PSN: Mike_ADV XBL: n/a Wii: n/a STM: tamakimike CFN: n/a
| "Re(1):3 or 18 left?" , posted Fri 25 May 07:08:    
quote: While I've lost the link with a better photo, there's reportedly a Gold version of the NeoGeo Mini which is only being gifted at this point.
That means the NeoGeo Mini was announced back in November last year ?
quote: And the official website has... *drumroll* 14 characters.
So of course now people are going to try and convince everyone that the rest are DLC. Even though there was already an interview stating that they weren't planning DLC at that time, so even if they did change their minds, expecting it to double the roster would probably be very silly.
That wouldn't be the first time someone did that. But I still think these 14 will be first one to be shown since there's still time until september and only 3 missing to be revealed. By the way, the silly koma (sadly) ended but at the bottom of the main website, we have 12 girls, KukriSandel Dark and Kokoron (plus a hidden Love Heart) and if we add Shermie, we might get our first 14 Heroines in the game.
So the ones to be announced in the following weeks might be King, Luong, MuiMui and Mian.
[this message was edited by KensouADV on Fri 25 May 07:18] |
| "Re(3):3 or 18 left?" , posted Fri 25 May 19:04:    
quote: That means the NeoGeo Mini was announced back in November last year ?
? ? ! !
It was in our face all this time ! !
I partly knew about it when I visited a website (I cannot tell if it was at Neo-Geo.com or ResetEra).
I think the Love Heart deal was probably a mutual agreement between SNK and Highlights. Highlights allowed SNK to use Love Heart one last time. With respect to Highlights, SNK decided not to include that Love Heart icon and in some media such as manga.
(Note: Love Heart does not appear in the KOF XIV Hong Kong Manhua and the "A New Beginning" manga. Though Mui Mui appears in the Manhua, but not in the ANB Manga yet.)
As I was reviewing what I said about the SNK/Highlights issue. I speculate that Highlights prioritized in acquiring SNK's pachislot hardware assets (cabinets, metal molds and other parts) first, as a bonus, they acquired 2 pachislot IPs first (Sister Quest and Sky Love). The Super Oto-san costume cameo in Sister Quest Paradise (Highlights Entertainment's second Sister Quest pachislot) might indicate Highlights is not done with their deal with SNK yet once they release the Sky Love pachislot.
However, with the SNK Heroines development (and Nariyuki Quest), the (trademark filing and) announcement of the Sky Love pachislot is stalled for at least 18 months after announcement.
Now that SNK Heroines is coming out, Nariyuki Quest has ended and Sky Love by Highlights Entertainment teaser is now inevitably coming. There is a very big chance that Highlights Entertainment will finally complete their acquisition of SNK's remaining pachislot IPs.
I guess SNK still own the remaining pachislot IPs (through SNK Entertainment) until "the deal is completed". This may be the reason why SNK is using Mui Mui in Nariyuki Quest (and SNK Heroines) like there is no tomorrow. That's because SNK still owns Dragon Gal (to a limited capacity) until Highlights will finally "complete" the acquisition.
When that time comes, they have no choice but to let them go after SNK Heroines, they might become a liability in the future if they keep them any longer (it took Highlights 18 months to file the trademark of Sky Love after announcing it on October 2016).
I personally think Ledo Millennium, SNK's new owners, wants to disassociate the SNK's Brand Name from pachislot.
Pachislot Rant #242354325 Aside,
quote: That wouldn't be the first time someone did that. But I still think these 14 will be first one to be shown since there's still time until september and only 3 missing to be revealed. By the way, the silly koma (sadly) ended but at the bottom of the main website, we have 12 girls, KukriSandel Dark and Kokoron (plus a hidden Love Heart) and if we add Shermie, we might get our first 14 Heroines in the game.
So the ones to be announced in the following weeks might be King, Luong, MuiMui and Mian.
I think King at best will be an Unlockable/DLC in this one. The last character is a tall(?) girl with her long hair tied to a ponytail. She wears a vest, shorts, and bracelets as one of her costume (I'm not sure if it is her default).
EDIT: Since the transfer of rights of Sky Love from SNK to Highlights Entertainment happened during the development of SNK Heroines. Highlights gets included in the Copyright list. Probably after SNK Heroines is out, Highlights gets complete control of Sky Love.
"Lasciate ogne speranza"
[this message was edited by Yuki Yagami on Fri 25 May 20:36] |
| "Re(5):3 or KoF14 left?" , posted Mon 28 May 22:34:    
quote: What is the consensus on the latest batch of DLC characters now that they have been out for awhile? Is Heidern as good as he first appeared? Has anyone figured out how to play Najd?
Quickhand answer: Heidern is top tier, Najd is broken, Oswald and Mary are good but not enough to be popularly used.
Najd is a flashback of Raiden From KOF13, but with a Rekka move. Basically, she can do 40% damage on a combo with no meter using her Dropkick, making her way towards victory after about 20 counts on the timer. She also has a command throw and a very good CD attack which rarely gets seen because of the dropkick button hold. Najd is relatively simple to use and strong as long as you can keep a finger on the D button at all times (personally it gives me cramps so I don't use her). Many people have her in their team.
Heidern can play almost like a KOF version of Guile because of his strong anti-air and projectile that needs to be normal jumped. What's more, he also has strong offense-- many of his normals are strong, he has an overhead, his standing D needs to be blocked low, and he has a new projectile super that's like Jedah's from DarkStalkers that circles around in one place. He has a few other new moves too that's not core to his strength but serves well enough to make him even stronger. He lacks in damage compared to some other top tiers, but his stability and higher HP justifies it.
Oswald is... nobody really uses him. People see potential in him and his damage, but not enough to use him because he can be relatively situational and his movement takes time to understand. Also, there's reportedly a glitch where the buffer on 1P side is shorter than 2P, making it hard to do the finisher on his Rekka at perfect timing.
Blue Mary is good but not overpowering, so very few people use her. Her specials are good but can be pretty high-risk if the opponent has meter, so she's best on point. However everyone's favorite point character right now is Najd so that seat's taken. Her normals have relatively short reach, so she's the typical character who has a hard time getting in on the opponent but then has the tools to mix things up until the opponent is dead. But given that's not really an optimal style in playing KOF14, it's understandable that she isn't too used despite being relatively good.
[this message was edited by Professor on Tue 29 May 00:02] |
PSN: Mike_ADV XBL: n/a Wii: n/a STM: tamakimike CFN: n/a
| "Re(5):3 or KoF14 left?" , posted Tue 29 May 01:32:    
quote: What is the consensus on the latest batch of DLC characters now that they have been out for awhile? Is Heidern as good as he first appeared? Has anyone figured out how to play Najd?
Yeah, Najd is just like Raiden in the Arcade version of XIII. Dropkick to the win. And if we go by recent numbers in tournaments, she's just as popular as Iori. Heidern is not too far behind because of his zoning and damage. I think Oswald is just too much work to achieve same results and Blue Mary is just "good" but not on the same level as the others.
EDIT: Well, guess I got beaten by a more in-depth explanation. But I just want to add that I have no idea how those button hold characters are meant for "beginners" when it makes you hold your controller like a crab since a supposed beginner won't spend in an arcade stick against their better judgement. Yeah, this more of an SFV problem but Najd is worth mentioning.
quote:
I guess SNK still own the remaining pachislot IPs (through SNK Entertainment) until "the deal is completed". This may be the reason why SNK is using Mui Mui in Nariyuki Quest (and SNK Heroines) like there is no tomorrow. That's because SNK still owns Dragon Gal (to a limited capacity) until Highlights will finally "complete" the acquisition.
