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Iron D 3222th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Random: Game edition" , posted Wed 15 Jul 03:41
quote: Not exactly the freshest of news, but I had forgotten that Samurai Spirits Sen was coming the the X360. I could swear I've seen that it was to be released in the US as well. It looks... pretty good, I think, and I'm more excited about it than I was about any recent Soul Calibur or Tekken, despite the fact that it involved the somewhat distasteful business of an SNK 2D fighter being made 3D.
So, for those who have played the arcade version, is it remotely decent? I seem to recall it being generally panned in the arcade.
Hey, hey, hey! Samurai Showdown 64 kicked ass! So SNK 2D fighters can be good 3d fighters...sometime. Speaking of which, I'm interested in knowing what the the general feeling is towards Fatal Fury: Wild Ambition. I've seen vids, and while it certainly shows its age, it still looks fun.
As for SS Sen, I seem to recall people saying it sucked. Can't remember specific reasons why, though. Sorry if that's not much help to you Karasu.
Er.....
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Amakusa 804th Post
Red Carpet Regular Member+
| "Re(4):Random: Game edition" , posted Wed 15 Jul 15:33
quote: Hey, hey, hey! Samurai Showdown 64 kicked ass! So SNK 2D fighters can be good 3d fighters...sometime. Speaking of which, I'm interested in knowing what the the general feeling is towards Fatal Fury: Wild Ambition. I've seen vids, and while it certainly shows its age, it still looks fun.
I loved both SS 64 games, although I really didn't get to play the first one all that much. The second one was just plain better.
Wild Ambition actually replaced SS 64 at my old arcade, which is why I didn't get to play it much. I tended to only use Billy and Geese; I did way better with Billy, though. I can't say I remember too much about the game other than it was rather playable, and the fact that I learned to hate Tsugumi pretty darn fast (her and her whip-whip-voom running sound).
Not many people challenged me so I played against the computer most of the time. I remember getting to Geese's sub-boss Andy and losing, though; I don't remember actually taking the time to try and beat the game.
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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Iron D 3253th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):KOFXII didn't score too good" , posted Thu 23 Jul 20:53
quote: According to early reports, KOFXII scored a 5/5/7/5 on Famitsu, which is pretty.. low. In fact, that's lower than the buggy Arcana Heart 2 for the PS2, which was 6/7/6/5.
Apparently, common comments made by the reviewers was that the game has no storyline, no bosses, less characters and moves than previous KOF games. Will check out the mag later.
To be honest, I could care less about the story at this point. It just seemed too bogged down after over a decade of attempted story progress. But NO BOSSES? At all? Damn!
I'm under the impression that it will be fun to play, but not have the lasting life that other fighting games have. Guess I'll be sticking to 98UM and XI for my KoF fix for now.
Er.....
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Oroch 1071th Post
Red Carpet Premium Member
| "Re(1):KOFXII didn't score too good" , posted Thu 23 Jul 23:24
quote: According to early reports, KOFXII scored a 5/5/7/5 on Famitsu, which is pretty.. low. In fact, that's lower than the buggy Arcana Heart 2 for the PS2, which was 6/7/6/5.
Apparently, common comments made by the reviewers was that the game has no storyline, no bosses, less characters and moves than previous KOF games. Will check out the mag later.
nooooooooooooooooooooo
with everyone and their mother bitching about seth i would've thought they'd like a game without a boss, an snk boss would make seth look like dan
no storyline? seriously? because sf4's storyline makes it just that much better, right?
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kofoguz 741th Post
Red Carpet Regular Member+
| "Re(1):KOFXII didn't score too good" , posted Thu 23 Jul 23:38
quote: According to early reports, KOFXII scored a 5/5/7/5 on Famitsu, which is pretty.. low. In fact, that's lower than the buggy Arcana Heart 2 for the PS2, which was 6/7/6/5.
Apparently, common comments made by the reviewers was that the game has no storyline, no bosses, less characters and moves than previous KOF games. Will check out the mag later.
IIRC Famitsu isnt exactly in Love with SNK. But how come graphics, gameplay etc. is affected by the absence of storyline? Professor, do you know what is scored 7 and why?
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hikarutilmitt 500th Post
New Red Carpet Member
| "Re(1):KOFXII didn't score too good" , posted Fri 24 Jul 05:58
quote: According to early reports, KOFXII scored a 5/5/7/5 on Famitsu, which is pretty.. low. In fact, that's lower than the buggy Arcana Heart 2 for the PS2, which was 6/7/6/5.
Apparently, common comments made by the reviewers was that the game has no storyline, no bosses, less characters and moves than previous KOF games. Will check out the mag later.
It may seem biased but, to be honest, that seems a bit right or only slightly lower than where it should probably be (IMO).
It does look nice in general, yes, but because of all the animation and them apparently wanting you to see every single one the game is INCREDIBLY slow. I'm usually not one to complain about a fighter being too slow (I'd rather have a reasonably slow and steady than blinding fast, I always put HF on 3 stars on SNES instead of 10 like a lot of people) but it is painfully slow. I could see getting used to the system making this a boon, but the rounds go slowly despite the high damage that can be dished out at time.
Another thing is the painful difficulty. Even level 8 KOF can be manageable sometimes, but this was absolutely ridiculous. It was a long and boring chore just to complete the first match, let alone win.
And, lastly, the game just isn't FUN. It's very stripped down, feels cramped, is difficult to pick up and play and only made me want to play KOFXI and '02UM that much more. If they DO end up completing the game with KOFXIII I'll be fine with XIII, but as it stands XII just isn't very good. It's like they spent all this time redrawing everything and forgot to make a game.
