A very simple first issue was the typical SF3/AOF3/SS3/SFZ1/etc. mid-life crisis of removing too many popular characters to refresh the roster. This design decision had to impact the amount of returning players, while the new characters and setting failed to attract enough new players to compensate.
Furthermore, the extra work to create all these new characters meant the roster barely got to 10 characters, back when few games got less than 14 to 16, in an era when this kind of data still mattered a lot as a selling point. The focus on a deeper and more intricate storyline was actually well in line with the direction such games were taking, but it unfortunately did not have the appeal of the budding "Orochi Saga" next door (more on that later). And it tried a lot of new things in its game mechanics, but they were actually a bit too obscure for the layman fan. Basically, FF3 was either not cool enough or too cool to be successful (... the real answer is "not cool enough").
Even if you got seriously into the game, I am surprised you did not get scarred by the issues plaguing the new mechanics, both at the casual and the competitive level. FF3 tried to outdo the previous episode by adding a new "front plane" in addition to the center plane and back plane.This was also probably motivated by the new trend of 3D fighting games at the time, but it made moving around super complicated with different button combinations depending on where you want to go. FF3 also added fake moves and hidden SDM but they were pretty hard to input consistently to the point that they were effectively useless. And it kept the strict motion input of the era, right before both SNK and Capcom became way more lenient about motion input and allowing Option Select. Everything was a good idea on paper, poorly implemented in practice (except the short jump / hop, which became a staple of SNK games). FF3 was both too complicated, too messy, too frustrating, and not promising enough contents, fun and lore in return.
Keep in mind all of these issues happened: 1. Directly after the huge success of FF Special, so the failure of FF3 really stuck out in comparison. 2. In the middle of the crazy KOF boom which brought SNK millions of dollars and made most other franchises look outdated in controls, visual style, character design, story settings, roster size etc. 3. A few weeks after the release of Virtua Fighter 2 which instantly made 2D fighting games prehistoric relics among more casual audiences and drove many fighting game fans towards 3D fighting games such as VF, Tekken and Tōshinden.
So it's really not surprising that FF3 failed. Real Bout was basically one huge maniacal course correction of FF3's many mistakes, from the extended roster with popular returning characters, to the simplification of the 3D system with a single button to control all frontward/backward steps and attacks, to the proper implementation of fake moves, to the Hidden SDM replaced with P Power ranking, to the to the adoption of ring outs (like VF), etc.
Adding the insult to injury, FF3 was one of the first games to be at the same time way too pretty and ambitious too be ported to 16bit consoles, and too early in the SS/PS1 conversion cycle to prevent a crappy conversion, which meant outlets (and consumers) trashed the game when they got to play those lesser ports. To the point that it motivated SNK to either add RAM cartridges for future conversions (on the Saturn) or try new things/modes to compensate for the lower quality of PS1 ports.
In a nutshell, this game is basically the Wii U of the FF franchise: missed opportunities, poorly implemented good ideas, bad timing, bad luck. Real Bout is Switch: essentially the same proposal but everything is smarter and makes more sense and it comes at a better time and it has good karma and it just feels better. So let's just move on and enjoy SwiReal Bout instead of lamenting too hard about FF3's could have would have should have...
That being said! There is one silver lining: FF3 was rewarded with the greatest arranged soundtrack in the entire history of fighting games. So there's that.
Même Narumi est épatée !
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PSN: DefensorVirtuoso XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(5):Secret life of Real Bout" , posted Tue 28 Mar 05:14
quote: Yes, that probably came from me. FF3 was one of the very first, and cheapest, Neo Geo home versions to feature the new hard plastic + soft lock game case design. The PCB itself contained something like 36MB or 42MB of ROM (so a lot of space to replace the original ROM chips with the converted game's) and it had one of the most versatile board patterns and circuits allowing for the mods in question. For all these reasons, the cart of FF3 was highly sought after in the modding scene (at least in Europe).
It's surprising to read that FF3 is considered the series' black sheep (unless they mean exclusively on the financial standpoint); back when it was released, I thought it was quite a good game. The game was trying a lot of interesting things but it had kilotons of issues.