When that time comes, they have no choice but to let them go after SNK Heroines, they might become a liability in the future if they keep them any longer (it took Highlights 18 months to file the trademark of Sky Love after announcing it on October 2016).
I personally think Ledo Millennium, SNK's new owners, wants to disassociate the SNK's Brand Name from pachislot.
Sorry but even if it's SNK, it makes no sense to keep promoting a character that will be treated like K9999 just right after September. And just like you posted that Hightlights is credited in SNK Heroines, I think it'll be a Strider Hiryu situation where Capcom doesn't really have the rights to the character but keeps using him in many games though deals with his owners. Maybe the manga stuff is those "case by case" bureaucracy since the chinese manga seems to be handled by a third party and the ANB manga looks to have a big pacing problem by the most recent chapter and all those previous with just Team introductions.
As for the silhouettes, I don't think the size of a character is really relevant since Luong appears to be behind Yuri and she's easily the tallest female character to debut in KOF but the silhouetter doesn't appear to be so much as Sylvie is not that small as in your image (and she's actually taller now than in XIV). And I think Shermie being in her regular outfit to be an outlier and not the norm and looks to be "corrected" in the official webpage so I assume she isn't in her regular clothes.
[this message was edited by KensouADV on Tue 29 May 02:29] |
| "Re(6):3 or KoF14 left?" , posted Tue 29 May 14:33:    
quote: Sorry but even if it's SNK, it makes no sense to keep promoting a character that will be treated like K9999 just right after September. And just like you posted that Hightlights is credited in SNK Heroines, I think it'll be a Strider Hiryu situation where Capcom doesn't really have the rights to the character but keeps using him in many games though deals with his owners. Maybe the manga stuff is those "case by case" bureaucracy since the chinese manga seems to be handled by a third party and the ANB manga looks to have a big pacing problem by the most recent chapter and all those previous with just Team introductions.
*hands a pitcher of ice cold water with ice cubes and an ice filled glass*
I meant, they can still promote them in SNK Heroines (with Highlights permission). However, any SNK projects after SNK Heroines, but the possibility is still there. There is a very big chance they cannot use them anymore and starts being treated like K9999. I know it won't be implemented immediately. I meant, SNK's future projects like KOF XV, for example.
I already expected some fans would answer the Strider kind of deal.
Strider's rights is co-owned by Capcom and Moto Kikaku (Unlike Love Heart's case right now). Strider can appear anytime if Capcom wants to, and Moto Kikaku also wants to. However during SFV, Capcom is trying to "bypass" the Moto Kikaku copyright by integrating Strider into the SF lore through Zeku.
In other news, one of the Samurai Shodown Chinese Mobile Game called as Tenkadaiichi Kenkakuden, is apparently out. (However the publisher is Fei Liu Mobile.)
"Lasciate ogne speranza"
[this message was edited by Yuki Yagami on Tue 29 May 16:17] |
| "Re(3):What if Neo-Geo 64 collection?" , posted Wed 6 Jun 07:56    
quote: Would it be all that bad if SNK released an HD version of the Neo-Geo 64 games in a collection? Not everyone has played them and maybe the developers can get fresh ideas from those forgotten games. But were they really that terrible to not even re-release them? Falcoon once mentioned they lost all the files/tools necessary for emulation. Maybe with the new successof ACA and classics collections, they have the intention to fix that? Who knows?
Short of a complete remake, I'd say the odds are not good.
Commercial emulation efforts are often fairly reliant on the general emulation scene, but efforts to emulate the Hyper Neo-Geo 64 stalled out years ago.
David Haywood, a MAME contributor who worked on NG64 emulation at one point, has previously said that there is neither the necessary information nor particular interest in emulating the system. In the case of Haywood, who is driven by a desire to preserve as many systems and aging games as possible, he felt his own time was better spent successfully preserving many other titles.
Never played any of the 64 games except maybe for SS 64, however, personally I would prefer to see Buriki One remake with original artwork thrown into it.
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PSN: Gojira_X XBL: Gojiraaa Wii: n/a STM: n/a CFN: Gojira
| "Re(2):SNK Mini Online Presentation" , posted Sun 10 Jun 19:29    
quote: I don't like very much the international line-up, and they didn't say anything about the hardware beside what we already know (lcd size, hdmi port, usb ports, etc), and still no price.
Well they showed how awkward it looks to play on, which is something I've been wondering about since it was first shown.
The controllers like nice at least. For a minute I thought they were showing old footage of a NGCD controller as an example, but it turned out to be the actual thing they're selling. As long as it feels better than mine did... I don't know if this is how all NGCD controllers felt, but mine was a bit mushy and had a tendency to get stuck. The clicky switches on the NGPC were like an evolution of that and felt much better, so hopefully it's an evolved design.
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| "KOF ALL STAR: 82 Characters at Launch" , posted Sat 16 Jun 14:31:    
So... KOF ALL STAR will have 82 Characters at launch. I counted all characters from '94-XIII. Here are my guess. Like I promised on Twitter.
1. Kyo Kusanagi/Kusanagi? 2. Benimaru Nikaido 3. Goro Daimon 4. Terry Bogard 5. Andy Bogard 6. Joe Higashi 7. Ryo Sakazaki 8. Robert Garcia 9. Takuma Sakazaki/Mr.Karate 10.Heidern 11.Ralf Jones 12.Clark Still 13.Athena Asamiya 14.Sie Kensou 15.Chin Gentsai 16.King 17.Mai Shiranui 18.Yuri Sakazaki 19.Kim Kaphwan 20.Chang Koehan 21.Choi Bounge 22.Heavy D! 23.Lucky Glauber 24.Brian Battler 25.Rugal Bernstein/Omega Rugal 26.Iori Yagami/Orochi Iori 27.Eiji Kisaragi 28.Billy Kane 29.Saisyu Kusanagi 30.Leona Heidern/Orochi Leona 31.Kasumi Todoh 32.Mature 33.Vice 34.Geese Howard/Nightmare Geese 35.Wolfgang Krauser 36.Mr. Big 37.Chizuru Kagura 38.Goenitz 39.Yashiro Nanakase/Orochi Yashiro 40.Shermie/Orochi Shermie 41.Chris/Orochi Chris 42.Ryuji Yamazaki 43.Blue Mary 44.Shingo Yabuki 45.Orochi 46.K’ 47.Maxima 48.Whip 49.Bao 50.Li Xiangfei 51.Jhun Hoon 52.Krizalid 53.Ramon 54.Vanessa 55.Lin 56.Seth 57.Hinako Shijou 58.Kula Diamond 59.Foxy 60.Angel 61.May Lee 62.Zero/Cloned Zero 63.Igniz 64.“The 9999th Clone” 65.Ash Crimson/Dark Ash 66.Duolon 67.Shen Woo 68.Tizoc 69.Gato 70.Malin 71.Adelheid Bernstein 72.Mukai 73.Oswald 74.Elisabeth Branctorche 75.Duck King 76.B. Jenet 77.Momoko 78.Shion 79.Magaki 80.Raiden 81.Hwa Jai 82.Saiki/Transformed Saiki
Notes: - EX Versions (and in SSBU Terminology, Echo Fighters) are counted as one character. - Not counted are the Kyo Clones, Kyo-1 and Kyo-2, the KOF XI Guest Characters. (Gai Tendo, Sho Hayate, Silber, Jyazu, Hotaru Futaba and probably, Tung Fu Rue, unless they decide to add KOF XIV Characters in the future) I am not sure if the KOF XI Guest Characters + Tung Fu Rue will be added post-launch. - It is not known if “The 9999th Clone” in KOF All Star will be K9999 (aka not Tetsuo) or Nameless. Although Nameless appeared in KOF '98 UM OL, I am not sure if this will stick here as well. (Or K9999 will be Nameless's Echo Fighter in KOF All Star or vice-versa)
"Lasciate ogne speranza"
[this message was edited by Yuki Yagami on Sat 16 Jun 14:35] |
PSN: Gojira_X XBL: Gojiraaa Wii: n/a STM: n/a CFN: Gojira
| "Re(4):Athena VTuber" , posted Sun 17 Jun 09:56    
quote: The only vtuber I know about is Kizuna Ai. Are there any others as big as her?
