Discussion in 'Other Fighting Games' started by TechPowah, Sep 15, 2015.
Might as well bring this up
Not too knowledgeable on KOF, but maybe one of you would be
Well, i'm a fan of KoF, i even got the Orochi Saga for the Nintendo Wii, which includes some of the arcade games ported to the home console, it's a pretty fun game, the music is excellent and i like the overall style of the game, most of the fans agrees that the best games are among KoF 96 or 97, for me, the best entry of the series is still KoF 2002 UM, because it includes all of the characters, and each team to that game, and some characters replaced (A character from Kof 96 who looked like Guile or something was replaced with someone called "Nameless" in the roster).
The thing that i like the most of the KoF games are usually the bosses, they are hard as hell, but each one has an interesting story, and an awesome theme for example: Krizalid, Rugal, Orochi, etc., the mechanics of each game are different, for example, you could execute a combo if you meet certain requirements in the first entry Kof 94, but in Kof 96 the game expanded the roster, and made easier to execute some of the movements.
So, if you were asking me which Kof is the best to start, i would suggest Kof 96 or 97', and then you go on with 2002 UM, for the expert in fighting games, i would suggest the original one, it's harder to control, but at the same time is so satisfying to play, and with the topic of Kof XIV, i'm interested on it, it's sad that it doesn't have the anime look of Kof XIII, but either way, i'm mostly interested on the gameplay and music of that game.
I wonder what kind of budget a Chinese food company focused on mobile will give this.
Visuals are pretty terrible, but there's a long time between now and launch and if the gameplay is good, then it's good. The series isn't dead, let's hope that is a good thing.
Now give me the best grappler back.
So they kicked out one of their biggest advantages (the art-style) right from the bat.
This bodes well.
The art and animation looks pretty uninspired. If they don't fix it up, I really don't see anyone playing this.
This reminds me way too much of Maximum Impact for that 3D to be a good thing.
I can't judge KOF, i barely touched any game of the series...
But didn't they fail sometime ago with a 3d title? Why they are trying again?
People play SFIV to this day.
Maximum Impact 2 sold well, last I checked.
It's probably cheaper, or at least less work.
Destructoid and Eventhubs are both saying the game will be released in January, where are they gdtting this? I couldn't find it on the site or in the trailer.
It better not be releasing in January.
The background is ugly. The character model i think needs just some polish.
what is up with that flame effect? it looks so bad... clipping thru the finger and all
This has potential, but it's still very early.
I'm seeing a lot of people's reactions to this and it's like they've completely forgotten how SFV looked like when it was announced.
you mean a shit ton better than what is being shown for KoF14? Yes. totally forgot.
Really? I thought it looked pretty bad. I guess it depends on how long both devs were working on their title before showing it to the public.
I'm not giving up on this so early.
If we're talking alpha builds, Rising Thunder looked pretty damn good...
looks horrible lol.
Don't forget that SFV was a transition from not-great 3D to not-great 3D.
Here we have transition from masterful sprites (I'd say the only ones being able to give Skullgirls a run for it's money) into not-great 3D.
Sure, there is potential...
Now, will that potential be explored?
If the january thing is true, than i doubt the game will be more polished than it looks.
I guess a better comparison would be the SFIV alpha, or pre-alpha, builds.
No kidding! Anything would be less work than the most convoluted approach to hi-res 2D graphics in the history of video games. There's a good reason why companies like Lab Zero and Vanillaware don't make their sprites pixel-by-pixel at those sizes, regardless of the results.
And yet those KOFXII sprites were probably the perfect excuse for SNK to kick some of the most talented 2D artists in the industry to the curb, for the sake of these cookie-cutter polygon mannequins. When a company is willing to cut off its creative limbs for the sake of profit, I don't care what the gameplay looks like.
And yes, I do hold Capcom to the same standard. At least I've had almost a decade now to mourn the death of that company.
Dear god Kyo looks emo as fuck!
The only excuse I can come up with for this pitiful showing is that their new owners ordered them to show something, anything.
err...? This is PS4? I'm a bit underwhelmed...Iori looks...let's just say it ain't nice. I hope they clean it all up cause it looks like a mid PS3 game.
This had to have been pushed out the door so they could show off something... I don't even like KOF and I'm disappointed.
If this game's coming out in January, then this IS what it looks like. Releasing in Jan means submitting in Dec at the latest, means content lock in Nov sometime, which means 1.5 or 2 months from now till DONE. I'd be surprised if it's really coming in January, though...