A very simple first issue was the typical SF3/AOF3/SS3/SFZ1/etc. mid-life crisis of removing too many popular characters to refresh the roster. This design decision had to impact the amount of returning players, while the new characters and setting failed to attract enough new players to compensate.
Furthermore, the extra work to create all these new characters meant the roster barely got to 10 characters, back when few games got less than 14 to 16, in an era when this kind of data still mattered a lot as a selling point. The focus on a deeper and more intricate storyline was actually well in line with the direction such games were taking, but it unfortunately did not have the appeal
-- Message too long, Autoquote has been Snipped --
Thanks for your insightful post Chazumaru
I still think that Hon Fu stage is the most impressive fighting game stage ever, I love how you see lots of things happening on it
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PSN: Mike_ADV XBL: n/a Wii: n/a STM: tamakimike CFN: n/a
Rare Customer | "Re(7):Today's the day...The Finale!" , posted Tue 4 Apr 07:01:
quote: Other than the mentioned DLC, a balance patch is coming.
Other things mentioned... ・Rebalancing of the whole character roster. ・Addition of pattern recording & replay features to Training Mode. While I'm glad to see the new characters are coming soon I'm a bit surprised that there's going to be another patch so soon. Sure, Leona is a bit much but are there any characters right now who have so much or so little that they need to be balanced again a few months later?
Vice needs the anti-air sleeve from CvS2 (with juggle off bounce for EX version). They have one more opportunity to correct this.
Well, Oda said there's a big patch notes being translated right now. Hope they have it ready by wednesday. Also, he has Sylvie as his profile banner so maybe there's hope for a top tier Sylvie, right? Besides, Rock already does ridiculous amount of damage with cancels that he brought from Garou
I just hope they don't bring the nerf hammer down on Athena and Nakoruru any more. Tweak Leona, Kula, K' and Robert and bring back the damage to the big guys (maybe Armor Chang) and do something to Sylvie's short limbs.
By the way, Whip lost her gun and Yamazaki his knife. Nakoruru is the only one allowed to have actual weapons in this game. At least Whip still has her weird tarzan/spiderman swing move that doesn't make any sense and got a new move. Weirdly, Yamazaki's drill still needs you to mash the buttoms for full damage.
But we got Kurikinton back to Terry/Rock new stage. Monaco probably will play the second player BGM or be completely silence like the good old days.
Still, I wish to know beforehand if there'll be a bundle with all the characters to know if I can already put U$20.00 on my account.
By the way someone has every non-main character winpose screen.
[this message was edited by KensouADV on Wed 5 Apr 05:30] |
Rare Customer | "Re(2):Infinity (Puncher) and beyond!" , posted Wed 5 Apr 13:23:
quote: Basically, I'm an idiot. But thanks Professor.
It would be funny if the name of her Climax is Infinity Puncher.
Ahahahaha! Called it! So how's it going at your new job Yuki?
Too bad that with p5 finally being released, the chances Atlus telling us if there'll be a bundle with the four characters are slim.
Shhh... It was coincidence...
BTW, Whip's VA returns after 12 years presumed to be inactive. Also, SF4 Guy is Yamazaki, Hayate Immelman is Rock, and Vanessa, I dunno.
Also, the DLC characters will be bundled at a discounted price.
...And a KOF XIV Rock Howard Shirt, if you want.
UPDATE: KOF XIV 2.0 Patch Notes out. - Health Value is no longer universal.
"Lasciate ogne speranza"
[this message was edited by Yuki Yagami on Wed 5 Apr 17:16] |
| "Re(8):Infinity (Puncher) and beyond!" , posted Thu 6 Apr 09:02:
quote: You could even say it is only a niche
Considering the profile of the dev team (SNK veterans and total newcomers), I am not sure this team is qualified to organize and properly budget game tuning based on the collecting of pertinent data from the consumer market worldwide (in other words: checking comments from 2ch is lazy, quick and simple).
Their collective experience (for those who have any experience) is probably to gather feedback from loketests, tournaments and on-site arcade survey(ance)s. So I would not be surprised if issues pertaining to game balance get much better once the game is out in arcades and SNK can revert to a more familiar process.