It's a bit of a rabbit hole, but if you're interested, there are the 4 famous "devas" aside from Kizuna Ai. Kizuna Ai was the one that started the boom a couple of years ago (note I didn't say she was the first one, although the way Kizuna Ai does it is the style everyone basically imitates). However for most of 2017 she was the only one, steadily gaining popularity.
Then around late August a new vtuber called Siro appeared. I don't know what the story was in Japan but apparently she had a news report that introduced her to the world to boost her popularity right off the bat as a "rival" to Kizuna Ai, and she's been very active since she started. She gained a lot of popularity from the contrast between her moe personality and her "odd talent for murder." Also her squeaky laugh which earned her the nickname "dolphin princess."
Shortly after that came Mirai Akari, whose big claim to fame is that her model was designed by the original designer for Hatsune Miku. She was also launched on Eileen's channel who was already a popular Youtuber so she started out by absorbing Eileen's subscribers (at which point Eileen broke off and started a separate channel and created Yomemi). As for Akari herself, her personality is a little hyperactive and tryhard but her videos are creative and very well-produced so that's probably why she has a lot of fans.
Then there's Nekomasu, probably the first "genuine" VTuber. I say this because the guy doesn't even try to mask his personality and he has an actual rags-to-riches story. If you watch his videos from a year ago you can watch it play out, but the brief version: he worked at a convenience story and was dabbling in Unity programming and modeling on the side, until he finally finished a 3D model of a loli foxgirl, which he then proceeded to get rigged to himself so he could control and show on his channel. Those videos EXPLODED. Eventually he was earning so much off of it that he was able to get sponsored and quit his convenience store job (which he hated).
And last but not least, there's Kaguya Luna, who is arguably the second most popular VTuber next to Kizuna Ai. I believe it was leaked early on that the person voicing her was actually believed to be a very popular seiyuu (don't know if it's true but the evidence was convincing) and as a result after only like 2 videos on her brand new channel she had absurd growth: a million views per video and over 500k subscribers. As for the character herself, she's... very... special. Watch a few and you'll understand why she's kind of nicknamed the "Strong Zero" of VTubers.
So those are the big ones, but that was just where it started. Since December 2017 the number of VTubers has grown by nearly 1000, I think. Some are genuine, some are "corporate" (aka mobage advertisements like Athena), some are 3D models and some are just facerigs but they have literally taken over the Japanese Youtube at an alarming rate. And like anything, a lot of them aren't worth watching but some of them can be depending on tastes.
One more thing: obviously it's hard to get into it if you don't understand Japanese, but an entire fansubbing community sprouted up all over Youtube to caption a lot of them, which is kind of incredible.
So... yeah. I guess that shows what I'd been following since December. I regret nothing
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| "Re(6):Athena VTuber" , posted Mon 18 Jun 03:34    
Two of the things that have helped with Kizuna Ai's popularity outside of Japan I think are that she's often got English subtitles for her videos, and she covers a lot of Western-made games, which get to be especially incongruous with her cute image and cute voice resulting in an entertaining juxtaposition. Whether it's her swearing in Engrish or playing Inside, it's got a ridiculousness that is kind of delightful.
In contrast to the streamer/LPers/youtubers which in the first wave were selling on being "genuine personalities", VTubers are immediately and obviously produced characters, so the people involved in the making of it can totally focus on concocting things that would be entertaining given the character, and they can avoid the problem of "why on earth can't these people stop saying racist slurs". In addition to that, an entire production team can be hidden behind the virtual facade, so we don't have to deal with the problem of a single real face that has to be on all the damn time in order to maintain stream subs. It winds up being a much healthier working environment.
Speaking of working environment, I think some of the streamers which are a team of faces in addition to their production team probably have a much healthier working environment (creative differences/Jontron-stop-being-a-racist-douche/etc. aside) because they can rotate the shift among the team.
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PSN: Gojira_X XBL: Gojiraaa Wii: n/a STM: n/a CFN: Gojira
| "Re(7):Athena VTuber" , posted Mon 18 Jun 08:45:    
@nobi Thanks! Feels weird having you say that to me when it's usually the other way around 
quote: And last but not least, there's Kaguya Luna
GAH that voice!
The thing with these VTubers is that, they're like Durians.
I recall that the first time I watched Kaguya Luna, it was because the character was designed by Mika Pikazo who's one of the artists I've been checking out for the past 3 or so years. I don't think she had any idea that the character she drew up would come to life with such an interesting personality. Her drawings from now and those from back then (which still gets used in the vids) look totally different.
It really is all about the gap, huh.
You know, I'd never considered that these characters might have existed for years before getting the VTuber treatment even though that makes perfect sense. Mika Pikazo doesn't seem to be at odds with the VTuber community so I guess she(?) is okay with how Luna came to life, but I have to wonder how much input there was into the whole performance aspect.
quote: In contrast to the streamer/LPers/youtubers which in the first wave were selling on being "genuine personalities", VTubers are immediately and obviously produced characters, so the people involved in the making of it can totally focus on concocting things that would be entertaining given the character, and they can avoid the problem of "why on earth can't these people stop saying racist slurs".
You're not wrong - a lot of the most popular VTubers are more produced and packaged - but as you move down into the lower tiers there are definitely some who were coming from the more "genuine" side of things. I can't confirm or deny if any of them are saying rude or offensive things (and I don't really want to know), but it wouldn't surprise me. At its root this trend does kind of go hand-in-hand with anonymous culture.
[this message was edited by Gojira on Mon 18 Jun 08:50] |
| "NeoGeo Mini Japan Release and Pricing..." , posted Fri 22 Jun 14:57:    
Neo Geo Mini is coming out on July 24th and will cost 11,500 Yen (or $105). Amazon prices the NeoGeo Mini for 12420 Yen (or $113) Amazon listed some Mini Cart Stickers, Screen Protector and HDMI Cable.
EDIT: Prices are listed below, Thanks, Professor.
quote: Available accessories for additional purchase include the NEOGEO mini PAD stick in black or white (3000 yen / $27.00), a set of screen protectors (600 yen / $5.45), HDMI cable (900 yen/ $8.20), and character stickers (random pack of 4 out of 12, 1000 yen/ $9.10). All prices are post-tax.
SNK Online Shop Listings with bonus items - With one controller (Black or White) (15420 Yen or $140) - With both controllers (Black and White) (18420 Yen or $168) - With Card Case (13020 Yen or $118) - With Art Rucksack (32420 Yen or $295)
(NOTE: Dollar Pricing rate is based from the Yen to Dollar Exchange rate, actual US pricing may vary)
"Lasciate ogne speranza"
[this message was edited by Yuki Yagami on Fri 22 Jun 16:44] |
PSN: Ishmael26b XBL: n/a Wii: n/a STM: n/a CFN: Ishmael26b
| "Re(2):Collection question" , posted Sat 30 Jun 07:52    
quote: I recall it wasn't great. This was one of the earlier games in the PS2 Neo Geo Online collection that was an emulation based one (Garou MOTW, the first in the series, was a native port to PS2 IIRC, similar to earlier ps2 ports like KOF00/01/02/03 with added features and such). They weren't great (Last Blade one was bad) but they turned things around when they got to AOF right after this, and the rest of em are great. I think the Wii version of this is actually better, with better load times etc.
