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Just a Person 1300th Post
Red Carpet Executive Member
| "Re(4):KOF XII Spring thread" , posted Fri 22 May 22:07
quote: Just wondering, what has been SNK's disregard for not having your teammates standing in the background watching anymore? If anything this title especially needs it with so few backgrounds.
Yes, it would be great! Seeing your teammates (who were also controlled by you, but anyway...) in the background cheering for you was one of the coolest things in KoF.
Anyway, does anyone know if KoF XII will have a story? I know the Arcade version is just a dream match game, but it seems the home versions will have a lot of things the Arcade didn't have, quite like SFIV, so maybe it could be the game that finishes (or at least continues) the Ash story arc, after all...
(plus, seeing Mature - and hopefully Vice as well - reappearing alive and well would be a great surprise for Kyo and the other people)
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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Korigama 123th Post
Regular Customer
| "Re(5):KOF XII Spring thread" , posted Sat 23 May 10:34
quote: Just wondering, what has been SNK's disregard for not having your teammates standing in the background watching anymore? If anything this title especially needs it with so few backgrounds.
Yes, it would be great! Seeing your teammates (who were also controlled by you, but anyway...) in the background cheering for you was one of the coolest things in KoF.
Anyway, does anyone know if KoF XII will have a story? I know the Arcade version is just a dream match game, but it seems the home versions will have a lot of things the Arcade didn't have, quite like SFIV, so maybe it could be the game that finishes (or at least continues) the Ash story arc, after all...
(plus, seeing Mature - and hopefully Vice as well - reappearing alive and well would be a great surprise for Kyo and the other people)
No story, no boss...just a time trial. If anything, it's too limited to even be considered a dreammatch, either (more like a beta for XIII, really).
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Pollyanna 2677th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):KOF XII Dot Art website" , posted Sat 30 May 13:09
I've spent a number of hours with the game now and I'm just sort of...confused.
I don't dislike it and I definitely have fun playing it, but if you asked me "how do you like the new systems?", I wouldn't know how to answer, because nothing seems to come together quite right. I don't know what the developers were thinking. I don't mean that in a "what the hell were they thinking!?" kind of way...more like "how am I supposed to make this come together?"
I'd like to see someone "good" play the game. I've seen people play it like a normal KOF and do well, but it has so many new ideas, it seems like the "right" way to play it should be a little different. Nothing in the game rubs me the wrong way, but I'm starting to think they just threw out a bunch of new ideas without any thought of how they would play out or work together.
The CD counter is very easy to get the hang of, but I've never seen an effective way to set up for a critical counter. It seems like it's just a flashing bar that makes people nervous and randomly results in lots of damage if you happen to get it off.
Also, I can't connect with a normal throw to save my life. Command throws are fine, but I whiff like...3/5 normal ones.
青春謳歌 弱肉強食
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Professor 2545th Post
MMCafe Owner
| "Re(5):Re(10):KOF XII Dot Art website" , posted Sat 13 Jun 22:27:
quote: Small note- I've played the console versions today, it's not surprising but the game has no boss.
Could you play Mature and Zabeth? Do they still have a very limited move list, especially Mature, or did they receive some more options?
They were in the game, yes. I used them but I've neglected to check their moves list. From what I played, Mature seemed quite limited; what you've seen in videos up to date is pretty much all she has. That is, she had her Metal Massacre, Despair, and Heaven's Gate DM. And that's it. No DeathBlow, Sacrilege or Ebony Tears.
Karma May actually feels complete compared to some of the other fighters. That said, she only had moves shown in promos up to date, nothing new.
Also, the game keeps its 5 stage time trial format.
[this message was edited by Professor on Sat 13 Jun 22:56] |
Professor 2546th Post
MMCafe Owner
| "Re(6):Re(10):KOF XII Dot Art website" , posted Mon 15 Jun 20:43:
quote: As in they haven't added the boss yet, or KOF XII didn't have a boss to begin with? That's a bummer...