Um, we could, we chose not to because giant pixels is not the aesthetic we wanted.
Remember, KOF13 drew sprites over 3D renders.
Much as I love our work, I think you made that comparison backward. :^)
SNK has had a history of not saying shit about their games until they come out, so it's highly doubtful that this is some preliminary stuff.
Should we use this as a case study as to why one should not force developers to show their stuff before they're ready to show it?
If it's January then that's not the case.
Really not sure where everyone is getting January though since it's not on the site or in the trailer, you'd think they would have mentioned it publicly if it was coming out in a few months.
wow Skullheart somehow cares about KoF? Shocking.
Anyway this Maximum Impact all over again with the graphics but let's just hope this was rushed to just show something.
And last time I've checked Kyo doesn't look this "cute". Even though 12 (XII) had a better trailer, let's just hope their second trailer is a bit polish.
I knew this shit was gonna happen with KoF being 3D again. Just don't want Maximum Impact gameplay and I'll be happy. But fuck SNK why not a god-damn XIII dream match? You guys have done this everytime: 3 game story saga and then a dream match. Also this game doesn't convince me to buy a PS4 so that's another nope for me.
But whatever I'm just glad they're doing a game but would like to see more than mobile games and pachinko slots.
You know what they don't have a history of, though? Being owned by Ledo Millenium.
I don't really know what was going on in the Ash storyline but doesn't Iori having his old move set imply this could be a dream match?
I'm hoping for a dream match, I need Shermie, Vanessa and Yamazaki back. Not Omega Rugal would be cool to.
Game look dated as hell and feels like it lost its charm. Feels like a step down aesthetically from KoF XIII. At least GG Xrd made the transition less jarring.
I doubt it because technically Iori got his powers back and XIII was the end of the saga, therefore this game actually had a story with a shit ending.
Much like Mr. Crimson himself, the Tales of Ash didn't work that way. XII was a pitiful failure of an anniversary game that shouldn't be called a Dream Match, but it's still an official Dream Match in SNKP's eyes. Besides, we don't know if XIV will be a Dream Match or not.
Oh I never counted XII as part of the story. That game wasn't even a dream match, that was a test game. I was going by 2003, XI, and XIII. If anything I might as well consider XIV a test game as well.
With so many frames to work on, they kinda had to use renders to keep the work manageable. At that scale, the difference between a roughly drawn frame, and its clean-pixel interpretation, could be massive. The renders at least allowed them to worry less about the tasks associated with the drawing process (proportions, lighting cues, refining sketch frames, etc.) and stay focused on the gargantuan amount of pixel cleanup work that was needed.
Obviously you're familiar with the general challenges of making pixel art, but it's still worth noting that pixelling requires a fairly different mindset than traditional drawing. Many of your key contractors for Skullgirls would probably not have been able to apply their artistic skills as efficiently for a KOFXII sized sprite, and there likely would have been a lot more pressure on your internal team during the cleanup process. I think the approach you guys chose was not only aesthetically pleasing, but also a far more efficient use of everyone's talents for that scale.
That's not to knock KOFXIII's sprites, of course. Those things turned out beautifully. I just wish SNK had given their 2D artists another opportunity to try their hand at hi-res artwork for this new game. I think with the freedom to use all of the tools available, they could have come up with an approach that was more practical than KOFXIII's, but still looked amazing.
400 to 600 frames per character for KOF13. (source)
Average 1,439 frames per character for Skullgirls, with Squigly and a few others being over 1,600.
That's 2x to 3x as many frames per character for SG, all still with hand-drawn shading and colors.
Skullgirls doesn't have self-shadowing (Terry's arms casting shadows on his legs) but that comes from the 3D render, not the pixel artist.
If we did KOF-style frames they'd be at less than half the resolution of SG's frames, but we'd still have done them with color and shading layers, just enlarged in-engine like the 8-bit loading-placeholder art is. The process wouldn't change that much and would produce resultant pixel art. Separating it into lines and colors makes it incredibly more efficient to make, so I don't see it taking any longer per frame than SG's. I thiiiiiiiiiiink we could have handled it.
But thank you for explaining to me how the thing I was involved in, worked. :^)
I dunno... This thing still looks "unpolished". Animations feel a bit stiff and FOR GOD'S SAKE THIS CUTEBOY KYO DOESN'T SEEMS RIGHT!
They could've spent the money they burn on pachinko trailers to make this one better
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