But yeah it is crazy that there are now 3 distinct ways to play KOF97 on PS4: with this collection, or with Global Match, or with the Hamster Arcade Archives port.
Thanks! Hmm, that doesn't sound too good. I can't imagine a PS2 game that didn't go so well is going to be any better when it's crammed onto the PS4. So what is the consensus on these various convertors? Should I go with the SNK games or the Hamster versions?
quote: 98UM is also listed for the same price - any particular reason you're not interested in that release?
Honestly, it's because 96 is my favorite looking KoF so that probably influenced my thinking. But that's not to say that I would turn up my nose at 98UM. How is that particular port among the sea of PS4 KoF's?
Playing KoF is a breeze compared to trying to figure out what version of KoF to play.
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| "Re(1):SNK Heroines last char" , posted Fri 3 Aug 05:09    
quote: The last character for SNK Heroines is Midnight Bliss Terry Bogard from SVC Chaos.
https://youtu.be/RFC4M36IWSE
Wut?
Now we wait until KOF XV actually introduce Girl Terry (after XIV opened the door for alternate universes, it wouldn't be surprising, especially with SNK's history of recycling content), allowing players to make a team composed of Terry, Girl Terry and Alice.
Anyway, Girl Terry looks nice. It's a pity she takes a spot that could be occupied by one of the many great SNK heroines (Mary, King, Charlotte, Cham Cham, Yuki, Akari, Fio, Kasumi...), but she still looks nice, nevertheless.
Maybe I'm this person right in front of you... nah probably not though.
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| "Why does Duck King say 'Tica' all the time?" , posted Fri 24 Aug 05:01:    
quote: Professor's mention of Kong Kuwata reminded me about this quote of Geese's. What on earth does it mean? Is it Engrish? Is it Japanese? Is it a mix of the two?
I have no idea what a Yabo is, but I think the voice actor probably went ad-lib and used that word. Google brings out a bunch of definitions that could or could not be what the VA was thinking of... it's one of those SNK mysteries that'll probably never get solved.
To note, a bunch of Young Geese's voices in AOF2 were probably improvised and weren't written by the development team (since they didn't know English). As a result, SNK seemingly had to figure out what Geese's voice actor was saying when they needed to transcribe the lines when providing them for strategy guides.
For example when you beat Young Geese, he grunts "You dare to take em' on?", as though there's some stronger power that he's either battling against or working for. On transcript released by SNK, it says "You died, take them on", which makes no sense as a phrase.
The same probably goes for "Die Yabo". SNK probably couldn't figure out what it meant, so decided that the voice meant "Daiyabou", which is sort of a made-up word in Japanese that can mean "Huge Ambition". I wouldn't be totally surprised if they decided to come up with their future game title "Wild Ambition" after that, but it's all nothing but wild guesses.
On an unrelated note, I always found it interesting that Duck King keeps saying "Tica" all the time in Fatal Fury Special.
[this message was edited by Professor on Fri 24 Aug 05:19] |
| "Re(1):Die, rude, noisy aggressive young man." , posted Fri 24 Aug 14:27    
quote: Professor's mention of Kong Kuwata reminded me about this quote of Geese's. What on earth does it mean? Is it Engrish? Is it Japanese? Is it a mix of the two?
I have no idea what a Yabo is, but I think the voice actor probably went ad-lib and used that word. Google brings out a bunch of definitions that could or could not be what the VA was thinking of... it's one of those SNK mysteries that'll probably never get solved.
To note, a bunch of Young Geese's voices in AOF2 were probably improvised and weren't written by the development team (since they didn't know English). As a result, SNK seemingly had to figure out what Geese's voice actor was saying when they needed to transcribe the lines when providing them for strategy guides.
For example when you beat Young Geese, he grunts "You dare to take em' on?", as though there's some stronger power that he's either battling against or working for. On transcript released by SNK, it says "You died, take them on", which makes no sense as a phrase.
The same probably goes for "Die Yabo". SNK probably couldn't figure out what it meant, so decided that the voice meant "Daiyabou", which is sort of a made-up word in Japanese that can mean "Huge Ambition". I wouldn't be totally surprised if they decided to come up with their future game title "Wild Ambition" after that, but it's all nothing but wild guesses.
On an unrelated note, I always found it interesting that Duck King keeps saying "Tica" all the time in
-- Message too long, Autoquote has been Snipped --
Yobbo, which is a variation of yob, means a rude, noisy, and aggressive young man.
In Kimi wa Hero, at the beginning, it was written as "Die yobbo!"
The full version of the Famitsu magazine interview of SNK developers which was partly translated by Siliconera almost a month ago.
"Lasciate ogne speranza"
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| "Re(2):Die, rude, noisy aggressive young man." , posted Sat 25 Aug 05:15:    
So as mentioned last week SNK currently has a collaboration going on with Tokyu Hands. Given how crazy the weekends can be in Shibuya, I took a quick stop Fri evening and they had a lot of new merchandise although their alloted space was a tad small to carry larger items like bags and posters. Still, it's good to see the company making some progress, especially since only the big names get a collaboration with Tokyu Hands.
They had on display the NeoGeo Mini, and it was surprisingly impressive. It seems to require initialization time when loading up a game, no monkeys unfortunately. The ROM data is console, not arcade. The LCD is.. pretty good, seems to be viewable from a wide angle. Yet I'm not sure if I'd pick it up considering it's missing the AOF trilogy.
For the hell of things, I made a montage of Tokyu Hands collaborations and... Posted it on Twitter.
Note it does not mean I like social media-- but they're a good means to load off some bandwidth 
Also this.
[this message was edited by Professor on Sat 25 Aug 06:40] |
| "Re(8):Die, rude, noisy aggressive young man." , posted Sun 26 Aug 21:32:    
quote: Video here
I don't know how to express how I feel, there are a lot of SNK characters that they could add to this game and now they go and add people from franchises not owned by SNK.
Thanks for the link! Theif Aurther ironically looks better than the SNK characters, at least in my personal opinion. If the weather wasn't so scortching here and I had the energy to run my PC I'd post up a story on it.
The way it's going I wouldn't be surprised if the game gets a FightingExLayer character.
quote:
Some questions, what type of hat does Zantetsu from Last Blade wears? Is it sandogasa?
Also the main artwork for Fatal Fury 2, the one used on the SEGA Genesis cover, is this artist Yoshiyuki Sadamoto?
1/ Yes, it's a Sandogasa. You nailed it perfectly. 2/ Yes, as well as Genesis FF1 and the Gamegear release of FFSpecial.
[this message was edited by Professor on Sun 26 Aug 21:36] |
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(9):Die, rude, noisy aggressive young man." , posted Tue 28 Aug 01:33    
quote: Video here
I don't know how to express how I feel, there are a lot of SNK characters that they could add to this game and now they go and add people from franchises not owned by SNK.
Thanks for the link! Theif Aurther ironically looks better than the SNK characters, at least in my personal opinion. If the weather wasn't so scortching here and I had the energy to run my PC I'd post up a story on it.
The way it's going I wouldn't be surprised if the game gets a FightingExLayer character.
Some questions, what type of hat does Zantetsu from Last Blade wears? Is it sandogasa?