The arcade release didn't have a boss, and it played as a time trial game. I was hoping things would be different in the console version, but apparently things haven't changed.
quote: I refused to believe it at first, but I guess it was true after all... How comes a fighting game does not even feature a final boss? KOF XII feels almost like a demo; you can't call this a complete product.
Sigh, it's a shame SNK went trough so much trouble and efforts to pull out such a magnificent looking game, with all its glamour, grandeur and reminiscences of the old times, to end up offering a mere coitus interruptus.
IMO, it seems like SNK just spent too much time trying to perfect the game's graphic quality that they released it really half-baked to hit shipment. It looks great with its KOF97 atmosphere, and it's really a pity that the game plays like a "KOFXII Version 0.5" rather than a full product.
Quality over quantity is usually a good thing, but even that has its limits, like the characters not having any taunts, only having one victory pose, and no character-to-character prefight demos.
And even moreso when it effects game mechanics. The chararacters in KOFXII don't have distant attack motions. That's to say, if you were using Terry and you pressed fierce punch, you'd do his close-range punch no matter how far the opponent is. I'm hoping that this would be updated in the console version (I forgot to check it, but I doubt it.)
quote: Did they added absolutely anything aside from the 2 extra characters? (which where hinted to be more than 2 at one point, but I won't go into that). Something like new stages, taunts, voices or extra side content in the game?
I didn't see any new stages. Taunts, I'm not sure, but seeing how incomplete Mature felt, I doubt it. The console version features online play, gallery mode, and a replay mode where you can view and upload gameplays. There's also a Marketplace mode where you can purchase additional content (hopefully it'll be more than just wallpapers). Also good news to PS3 owners, the game can be installed on the HDD to cut back on load time.
[this message was edited by Professor on Mon 15 Jun 23:24] |
Spoon 1767th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(7):Re(10):KOF XII Dot Art website" , posted Tue 16 Jun 03:45
quote: And even moreso when it effects game mechanics. The chararacters in KOFXII don't have distant attack motions. That's to say, if you were using Terry and you pressed fierce punch, you'd do his close-range punch no matter how far the opponent is. I'm hoping that this would be updated in the console version (I forgot to check it, but I doubt it.)
In some ways that's not an entirely accurate assessment, since a bunch of characters do have far versions of their moves... it's just that they're done with a command now, rather than being automatically picked based on distance.
In some ways I prefer this, because it reminds me of SFA3 where often times you wanted the close version of the move, espcially at ranges where it wouldn't normally come out if it was based on the automatic triggering. Some moves like this were Sakura back+fierce, Ryu/Akuma back+roundhouse, etc. Considering how the CC system works in KOFXII what with only specific normals able to trigger it, having this command-based interface is probably for the best.
Still, that's not to say that a lot of characters haven't got gimpy movelists. Clark's movelist is as small as its been since... I dunno, KOF'94? I can't remember all the normal moves he had in 94 so I'm not sure whether KOFXII Clark compares favourably or not. It definitely shouldn't be counted as a positive achievement, though.
While KOFXII is pretty fun and pretty pretty, I'm more interested in the direction that the series is going to take from KOFXII. At the arcades I've been to, last I saw the longtime 2k2 players were still playing 2k2, while the neophyte fighting game players were playing SF4. It'd be interesting to see if successive SF4 iterations become more hardcore and more technical, while successive KOFXII-based iterations become more... accessible? Hardcore? Who knows.
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Spoon 1768th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(9):Re(10):KOF XII Dot Art website" , posted Tue 16 Jun 10:29
quote: I want to believe this is SF3, and by buying I want to think I help them create KOFXIII/Second Impact.
Right now, I'm wondering if they're going to run some kind of parallel stream where KOF old sprites is going to go on as SFA did while KOF new sprites is going to go on as SF3 did, and maybe KOFMI goes along as SFEX did. In fact, I'm sure somebody else (a lot of somebody elses) has already thought this before. Arguably they're already doing this, what with arcade releases of the UM games.