Modern analytics reporting from online play is an extremely powerful tool, but I'm actually wondering how helpful it would be for games that don't have a large player base that has a sufficiently diverse skill levels. League of legends, old as it is, has a gargantuan amount of player and match data to observe trends with, but something like Skullgirls has a small number of players online, and they probably trend towards being hardcore devotees.
There is a capitalism of improvement that comes with products that have large player bases and good tools in that they can make more and better improvements without needing to worry about relying on sifting through self selected data that comes from user feed back.
This reminds me that I'm not actually sure if the game is fun or not. I just haven't played enough.
However, it's clear to me that Vice needs more buffs.
Edit: That was supposed to be a joke. I've been working too hard.
/ / /
[this message was edited by Mosquiton on Thu 6 Apr 13:17] |
PSN: Toxic-Baron XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(9):Infinity (Puncher) and beyond!" , posted Thu 6 Apr 17:53
I hate the new KO animation flow. It was supposed to empathize the KOs, but it actually achieves the opposite. It reminds me of the time when I saw a school play and everyone was basically quickly kicked out of the stage by the kurokos inbetween scenes, which killed the seriousness of the previous acting.
BTW, my first evaluation of the DLC (which you obviously don't care but here it goes) :
Rock : The usual case of developer's preference towards poster boy. He is damn plain and needs to fight sticking to the basics of the basics, but they tried to make him more op than other characters that need to use such fighting style; basically it's the same thing happened with flame Iori. Unlike flame Iori, though; the developers didn't have enough imagination to give him combo possibilities that will break the game; so he feels op but is not game breaking. Why the hell does he have two breaks when he wasn't one of the chars that had two breaks in motw is beyond me.
Whip : I haven't played with her too much and everyone around me hates her so I haven't fought her at all. The impression from the trailer is still there, the odd hit/hurt boxes pain you horribly, specially when you try to crossover and you get antiaired by a crouching B from all things. Losing her crouching C hurts for about as much as finding your girlfriend with your best friend, but thinking about it it's not like it would have helped that much with these priorities. You can still increase world polution, global hunger and the energy crisis problem by hyper hop-ing cross over C all day. Her combo potential is much easier to unleash than in the MVS games. About the pokes, the only normal that feels stronger is her neutral jumping C, which was never as long as it looked in the old games... Her jump angle is all sort of weird, sometimes you pass on the enemy when you don't want to.
Vanessa : Feels amazingly broken in practice mode, but when you get out of your mom's closet you finally realize that in the adult world people can block, and that block innertia is one of the worst aspescts of this game (that's why high level play is all about doing crouching B into Max from half screen away, which btw Vanessa can't). It's hard for Vanessa to even get her moves to block, considering that her punches have too much of a pushback and her moves lack range; and when you finally get your move blocked you get yourself stuffed by a response (for example, there is a gap in attack -> dash punsher, and even if they don't make use of it; you are likely to get punished afterwards). The best thing is getting used to sway cancel all of your pokes, but that can get stressing at times (specially when you want to get some gauge, only normals don't add much). You still have the reliable low kick combo into max / hard to see overhead into max; what you don't have anymore, is a crouching C that can stop jumps (weird hitbox starts too low and takes too long to raise the fist and is short). Far C can be ducked now, that can be annoying since it was your dumbest strong poke before in every game, far D isn't that bad and it's damn easy to max burst it into a combo..... Weaving to dodge is damn weak, though there are a lot of characters that have only straight jump attacks, so dunno (like Nelson).