Also the main artwork for Fatal Fury 2, the one used on the SEGA Genesis cover, is this artist Yoshiyuki Sadamoto?
1/ Yes, it's a Sandogasa. You nailed it perfectly. 2/ Yes, as well as Genesis FF1 and the Gamegear release of FFSpecial.
What other games aside of the .Hack games has Yoshiyuki done artwork? I look at the Fatal Fury recently and I tell my self, my this looked amazing. Why don't we see more of this?
Do they still sell Sandogasa I Japan?
Long Live I AM!
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| "Re(7):SNK launches teaser countdown for a new" , posted Fri 7 Sep 23:34    
quote: I barely played either of them, but the thing I noticed the most about Tenka was that people took a lot of hits to defeat in that game, which felt very un-SamSho.
I think I saw an arcade machine for the 3D SamSho like once, and I thought the UI of the game looked cool! But clearly the game was not well-received by.... well, anybody.
It isn't really fair for me to say so, because it had been a gradual process that had been in action across the series, but Tenka to me felt like a generic fighting game wearing a SamSho skin. But, again, that is where the series had been heading for many years. (SS4 added double life bars to make the damage levels more palatable. SS3 was so different from SS1/2 because SNK was trying to make the series more appealing to a wider audience. Even setting the games that came after SS2 to appear before SS2 in the timeline (so they could keep Nakoruru, and arguably later Amakusa, around) ate away at what made SamSho Samsho.
As for the 3D SamSho games... I cannot really judge. The biggest issue in my area was that no arcades had Hyper NeoGeo 64 cabinets. Everywhere had NeoGeo cabinets because they were relatively cheap and convenient, with a large library of easily swappable titles. The Hyper NeoGeo 64 was the opposite of that.
As such, I never even got to play the arcade titles. A friend did, but only because he went to a tournament in another state, and they had a cabinet there. (He found it to be okay. Not amazing or anything, but not terrible.)
There was later a 3D Playstation game that was at least theoretically based on the arcade engine, but I cannot judge how close they were. It wasn't a port, it was a new game with new characters. And even if it tried to be a relatively straight conversion, it would have suffered due to limitations of PS1 hardware. The PS1 game was not impressive.
I do believe a fair amount of the criticism of the HNG64 titles actually came from people playing the PS1 game, as many believed it to be a straight and accurate port of the arcade titles. Sites and sources would even call it such.
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PSN: DefensorVirtuoso XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(8):SNK launches teaser countdown for a new" , posted Mon 10 Sep 11:36    
Don't take my opinión seriously since I got all the achievements for Samurai Shodown Sen, but I think that besides the gameplay which was horrible, the game was fine for what it was.
Graphically looked like a PS2 game but I don't minded the models considering that this was SNK after all, so I gave them a pass on this department, saying that, I really loved the designs of the characters in this game, I really like suzu, takechiyo, angelica, jinbei and kirian, they were very generic in lots of aspects but I like this approack more than some of the wacky designs that you could find in tenka. Also the music was fine, and I really liked the stages
The main issue that killed any hope for this game was the lack of identity of it's gameplay, in one hand tried to be like classical samsho where you have to watch out your moves so you don't lost most of your life in a single counter hit, but it failed to do this since the game didn't create the same situations than the 2d games that invited to that, also the fights felt like button mashing fests, it was almost impossible to do combos and the commands to do some of the movements where almost impossible to do thanks to some weird inputs that the game demanded, so in the end the game sucked. In the end, I don't know if this game tried to be samsho or soul calibur, but failed to do both things
I feel that the gameplay (which in the end is the most important thing in a game) doomed this project, but if they managed to nail that, this game would have been awesome since eveything else was ok
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| "Re(6):Samurai Spirits returns" , posted Mon 10 Sep 22:36    
quote: The game happens in the year between SS0 (Tenmei 6) and SS1 (Tenmei 8). So it's neither a reboot nor a retelling of an existing story.
Honestly, the SS timeline is such a crowded mess that I wish they'd either bite the bullet for a full reboot or just stop even pretending that these games fit together.
It isn't even like anything really demands that everything happened before SS2. They brought Nakoruru back after her "death" in chibi fairy form, and then brought her back in human form for KOFXIV. Instead of ending Amakusa's story with his defeat at the end of SS1, SNK brought back *two* versions of him. Etc.
Just give us a new SS1 with Amakusa, a new SS2 with Mizuki, and then eventually a new SS3 that takes place after SS2. Bring back any interesting characters along the way. Leave Ukyo sick, but don't pretend he's five seconds from dead. Let Nakoruru sacrifice herself, but let her take her old form when she feels necessary.
Just stop trying to jam more games into a 5-6 year timeline span because you don't want to give up some characters that theoretically you wrote out 20+ years ago.
(Sadly, even Street Fighter has truly embraced the mangled timeline excuse these days, with SFIII being their SS2.)
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| "Re(7):Samurai Spirits returns" , posted Mon 10 Sep 23:37    
quote: Honestly, the SS timeline is such a crowded mess that I wish they'd either bite the bullet for a full reboot or just stop even pretending that these games fit together.
It isn't even like anything really demands that everything happened before SS2. They brought Nakoruru back after her "death" in chibi fairy form, and then brought her back in human form for KOFXIV. Instead of ending Amakusa's story with his defeat at the end of SS1, SNK brought back *two* versions of him. Etc.
Just give us a new SS1 with Amakusa, a new SS2 with Mizuki, and then eventually a new SS3 that takes place after SS2. Bring back any interesting characters along the way. Leave Ukyo sick, but don't pretend he's five seconds from dead. Let Nakoruru sacrifice herself, but let her take her old form when she feels necessary.
Just stop trying to jam more games into a 5-6 year timeline span because you don't want to give up some characters that theoretically you wrote out 20+ years ago.
(Sadly, even Street Fighter has truly embraced the mangled timeline excuse these days, with SFIII being their SS2.)
Ooh, I like your idea. In fact, I don't think it would be hard to have a "new SS3" being actually a retelling of SS4, just moved in the timeline to take place after SS2 rather than before it.
But yeah, it's almost certain it will never happen. But this new game looks nice, and that's enough for now.
Maybe I'm this person right in front of you... nah probably not though.
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| "Re(6):Samurai Spirits returns" , posted Tue 11 Sep 00:43    
quote: The game happens in the year between SS0 (Tenmei 6) and SS1 (Tenmei 8). So it's neither a reboot nor a retelling of an existing story. Characters from 64, Sen or PS1 are unlikely except as DLC. Characters from 3 and 4 are possible (especially since 0 messed things up a bit). Characters from 0 and Tenkaichi are entirely possible if the dev team is OK with characters created by Yuki (no reason to think they aren't, but you never know). From 0, Mina, Kusare Gedō, Yunfei, and Gaō are supposedly dead, but can be revived if necessary. Sankurō is also probably dead, but no one will care. Yoshitora and Yumeji should still be alive.
Actually, you'll see a cameo of Gaō riding a horse at the 0:17 mark of the trailer.
"Lasciate ogne speranza"
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| "Re(7):Samurai Spirits returns" , posted Tue 11 Sep 03:53    
quote:
It isn't even like anything really demands that everything happened before SS2. They brought Nakoruru back after her "death" in chibi fairy form, and then brought her back in human form for KOFXIV. Instead of ending Amakusa's story with his defeat at the end of SS1, SNK brought back *two* versions of him. Etc.
Speaking of Nako, was there a reason why she was alive in 64 and Sen, but back to being a fairy in the PS1 game?
For a series with people cutting each other in two with giant swords, SS is strangely ineffective at killing its characters.