One thing about SF3 though is that it was much more complicated than SF2, what with all its new juggling rules and parries and EX moves and selectable supers and whatnot else. Whether or not SF3:NG was more complicated than SFA2 is another issue, though I'm sure an argument can be made that it was at least as complicated. KOFXII is intentionally much less complicated than its contemporaries and its immediate predecessor. If we are going to follow the KOFXIII/2I line of thought, I'm not sure exactly where that's going to leave us. Maybe Clark will get more moves and a nasal-sounding voice before returning to a deeper voice in KOFXIV.
All said, I'll still probably end up buying it once I get a PS3, and once I've given them my money all my justifications are moot.
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Professor 2546th Post
MMCafe Owner
| "Re(10):Re(10):KOF XII Dot Art website" , posted Tue 16 Jun 22:38
quote: But was the KoF XII console version you played the final version, the one that will be released? Or could it be just a beta version, and the version that will be effectively released is still being finished and therefore could have features that you didn't see?
At just one month prior to the game's release, I doubt it was a beta. I'm hoping it wasn't a final build, though.
quote: In some ways that's not an entirely accurate assessment, since a bunch of characters do have far versions of their moves... it's just that they're done with a command now, rather than being automatically picked based on distance.
That's true, but it's usually just one move per character. I suppose the other moves like a far B is trivial, but I do miss them.
Despite its setbacks, I actually like KOFXII. It feels old-time but its graphics gives it the magic. And the balance seems relatively good for an SNK game.
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Toxico 4747th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Re(10):Re(10):KOF XII Dot Art website" , posted Wed 17 Jun 05:21
quote:
It's like KOF94 Rebout-Rebout. Sounds as if they're just collapsed 15 years of Ralf/Clark normals differentiation. OH WAIT, weren't they still relatively different in '94?
In 94 they had almost the same normals, but they had different speeds, and some of them could be canceled with Ralf, but not Clark. The normal throws, some jumping attacks, the CDs and the supers where different. And some misc poses (taunts, intros, win poses, AB dodge (I think), and others).
目に焼きつけて、死ぬがいい・・・ Last updated : 08/05/09 (99 personajes)
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Baines 246th Post
Frequent Customer
| "Re(2):Re(10):Re(10):KOF XII Dot Art website" , posted Wed 17 Jun 07:48
quote: I believe the complains would have been way more serious if they actually would have done a Garou or a Ryuuko with no storyline. I can already did the "The brought back XX and Rock, but I don't have a storyline, bargh". Also, KoF doesn't use that much of the Garou cast in the end. Or if they would have done that, there would have been complains that no other KoF reused graphics from other games, or that the KoF would have been 60% or 70% another game cast "MvC 4".
They've been promising MOTW2 since forever, and KOF has slowly been moving towards the MOTW era.
If SNK didn't even mention a high res KOF, but instead released a high-res MOTW and a couple of years later released a high-res KOF that used that MOTW as a basis, I don't think the complaints would be too bad.
KOF wouldn't exactly be hurt by moving more MOTW characters into it. As well, a new MOTW could handle some more return of updated classic characters. KOF as a series does have a relatively large amount of Fatal Fury characters, most of which who were not in MOTW.
Waiting for the start of a new KOF arc to switch to new sprites means that you can shape the new story to the new roster. You can temporarily cut entire teams if necessary. With the second chapter, you can continue to bring in more non-Fatal Fury characters to increase game diversity. (Heck, if you think the roster will still be too Garou-loaded, give the starting chapter of the story Garou leanings and expand it outward in the later chapters.)
As for a story, part of the point of doing a "regular" (non-team/non-compilation) fighter is that you aren't expected to have a giant roster. Fifteen or sixteen characters is a complete non-team fighter. With a lower total character target, you also have time to add the character frills and a real story. Further, prioritize your characters to story importance. If things fall behind schedule, you can cut the least important. If things look ahead, you might be able to add a special guest or two. (You can make such a special guest a non-Garou character as a tease for the later high-res KOF, and hopefully get people thinking of the sprite recycling in a positive light.)
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