Yamazaki : Like Billy, he half of uses his Wild Ambition persona as a reference and he is way too different from the kof MVS days. In the Real Bout series, he was constantly a high execution technical character that had a lot of variations and mix ups, but had a hard time keeping the enemy in a single place. In KoF he was a character with bastardly strong combos and that had an obscenely strong defense (all normals are good for keeping away, all specials are either hard to approach or meant to be used as reaction to enemy tactics and the DMs were even better at that). In this game, the defense was nerfed; nor his jabs nor his low kicks can keep away anymore, his crouching C has a weird detection but it's good and the strong kicks are still good at zoning albeit slow to recover. Sadomazo is not nearly as good anymore since the active counter frames come out the slowest they has ever been, the hands are also slower (but still fast), the command throw has less range and while Guillotine is still great, having Drill being a Neo Max hurts his possibilities. He still has a strong combo potential due to design, additionally; dream canceling his hand stab DM adds like 200ish~ of extra poison damage while Drill hits, so he has a buch of 100%s against life 900 and 1000. Now, the thing is, that while his defense is weak, his attack is not strong either; his bread and butter is 'do a strong attack and then follow it up with forward B' (which you can't eye confirm or it will miss), and if the enemy is in the air, the whiff animation of the forward B will cost you the round and that's a freaking big problem which is going to happen a lot in heated matches (hello, Chizuru!); using forward A instead is not an option; strong attack -> hebi cancel -> strong or light attack doesn't combo anymore + additionally you can't chain several light attacks anymore.... so you better mentalize yourself to crouch B, crouch A your way into the championship. Like Vanessa, it can get stressing at times.
quote: However, it's clear to me that Vice needs more buffs.
Edit: That was supposed to be a joke. I've been working too hard.
She is sort of in the middle of the pack (considering on how good she tends to be, that feels really lacking, I guess?).
My main problem with her is that she can't max burst from the end animation of her crouching C; she is the only character that has to deal with some crap like that and she would obviously would have made use of it since she can OTG... At least she won something since the new max mode dash is better than her old one, she has better accuracy at damage converting.
さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 03/04/12. // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 25 as of 31/08/12
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| "Re(10):Infinity (Puncher) and beyond!" , posted Thu 6 Apr 23:00:
In response to Chaz-- the Fatal Fury devs probably don't know much about game balancing and are most likely not involved because they're art staff. The devs in charge of tweaking the gameplay and balance is 1/a guy who used to work in the mobile sector and 2/the former director of Capcom's SFIII3rdStrike, and he routinely checks out 2ch.
Anyways, I don't have internet access right now so I haven't played matches but I was able to update to ver2.0 thanks to a good comrade. Here's my quick take on the new version of KOF14.
First and formost, as Toxico mentioned, they did something odd with the KO sequences and the response from various players haven't been too good.
It's been a long time tradition for KOF to go into slow-mo when you KO'ed the opponent, giving you a feel that the battle is over. It's been like that since the very first KOF94. But for some reason the developers decided to take that out in favor of a very odd split-second freezeframe where your character is zoomed in with a slight camera tilt, then everything turns back to normal speed. It's really weird and kills the dramaticness of the battle; Dimps' Rumble Fish had a similar issue. I do hope they revert it.
So KOF14's HD activation has been adjusted and everyone runs quite fast now. What this basically means is that characters that couldn't use it too well because of crawling run speed (mostly low tier characters) now have an additional tool for offense.
What's more, some previous top tier characters lost their ability to do damaging combos from a far poke due to changes/fixes in the collision detection and X-axis. Robert is a fine example and we'll probably be seeing a lot less of him. On the other hand, characters with a good far C / D will probably continue to hold their ranks in the game.
The new DLC characters look interesting but I can't comment too much since I haven't had matches yet.
Whip- I can't find anything that looks really good for her aside from a new move that lets her do a double-jump in the air.
Vanessa- She has short reach but her overhead is really fast. I haven't really tried her much.
Rock- Very good. As Toxico somewhat implied, thus far he doesn't seem like a character that's broken but he seems to have answers for any situation and can do around half life of damage from them. You can certainly feel the developer's love.
Yamazaki- His bulkyness and insane high damage reminds me of Fatal Fury 3. He runs quite fast but doesn't seem to have the tools to keep offense going. However his raw damage output, overhead and far D with long reach will probably cover for it.
[this message was edited by Professor on Fri 7 Apr 01:20] |
PSN: Gojira_X XBL: Gojiraaa Wii: n/a STM: n/a CFN: Gojira
| "Re(2):Re(10):Infinity (Puncher) and beyond!" , posted Fri 7 Apr 00:06
My comments so far:
The mentioned remix to the KO effect is weird. The camera framing the instant of the final blow is decent, but they got rid of the slowdown for some reason which takes some of the oomph out of various Max finishes. Not sure why the change.