I wonder what the roster size will look like. KOF14 was insane, but people seem to whisper this one is on UE4, which would require more effort per character? But then, they should be more confident and have a bigger budget than what KOF14 had...
The central character in the last image doesn't look like Charlotte and rather like a new character to me, so that's 4 characters from the original cast missing (including Amakusa). More than the boring cast of 3 and 4, I'd love if they added people from Sen, but in a good game this time... Morozumi should also come back because he's wild.
Kita Senri is such a wonderful artist, I hope she draws the new characters this time again, instead of wasting her talent of Fire Emblem.
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| "Re(8):Samurai Spirits returns" , posted Tue 11 Sep 06:23    
quote: I'd say it's more comparable to DMC2, which they've now moved past with 5. SS2 was only the stopping point because of Nakoruru. SF6 just needs to put older Mel and beard Ryu as the protags and they're set.
Street Fighter's current timeline is pretty similar to NeoGeo Samurai Shodown: SF1, SF0/A, SF2, SF4, SF5, SF3 versus SS0/5, SS1, SS3, SS4, SS2. SNK did eventually move beyond SS2, but Capcom has yet to move beyond SF3. (Though Capcom USA did try to give us Street Fighter 2020.)
quote: Speaking of Nako, was there a reason why she was alive in 64 and Sen, but back to being a fairy in the PS1 game?
I wonder what the roster size will look like. KOF14 was insane, but people seem to whisper this one is on UE4, which would require more effort per character?
From what I've read in the past, 64 simply retconned her death. Rather than dying from her sacrifice at the end of SS2, she was instead just weakened, and eventually recovered. This fits her ending in 64, where she just goes home at the end (while griping about how her job means she can't act like a woman, wear nice clothes, or go out at night.)
Which makes it weird that the Playstation game would turn her into a tiny forest fairy, alongside tiny forest Rimururu no less. Maybe someone on the design team was enamored by the screen adjustment image used in Samurai Spirits Bushido Retsuden, which was a chibi Nakoruru and Rimururu... Or maybe they forgot that they'd already retconned her death. Or maybe that was just their excuse to not have a middle age Nakoruru and Rimururu. (Kind of like Namco conveniently sticking Nina and Anna into cryofreeze when they did the 20 year jump in Tekken.)
As for the new game being on UE4, considering the trailer starts with the Unreal logo I'd take that at pretty much a given. Though I'd guess the "more effort per character" comes more from this in general looking like a higher quality production than KOFXIV. You can still see the shortcuts and simplifications when you pause the trailer, but overall it just looks like they are putting more effort into the art this time (character and stages both) than they did with KOFXIV. Which is presumably in part because they can, because they aren't trying to create a KOF-size roster this time.
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| "Re(9):Samurai Spirits returns" , posted Tue 11 Sep 07:47    
Interesting analyses of the trailer. https://twitter.com/experimilk/status/1039188296306491393
quote: A few of the original characters are absent, huh? There's pretty much no way they would have Galford without Hanzo, but I do wonder if there will be any shocking omissions or additions (actually I am pretty amazed that AssQuake is returning).
Right now, it seems every character from SS1 is there except Gen-An, Wan-Fu and Amakusa. Charlotte is unsure, the silhouette could be her or a new character with similar taste in fashion. Genjurō is in, Gaō is referenced in the intro but probably as a way of saying "this happened last year and is now over".
Beside Rimururu and maybe Kazuki+Sougetsu, I don't think there are any "must return character" left. The SS3 crew has been forcefully added to 0 so technically they are possible. Nicotine, Sieger and Chamcham as well (though Tamtam and Chamcham have never appeared together in canonical entries). SS0 and Tenkaichi people also, depending on the angle adopted (and the degree of "he/she was dead, but he got better" they want to allow). Asura and Shiki would require a retcon, but Morosumi is possible. Most of the Sen characters are possible (but who remembers them?). The PS1 characters probably aren't. I'm curious to know what will happen to the Rasetsu characters. I found them iffy until the second 64, but I quite liked the ones 0 rescued. I wouldn't mind new Rasetsu characters in their vein, like a Mina having survived and killed Champuru, or a Rasetsu Nicotine.
Or they can do what they did in KOF14, throw the canon to the bin, say "here, time travel! Parallel universes!" and add KOF and Last Blade characters to the mix. That would be disappointing...
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PSN: DefensorVirtuoso XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(7):Samurai Spirits returns" , posted Tue 11 Sep 10:00    
quote: The game happens in the year between SS0 (Tenmei 6) and SS1 (Tenmei 8). So it's neither a reboot nor a retelling of an existing story.
Honestly, the SS timeline is such a crowded mess that I wish they'd either bite the bullet for a full reboot or just stop even pretending that these games fit together.
It isn't even like anything really demands that everything happened before SS2. They brought Nakoruru back after her "death" in chibi fairy form, and then brought her back in human form for KOFXIV. Instead of ending Amakusa's story with his defeat at the end of SS1, SNK brought back *two* versions of him. Etc.
Just give us a new SS1 with Amakusa, a new SS2 with Mizuki, and then eventually a new SS3 that takes place after SS2. Bring back any interesting characters along the way. Leave Ukyo sick, but don't pretend he's five seconds from dead. Let Nakoruru sacrifice herself, but let her take her old form when she feels necessary.
Just stop trying to jam more games into a 5-6 year timeline span because you don't want to give up some characters that theoretically you wrote out 20+ years ago.
(Sadly, even Street Fighter has truly embraced the mangled timeline excuse these days, with SFIII being their SS2.)
I loved KOF 14 approach of "fuck it, everyone is back!" including non playable characters like jeff boggard
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| "Re(10):Samurai Spirits returns" , posted Tue 11 Sep 10:20    
quote: Interesting analyses of the trailer. https://twitter.com/experimilk/status/1039188296306491393 A few of the original characters are absent, huh? There's pretty much no way they would have Galford without Hanzo, but I do wonder if there will be any shocking omissions or additions (actually I am pretty amazed that AssQuake is returning). Right now, it seems every character from SS1 is there except Gen-An, Wan-Fu and Amakusa. Charlotte is unsure, the silhouette could be her or a new character with similar taste in fashion. Genjurō is in, Gaō is referenced in the intro but probably as a way of saying "this happened last year and is now over".
Beside Rimururu and maybe Kazuki+Sougetsu, I don't think there are any "must return character" left. The SS3 crew has been forcefully added to 0 so technically they are possible. Nicotine, Sieger and Chamcham as well (though Tamtam and Chamcham have never appeared together in canonical entries). SS0 and Tenkaichi people also, depending on the angle adopted (and the degree of "he/she was dead, but he got better" they want to allow). Asura and Shiki would require a retcon, but Morosumi is possible. Most of the Sen characters are possible (but who remembers them?). The PS1 characters probably aren't. I'm curious to know what will happen to the Rasetsu characters. I found them iffy until the second 64, but I quite liked the ones 0 rescued. I wouldn't mind new Rasetsu characters in their vein, like a Mina having survived and ki
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The one thing that struck me about that image that had all those characters in it is that Charlotte is the centered focal point of the image. Did she suddenly become the most important character somehow?
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| "Re(2):SNK Heroines First week Sales..." , posted Thu 13 Sep 04:55:    
quote: I don't know what SNK's expectations were for this game.
That describes the game itself.
What was SNK expecting for Tag Team Frenzy? I don't mean sales expectations, but what was its purpose?
At first it looked like a cheap reuse of KOFXIV assets, but then they made multiple outfits per character and a ton of customizations. And while the combat is greatly simplified over KOFXIV, that itself is different enough to require some measure of work. Even the endings, while they are jokes composed of unvoiced still shots, you can tell a fair amount of work was put into them (as opposed to something like SFV's "one page" endings.)