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Grave 1193th Post
Red Carpet Premium Member+
| "Re(2):KOFXII didn't score too good" , posted Fri 24 Jul 06:21
I had planned to pick it up regardless of how people responded to it, but... well, it's one thing to impulse buy mediocre games at $20-$30 like I did with NGBC etc, but $60 is a harder sell! I do want to encourage SNK to move forward with a complete game with even more nice sprites, but if the core game isn't good, well, that's kind of a problem!
The netcode will have a lot to do with whether or not I pick it up. Blazblue's home version totally spoiled me, so a bare-bones port of a bare-bones game like KOF XII might be a tough sell.
It's missing pretty much everything I loved about KOF XI, but I'm hoping to find something I like in XII anyway! And if not, well, as Atomiswave emulation matures, maybe we'll have KOF XI with GGPO support someday...!
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Oroch 1072th Post
Red Carpet Premium Member
| "Re(3):KOFXII didn't score too good" , posted Sat 25 Jul 04:07
quote: I had planned to pick it up regardless of how people responded to it, but... well, it's one thing to impulse buy mediocre games at $20-$30 like I did with NGBC etc, but $60 is a harder sell! I do want to encourage SNK to move forward with a complete game with even more nice sprites, but if the core game isn't good, well, that's kind of a problem!
The netcode will have a lot to do with whether or not I pick it up. Blazblue's home version totally spoiled me, so a bare-bones port of a bare-bones game like KOF XII might be a tough sell.
It's missing pretty much everything I loved about KOF XI, but I'm hoping to find something I like in XII anyway! And if not, well, as Atomiswave emulation matures, maybe we'll have KOF XI with GGPO support someday...!
just picked it up, definate lack of polish, graphics are very nice though
my main complaint is that it feels like i'm wading through molasses with all the moves, why the hell did they make it so slow
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Spoon 1796th Post
Silver Carpet V.I.P- Platinum Executive
| "Re(5):KOFXII didn't score too good" , posted Mon 27 Jul 16:15
quote: I am having a tough time pulling off some things though. Timing is very harsh! Maybe it's just because I'm used to BlazBlue, where timing is extremely lax on nearly everything. I wish they had given a bigger window in KOF XII, though, since playing online will almost certainly make things more difficult.
One of the clever features of Blazblue is that when you press a button, the game repeats that input for 5 frames. This makes link combos a lot easier (hint: press the buttons earlier than normal to take full advantage!) as well as making attacks the instant you get up/exit blockstun easier.
I'm frankly still confused about how the people who made SF4 thought that bringing back the "chained shorts/jabs lose ability to cancel into specials" was a good idea, especially knowing that the frame data would obviously allow for linking of shorts/jabs.
quote: game is too slow
The game was EVEN SLOWER in earlier versions, and in those versions you really got to see all the animation. The current version I think is alright; maybe a bit slow by the usual KOF standard, though. I remember playing Vampire Savior and constantly wishing that I could make the game run even slower because the game played at a fast speed and I kept wanting to be able to better savor the sprite animations.
My take on slow games is still the same, though: you can't just take the same game that's been refined for years and years and suddenly think that by reducing the game speed it becomes accessible. The game mechanics have to be built with that slower pace in mind.
One thing which is difficult for me to shake is that having played fighting games for so many years, it's become harder and harder for me to grasp how good/fun/accessible a fighting game is for somebody who isn't used to playing them. I do know that if somebody like me who has been playing them for so long has trouble playing it, it's probably pretty difficult for a newbie to pick up. OTOH, "easyness" is becoming hazier and hazier for me.
quote: bad review scores
The fact that KOFXII got even lower scores than the dodgy S!AH2 port is rather sad, but the low scores are a good reflection of the reaction that anybody unfamiliar with KOFXII would probably have after plunking down $60 and finding out just what they've paid for.
some mindless rambling: On one hand, whether or not the console port contains all the latest balancing tweaks the current arcade version has is something that doesn't make a huge difference to the non-hardcore. If you haven't ever played the arcade version, you wouldn't even know that the slowdown is THAT abnormal (though in some cases it is awfully strange). The cut-down sprite frames and sprite resolution are plainly evident, with many sprites looking like they plain fuzz up when doing certain things.
But after all that is said, S!AH2 still has 20 different characters and 20 different arcana, story dialogue and endings for each character, and a boss to fight, and a double-digit number of backgrounds (which aren't animated). In terms of just content, S!AH2 definitely has more.
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hikarutilmitt 503th Post
New Red Carpet Member
| "Re(6):KOFXII didn't score too good" , posted Tue 28 Jul 06:30
quote: On one hand, whether or not the console port contains all the latest balancing tweaks the current arcade version has is something that doesn't make a huge difference to the non-hardcore. If you haven't ever played the arcade version, you wouldn't even know that the slowdown is THAT abnormal (though in some cases it is awfully strange). The cut-down sprite frames and sprite resolution are plainly evident, with many sprites looking like they plain fuzz up when doing certain things.
But after all that is said, S!AH2 still has 20 different characters and 20 different arcana, story dialogue and endings for each character, and a boss to fight, and a double-digit number of backgrounds (which aren't animated). In terms of just content, S!AH2 definitely has more.
You bring a good point to the table. Something I think BlazBlue has going for it is, well, everything.
It's not as easy to get into as, say, SF4 but it's a good deal easier than GG and, in this case, KOFXII. I've seen a lot of casual players joining in and really enjoying it.
The home port is superb and has a LOT of offline content for those that still don't like playing online, plus it lets you set the game to arcade specifics for the tournament/enthusiasts.
I've been playing the game for a while now but had no idea about it repeating an input for 5 frames. That is awesome to know and, honestly, makes it even MORE accessible than SF4. If they did something like this for SF4 I have a feeling fewer people would be scared away by the scads of link combos in the game that you almost have to use just to survive.
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