Vanessa is nice, good fast overhead, and her combos are easier to perform than they've ever been. At least I know I never had such an easy time canceling her punch rush before. Her alternate colors are disappointing to me though. Can't I just have ONE other one that keeps the original hair color?
Yamazaki's fun, though his walk speed made me feel like I was playing a SFV character for a while. So now it's clear that he traded in his knife for a pocketful of poison.
Whip is a mess of extremes. Her cr. A and cr. C contain holes all over the collision at close range (can't hit someone right next to her), which may or may not be intentional, but she also has a ridiculous short hop that goes over standing opponents and did her neutral jump C always go that far? I mean I vaguely remember it looking the same but not being nearly that ridiculous.
Don't care about Rock, so all I can say about him is he has by far the easiest trials. Which I know isn't saying much, but considering all the advanced stuff in his movelist you'd think they could have tried a little harder than they did with, say, Chang.
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PSN: Toxic-Baron XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(8):Infinity (Puncher) and beyond!" , posted Sun 9 Apr 18:56
I'm Rock Howard. I can never remove this cursed armor from my arm, and for good reason. Doing so would unleash the Black Flame Dragon, which holds the power to engulf this world and turn it into a living hell. I am the one who rules over such existence, Dark Flame Master.
With all of the cursed blood, dynamic posing and wing effects, it was obvious that this guy was going to get a weird nickname among players, right now we are juggling between stuff like black flame master, nise summer, burning fighting fighter, holy dragon warrior of dawn (these two are redundant, I think?), zetsu✝ei and more that I don't remember since I'm not that familiar with their neta.
About the game, over here the 2.0 update really brough some extra life to it and helped renew interest (my game time increased by 30% and I don't even mainly play here). The new characters are a welcome in most people's hearts; furthemore plenty of guys that were completely worthless before at least make some sense now risk / opportunity wise (like Angel or Ramon or Clark), some other characters are almost there (like Bandeiras, Dinosaur or or Hein or Silvie) and some other, well; better luck next game (Xanadu, Maxima, Antonov and now Verse).
BTW, there is a bunch of move changes and stuff that weren't listed in the pdf with the changes (some of the reason some characters could be sort of salvaged); additionally among us, we are already expecting the next major update somehow shortly, since 2.00 brough along a bunch of minor bugs and issues, maybe they'll take on the chance add some other tweakes there as well? , or better yet; undo some stuff like the KO animation, or that nerfing of some mid / low tiers? .... I suppose it depends on the fanbase input at 2ch.
BTW, The X/Y axis was not fixed at all (I knew it, harhar!); it just that the problems trigger at different instances with different frecuencies (being randomly crossovered in the corner for no reason is not fun), and the old instances are not 100% safe....
Also, I like that the fact that the old chars have dialogs with the DLC hints that the lines were recorded with the first batch of voice actiong (money wise, it makes no sense otherwise); that would mean that all that piffle paffle about not knowing if they were going to add DLC and not knowing who could it be would be a huge bag of air in that case.
さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 03/04/12. // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 25 as of 31/08/12
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| "Re(7):SamSpi" , posted Wed 12 Apr 02:19:
quote: Victoly! Interviews with the creators of old games are often very informative and this was no exception. I was particularly surprised to learn they didn't have to worry about budgets or timetables for a long chunk of time. For something with a worldwide reach games from that time period were remarkably loose and were seemingly built by the programming equivalent of garage bands. They really were working on the frontier in those days.
JM: Were you also involved in the Samurai Shodown RPG?
YA: I wish I could say we weren’t, but we were.
Why?? SS RPG may not be the best RPG game out there, but it isn't bad, either. It would have been better if SNK managed to finish its third chapter in time, but I don't think its developers should feel embarrassed about it at all. That joke was a bit odd. These are the same people who worked on SS3 so they shouldn't start critiquing their own work too seriously or we are going to be here all day.
Yes, and they actually seem to be quite proud of SS3 in this interview...