The outfits and all the customization options, poses, photos, and the like make it appear to be a fetish fan game, but the whole package is ultimately pretty darn tame in that regard. The new outfits are more silly than sexual, even the ones that were presumably meant to be fetish-y. DOA during one of its "I'm a serious game, not a fetish fantasy" periods is more fetish-y than Tag Team Frenzy.
There is the connection to Gals Fighter, but the gameplay is nothing like that title, and the KOF-focused roster misses the appeal of a company-wide design.
One could argue that the game is meant to appeal to more casual audiences, but... Are SNK characters appealing to casual audiences in the first place? Are the game models, which at times look worse than KOFXIV, appealing to anyone? The awkward "kidnapped and forced to play dress-up" story line seems pretty darn tone deaf if the goal was to reach to a wider audience. The all-women roster is going to turn away anyone who doesn't like playing female fighting game characters. The gameplay is going to turn away most "serious" players. Etc. It is kind of like SNK was aiming for the smallest audience possible, rather than a larger one.
EDIT: On a side note, I'm finding several of the endings to have more interesting outfits that the actual in-game models. I like both of the outfits you see Luong in for her ending. The first outfit Mai wears in her ending is fitting for a fantasy and her second is nice for being "casual every day" Mai. Nakoruru, Mui Mui and Love Heart get simple but neat fantasy outfits, casual every day outfits, and even sleepware that looks better than stuff like Nak's 3rd game out.
YouTube video of the endings: https://www.youtube.com/watch?v=4f71BqNW-fo
[this message was edited by Baines on Thu 13 Sep 05:18] |
PSN: n/a XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(3):SNK Heroines First week Sales..." , posted Thu 13 Sep 22:45:    
People pointed out to me that those numbers are for japan alone and don't include digital copies, so they don't give the full picture. But looking at them, it seems good in reference to other projects.
-SNK HTTF 1st week 10,018 in ps4 + 5,493 in switch, 15,511 -kof 13 1st week 21,525 in ps3 -kof 14 1st week 20,655 in ps4 -BB cross tag 1st week 11,696 in ps4 + 4,271 in switch, 15,967
My impression with the game is that they are using a approach very similar to bbtag. Cheap, non-critical project as test grounds for new mechanics. At the same time, guests and dlcs chars to increase revenue + simplified mechanics to flirt with nintendo's smash crowd.
SNK HTTF have dash normals, jump cancelable attacks, universal airthrow, airdash forward, air dodge, guts scaling, meter gain scaling (very in line with "air dashers" like guilty or melty). At the same time, it have items, a special button and unorthodox round end criteria (very alike smash).
A shame that the flirting with smash crowd part didn't seems to be working very well for both SNK HTTF and BB TAG looking at switch nŗs.
Changing topics, time to shamelessly plug my twitter thread about how this samurai spirtis trailer nailed the old samsho visual style.
[this message was edited by caiooa on Fri 14 Sep 09:14] |
| "Re(5):SNK Heroines First week Sales..." , posted Fri 14 Sep 10:31:    
quote: Like Baines, I've never been able to pin down just what SNKH was going for. Is it a fighting game? A Justice Gakuen grab-bag of ideas? A leering simulator? In the end it comes across as neither fish nor fowl and the only thing I could decide was that I wasn't going to buy the game. Caiooa's suggestion that it is a test for game mechanics and potential wooing of Smash fans. I'm glad to see someone is still willing to try lower budget titles that get by on experimentation more than anything else.
Its market is clearly the casual base in the asian region. but aside from that, the publisher's target seems so broad that at a glance, it almost feels like they didn't think things through when making this game (although more likely, they thought things through and things ended up like this as the conclusion). It feels like they just decided to make a successor to SNK Gals under very limited time and budget, all the while testing various game mechanics and using this as an opportunity to give development experience to their younger aged staff.
At a glance it looks something like a Senran Kagura knockoff, but there's very little fanservice in the game beside from what you see on surface. In some ways you can say that even Samurai Shodown on the NeoGeo Pocket had more fanservice, given that the game had strip KOs (and for even the male characters, yes).
Either way, it's relieving to see that SNK actually has money to try an experiemental project inbetween two major releases, just like how they released Samurai Shodown between the development of Fatal Fury 2 and Special.
At the end, it all gets justified by its 4,800 yen price tag which is absurdedly cheap for the modern day. It's the price tag of games back in the Famicom Era!
[this message was edited by Professor on Fri 14 Sep 10:59] |
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(6):SNK Heroines First week Sales..." , posted Fri 14 Sep 11:40    
quote: Like Baines, I've never been able to pin down just what SNKH was going for. Is it a fighting game? A Justice Gakuen grab-bag of ideas? A leering simulator? In the end it comes across as neither fish nor fowl and the only thing I could decide was that I wasn't going to buy the game. Caiooa's suggestion that it is a test for game mechanics and potential wooing of Smash fans. I'm glad to see someone is still willing to try lower budget titles that get by on experimentation more than anything else.
Its market is clearly the casual base in the asian region. but aside from that, the publisher's target seems so broad that at a glance, it almost feels like they didn't think things through when making this game (although more likely, they thought things through and things ended up like this as the conclusion). It feels like they just decided to make a successor to SNK Gals under very limited time and budget, all the while testing various game mechanics and using this as an opportunity to give development experience to their younger aged staff.
At a glance it looks something like a Senran Kagura knockoff, but there's very little fanservice in the game beside from what you see on surface. In some ways you can say that even Samurai Shodown on the NeoGeo Pocket had more fanservice, given that the game had strip KOs (and for even the male characters, yes).
Either way, it's relieving to see that SNK actually has money to try an experiemental project inbetween t
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Based on the current character select screen, 15 slots are not in use. We still waiting for the arrival of thief Arthur. If more guest characters like her come, maybe SNK is targeting fans from other games as well. But will that help or just stay low key?
Long Live I AM!
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PSN: SeizyaStarlight XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "'SNK Gals Fighters II's' scenario" , posted Thu 27 Sep 09:30    
There are parts "SNK Heroines Tag Team Frenzy" got right such as the cute vocal songs and the endings, and there are parts that make me say "This definitely was supposed to be strictly a Nintendo Switch game" such as the weird mechanics and the roster. In case you didn't know, SNK always wanted to make a game for a Nintendo console again, but they, they being Nintendo never had the proper vibe for the lack of a better word regarding their consoles. The last time SNK released a game on a Nintendo console (not handheld) was way back in the 1990s with the SFC/SNES if I'm not mistaken. When the announcement of this game came up, Sony had to pounce in on it of course.
If you want a serious answer for the "Who's this game really for?" question, the answer is to be blunt, "SNK fans yearning for a Nintendo game again". I can't give a bright answer. The game's fun, but I felt like I got half or 3/5ths of the top value point at most, which isn't an ideal trait to have as a game or item.
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| "Did the New Faces actually die in KOF'97?" , posted Wed 3 Oct 10:21:    
The inclusion of Shermie in SNK Heroines caused me to think about something...
It has been treated as common knowledge for the last couple of decades that the New Faces team died in KOF'97, but did they really?
They die in their ending. Having beaten Orochi, Yashiro decides that more must be done to strengthen Orochi, so he kills Chris and Shermie and then himself. This was taken as evidence that the New Faces died, in the same way that it was accepted that Iori's ending still happened in '96 even though he didn't win that tournament.
People accepted that the New Faces released Orochi, sacrificed themselves to increase Orochi's power, and then the Sacred Treasures team defeated Orochi.