I will say that the SS RPG dig felt strange to me as well... I knew people that were obsessed with this game!
But hey, SS3 had huge characters and was pretty fun. If you make something beautiful and fun, you can still be a little proud (at least if you don't directly compare the game to SS2). The characters were huge, robbing my friends of 50 cents in a minute flat was fun, and this was the necessary stepping stone to get to SS4. Plus, 100% damage sword combos are... uh... realistic! (All joking aside, I did like the game's ridiculously huge damage).
I never did like the stupid chain combos in 4, though.
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[this message was edited by Mosquiton on Wed 12 Apr 02:46] |
PSN: robotchris XBL: robotchris Wii: n/a STM: n/a CFN: n/a
| "Re(2):Re(10):SamSpi" , posted Thu 13 Apr 08:40
quote: Back when I was recovering from the disappointment of CvS turning into Street Fighter vs KOF, I started imagining an alternate version of it that would have been more of a Vampire vs SamuSpi (my two favourite series from either company at the time). On concept, it worked surprisingly well: Amakusa, Mizuki, Gen'an or Basara wouldn't look out of place next to Bishamon, Aulbath or Jedah, and Nakoruru or Gaira could exist in the same universe as Leilei or Donovan.
All these years later, we learn that SS was actually Vampire at the draft stage. With how inbred the companies were at the time, I wouldn't be surprised if a transfer from SNK brought the draft concept to Capcom when they were looking for a new series to showcase the CPS2.
Speaking of romantic, this makes me long for the 90's in a way that almost nothing else would.
At the same time though, it also makes me realize what a huge missed opportunity CvS was (especially on the Capcom side).
Reading the article made me recall that while I often cast myself as a Garou fan, SamuSpi is where my SNK heart is.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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| "Re(3):Re(10):SamSpi" , posted Thu 13 Apr 09:06
quote: Back when I was recovering from the disappointment of CvS turning into Street Fighter vs KOF, I started imagining an alternate version of it that would have been more of a Vampire vs SamuSpi (my two favourite series from either company at the time). On concept, it worked surprisingly well: Amakusa, Mizuki, Gen'an or Basara wouldn't look out of place next to Bishamon, Aulbath or Jedah, and Nakoruru or Gaira could exist in the same universe as Leilei or Donovan.
All these years later, we learn that SS was actually Vampire at the draft stage. With how inbred the companies were at the time, I wouldn't be surprised if a transfer from SNK brought the draft concept to Capcom when they were looking for a new series to showcase the CPS2.
Speaking of romantic, this makes me long for the 90's in a way that almost nothing else would.
At the same time though, it also makes me realize what a huge missed opportunity CvS was (especially on the Capcom side).
Reading the article made me recall that while I often cast myself as a Garou fan, SamuSpi is where my SNK heart is.
I would've been totally happy with Cyberbots vs. King of Monsters for CvS1, myself.
In terms of Capcom franchise representation, UMvC3 is actually very good. I certainly don't think that all of the characters would fit into an SF/KOF gameplay style without feeling strangely gimped (e.g. Onimusha characters in SF? Weird!). But I also think it's worth remembering how many really great iconic characters in iconic franchises from Capcom were released after 2000: Gyakuten Saiban was 2001. Devil May Cry was 2000. Onimusha was 2001. Viewtiful Joe was 2003. Killer7 was 2005. Resident Evil 4 was 2005. The first Sengoku Basara was 2005. Monster Hunter was 2004. God Hand was 2006. Okami was 2006. And so on...
I mean, I'd love to have Rad Spencer, Super Joe, and the guy from Section Z in a game together, but that's just me.
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(2):Re(10):SamSpi" , posted Thu 13 Apr 17:47
quote: Back when I was recovering from the disappointment of CvS turning into Street Fighter vs KOF, I started imagining an alternate version of it that would have been more of a Vampire vs SamuSpi (my two favourite series from either company at the time). On concept, it worked surprisingly well: Amakusa, Mizuki, Gen'an or Basara wouldn't look out of place next to Bishamon, Aulbath or Jedah, and Nakoruru or Gaira could exist in the same universe as Leilei or Donovan.