But...
Thinking about it, the New Faces team ending arguably isn't compatible with the Orochi introduction...
The New Faces ending has Chris fighting alongside Yashiro and Shermie against Orochi, and then shows Yashiro killing Chris while Orochi (in Chris possession form) is floating around. How does that even work if Orochi is already using Chris' body as a vessel? You can argue that Orochi has yet to actually possess Chris' body, but the regular pre-fight cutscene shows that the New Faces are all still alive when Orochi possesses Chris. If SNK had decided with 100% certainty that the New Faces were dying, then why did the make an Orochi-arrival cutscene that clearly showed the New Faces were still alive at that point?
(Okay, you can argue that the New Faces commit suicide while the Sacred Treasures are fighting Orochi.)
Thinking about it, maybe the New Faces released Orochi, Orochi possessed Chris, the Sacred Treasures team defeated Orochi, and with the resealing of Orochi removing their reason to fight, the New Faces simply went home... With Orochi's story wrapped up, they had no reason to compete in future KOFs.
Thinking some more, we do get hints of Orochi's potential return in KOFXIV, and Orochi even gets re-resealed. If the New Faces were alive the whole time, then the potential return of Orochi would give them reason to be in the area even if they weren't in the tournament, which would put Shermie in position to be Kukri-napped alongside the KOFXIV contestants.
[this message was edited by Baines on Wed 3 Oct 10:30] |
| "Re(1):Did the New Faces actually die in KOF'9" , posted Wed 3 Oct 17:50    
quote: The inclusion of Shermie in SNK Heroines caused me to think about something...
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I agree that the end of 97 is messed up, if only because the starting animation has Chris possessed, and there is no one to kill Yashiro and Shermie other than Yashiro himself (except if you want to frame Chizuru and Kyō as murderers). However, since KOF13 had Mature, Vice and Shermie back as "somewhat-ghosts" because of the time-paradox thing (and it was confirmed at the time that since Shermie was there, the other two were also as fine as ghosts can be), it was only a matter of time for the three to come back. I believe the ending of 14 finally revived them completely, since Heroine is "canon" (in the sense that it's all a shared dream, but the fact the characters have the dream is canon, so CYS is "canonically" recording a new record or something). The only one that seems to remain dead for good is Goenitz (until proven otherwise). And honestly, not having Goeniko in Heroine is the worst of all the missed opportunities.
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| "Re(2):Did the New Faces actually die in KOF'9" , posted Thu 4 Oct 04:03    
quote: I agree that the end of 97 is messed up, if only because the starting animation has Chris possessed, and there is no one to kill Yashiro and Shermie other than Yashiro himself (except if you want to frame Chizuru and Kyō as murderers). However, since KOF13 had Mature, Vice and Shermie back as "somewhat-ghosts" because of the time-paradox thing (and it was confirmed at the time that since Shermie was there, the other two were also as fine as ghosts can be), it was only a matter of time for the three to come back. I believe the ending of 14 finally revived them completely, since Heroine is "canon" (in the sense that it's all a shared dream, but the fact the characters have the dream is canon, so CYS is "canonically" recording a new record or something). The only one that seems to remain dead for good is Goenitz (until proven otherwise). And honestly, not having Goeniko in Heroine is the worst of all the missed opportunities.
Wait, isn't Shermie just a background Easter egg in XIII? In fact, Chris also appears in one of the XIII stages, doesn't he?
Anyway, if I recall correctly, Iori's '97 story already had shown that 1) he did kill Mature and Vice in '96, and 2) that didn't prevent them from coming back to haunt him. Maybe the Orochi people are immune to physical death or something like that?
In fact, I have other doubt regarding the New Faces Team: their backstory presents them as just a band that was mad at Iori stealing their spotlight, so... was everything narrated in their backstory fake? Or were the three of them really musicians who eventually got dominated by the Orochi blood? In the second scenario, they'd be more like victims than actual bad guys, wouldn't they?
Maybe I'm this person right in front of you... nah probably not though.
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| "Re(2):Did the New Faces actually die in KOF'9" , posted Thu 4 Oct 05:34:    
quote:
However, since KOF13 had Mature, Vice and Shermie back as "somewhat-ghosts" because of the time-paradox thing (and it was confirmed at the time that since Shermie was there, the other two were also as fine as ghosts can be),
Like Just a Person said, wasn't Shermie just present as a background Easter Egg?
I recall that Vice and Mature were treated as dead in the story itself. They were able to come back due to circumstances. One of their color palettes was even translucent.
quote: there is no one to kill Yashiro and Shermie other than Yashiro himself (except if you want to frame Chizuru and Kyō as murderers)
That's not an issue, as the New Faces ending does show Yashiro himself causes all three deaths. You see blood spraying from Chris's neck. Then you see Yashiro holding Shermie's head with one hand while saying he is sorry, with his other hand ready to strike. Then Yashiro tells Orochi that he (Yashiro) has killed Chris and Shermie. Then Yashiro holds his hand to his own face. Then you get the red background drawing of Yashiro starting to rip out his own throat.
Looking at another Youtube video, I just realized there is no body issue. Indeed, there is even a possible excuse within the game that allows for the New Faces to both die and survive.
I'd forgotten the cutscene that happens right before the New Faces team fights the Orochi New Faces team...
There it is revealed that the two teams are physically separate entities. The New Faces team previously split its body and mind to create a second group to assist in gathering the energy necessary to revive Orochi. The regular human team are dubbed "imposters", while the Orochi New Faces are called the "real" New Faces.
There is no body issue because imposter Chris and Real Chris as two separate bodies. Orochi possesses the body of Real Chris. Imposter Yashiro killed imposter Chris.
But that separate is also the potential excuse for the New Faces to survive. The only ones we see die are the imposters. Real Shermie and Real Yashiro are never shown again after the pre-Orochi cutscene. They aren't around when imposter Yashiro kills the imposter team.
You could argue that killing an imposter kills the original, but Real Yashiro doesn't treat the imposters as anything other than copies. (Besides, if killing imposter Chris would also kill Real Chris, might that cause issues for Orochi who apparently wanted to possess a living body?) You could argue that Orochi took the power of Real Shermie and Real Yashiro before the fight (when they vanish), but if he felt the need to take the power of the Real New Faces, why wouldn't he have taken the power of the imposter New Faces at the same time?
So, at the very least, there wasn't any evidence that either Real Yashiro nor Real Shermie ever died in *any* KOF'97 ending.
Real Chris is a more complicated situation. Orochi possessed and then physically transformed Real Chris. Maybe Orochi never reverted back to Real Chris. KOFXIV seems to support this idea, as the Yagami/Sacred Treasures ending shows Orochi sealed seemingly within the same body he created from Real Chris.
Or you could take the whole mind and body split thing in a different way, as a literal mind and body split, with the "imposters" being the bodies while the Real are the minds. And then read into it as the various Orochi characters having the ability to exist and physically interact with the world entirely as normal even without their "human" physical bodies. You could use this to explain how Vice and Mature are still around, with Iori only killing their physical bodies while their minds/spiritual Orochi forms continue to exist.
Wow... I've put way too much time and thought into something that doesn't really matter, and which will probably be swept under the rug as "the timeline got altered" if the characters do come back in an official main story game. (And I guess SNK will have to use that excuse if it also wants to bring back Chris... Unless SNK wants to go the extra mile and establish that transformed Orochi was separated from Real Chris either before or during the sealing. But they'll probably just go with "time was altered".)
[this message was edited by Baines on Thu 4 Oct 05:38] |
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