All these years later, we learn that SS was actually Vampire at the draft stage. With how inbred the companies were at the time, I wouldn't be surprised if a transfer from SNK brought the draft concept to Capcom when they were looking for a new series to showcase the CPS2.
This reminds me of how I used to fantasize about a CvS before they actually made a CvS, and story-wise I liked to use some form of hell or afterlife as a connecting element, betweeen the Makai from Darkstalkers, the hell where Gouki supposedly sent opponents' souls during Shungokusatsu and the more supernatural sides of Samurai Shodown (ex. Basara) and Last Blade (with its continuity with FF, and therefore KoF) - and that as a bonus could enable stuff like bringing back canonically dead characters, nightmare Geese, the works.. It was kinda oddly fitting that in a way one of the last possible battle in the released crossover fighting games was in the Makaimura hell in the SvC Chaos battle against Red Arremer, and that despite all of its flaws that game implemented some decent cast variety. I'm also reminded that in the Namco X Capcom/Project X Zone games the multiverse is roughly divided into a modern human world (for most fighters and grounded settings), a demonic one (Darkstalkers, Makaimura, etc...), a fantasy one (Tales series, Tower of Druaga, etc...), an afterlife one (Genpei Touma Den and others) and a heavenly one (Legend of Valkyrie and at least the Ishtar part of the Tower of Druaga series), with the demonic dimension being the easiest to reach from the human one and vice versa, and that being used to explain Morrigan's frequent trips away from her home dimension - I guess the writers there thought similarly to some extent.
I agree with Spoon's mention of UMvC3 as far as the Capcom cast goes, but frankly the stage was already set as far back as MvC1, had they turned all of the Capcom assists into actually playable characters, which to some extent they did with the likes of Arthur and Saki in later games. Yet even all these years later and with many more character adapted to a combat system, even unlikely ones like Naruhodo, a Capcom-only crossover that does the concept justice is yet to materialize... has Capcom's market research, assuming they've done any, pointed to heavily to a dependency on partners like Marvel and Tatsunoko compared to other Capcom successes that could help promote such a game?...
...!!
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PSN: robotchris XBL: robotchris Wii: n/a STM: n/a CFN: n/a
| "Re(4):Re(10):SamSpi" , posted Fri 14 Apr 03:06
quote:
It's a nice coincidence (or the inescapable wheel of fate) but the past hour's Nintendo Direct had a segment on upcoming Neo Geo titles for Switch, one of which is Samurai Spirits Amakusa Kōrin (SS4), which is available in all regions on eShop this Thursday.
Fantastic, along with Shin Samurai Spirits, Amakusa Kōrin is a real favorite, and happens to be the last NeoGeo cart I ever bought (and at full price, yikes)! I haven't played it in years, but to me it was the Real Bout to SS3's Garou 3 ( I never cared for SS3, even though I enjoyed the Shura/Rasetsu system).
quote: In terms of Capcom franchise representation, UMvC3 is actually very good. I certainly don't think that all of the characters would fit into an SF/KOF gameplay style without feeling strangely gimped (e.g. Onimusha characters in SF? Weird!). But I also think it's worth remembering how many really great iconic characters in iconic franchises from Capcom were released after 2000: Gyakuten Saiban was 2001. Devil May Cry was 2000. Onimusha was 2001. Viewtiful Joe was 2003. Killer7 was 2005. Resident Evil 4 was 2005. The first Sengoku Basara was 2005. Monster Hunter was 2004. God Hand was 2006. Okami was 2006. And so on...
I'm certainly not crapping on Capcom's post-2000 output (or post-2000 games in general), but the 90's were a real golden age of 2D arcade fighters and beautifully rendered 2D work in general, in a last hurrah before everyone started checking receipts and it all became too expensive to continue on with.
As for non-Street Fighter representation in MvC, I've always thought it was quite good-- it's CvS that I think ended up being lousy in that regard. I mean, until CvS2 the Capcom side was, what, literally Street Fighter characters plus Morrigan? SNK eventually redeemed the crossover by having all kinds of odd choices in SvC.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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