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Well, that's a gameplay issue. Traditional 3D fighters can have screen-filling models because the action is usually at point blank range. KoF on the other hand benefits from having more open space, particularly to show off all its jumping and dashing options. What they could do is use more aggressive zoom-in when the characters are close together, but that requires careful tweaking to assure smooth transitions and avoid messing up the player's sense of timing and distance. The much-hated KoF12 probably had the largest characters in KoF history due to zooming in closely, and while I can't personally comment on whether it impacted gameplay because I never played it, the fact that they went away from this in KoF13 despite it operating on the exact same graphics engine with the exact same sprites suggests it may have been a problem. Since I'll never be a pro player though, I'd be willing to give it another shot.
I think we'd all agree on improved model flesh tone and face textures. There were also some large differences in quality from character to character. Yuri's head for example looks like they ran out of time. They did launch with 50 characters after all. Her alternate model's head in SNK Heroines is noticeably improved in my opinion.
No, that one is extremely anti-KoF. They invented super moves. Well, technically Art of Fighting did, but because AoF is unlikely to ever return, KoF is its closest successor. They're intended to be long motions and to challenge you to integrate them with shorter motions. E.g. instead of combo'ing a qcf-hcb super after a qcf special, you do the qcf special and then just the hcb part of the super, and it counts as qcf-hcb. Long motions also help prevent the ability to combo multiple supers together from being too powerful. This is the last fighting game franchise that should ever have simple supers.
Yeah, I was disappointed they didn't pursue this more now that they've finally moved to 3D graphics. It was impossibly expensive and time-consuming to do this with sprite graphics because you have to re-draw every single frame of every single moveset, whereas in 3D you just re-do the model once.
I guess the counter argument here is, if the art department only has X amount of hours they can work per week, would you rather have them working on alternate costumes, or on entirely new characters? There's been somewhere around 145 different characters in the history of KoF games, and we've never gotten even half of them together in a single game. Another consideration is that, with such a huge roster, there's no way they could produce content for everyone, or expect people to buy it all.
My take here is, I'd rather the mainline fighting game series focus on producing characters, but for them to continue to have side games like SNK Heroines that focus on costuming with a small roster limited to the characters people would be most interested in. Not that I love SNK Heroines itself, but I think a side game is the right approach. This also helps protect the branding and image of their characters, as the KoF version will always be the official and legitimate version. Whereas SNK Heroines for example was very intentionally set in a dream world that isn't reality. That was all carefully calculated on SNK's part.
I think PS4/PS5/XBox will happen, but they've been consistently against simultaneous PC releases. What their reason for this is, we can only speculate.
1. Please god no anime or anime-like graphics. There's plenty other fighting games like that already, and ArcSys is more skilled at it anyway. Any SNK game in that style is going to look amateur-hour compared to the new Guilty Gear game. I really hope SNK can find their own cool art style that isn't like anyone else's.
2. Good netcode Day 1. This is critically important to the game's hype momentum. There can be no waiting for patches. Those are game sales flushed down the toilet. There will never be more eyes on the game than during the first few days. As for lobbies, just copy/paste KoF14's, those are great. I don't understand why SamSho's aren't like that.
3. Get rid of Single Fighter Mode and Party mode in online play, and I say that as someone who loves Party Mode. The problem is that, with a smaller playerbase, it's just a really bad idea to divide people up among a bunch of different modes. It needs to be ranked and lobbies, nothing else. Maybe add Single Fighter and Party Mode as sub-lobby boxes (in the KoF14 lobby style) if the numbers are holding up.
4. De-emphasize light low kicks. It's the lamest looking attack in every fighting game ever made, and plays way too large a role in KoF. I'd rather have overheads be the main probing tool and low kicks be the mixup, because overheads can at least look cool.
5. Either de-emphasize jumping CDs, get rid of the voice clips, or greatly vary the voice clips. Repetitive attacks are bad, but repetitive voice clips are absolutely aggravating. It's the biggest reason I can't watch KoF98 tournaments. I'm not listening to another Chris jump CD ever again, period. "Psycho Baaaall" is a symphony of angels compared to Chris's squealing.
6. Bring back special pre-match intro poses and taunts. The story mode conversations were cool, but you read those once and then skip them forever after. Telling a story about the relationship between the characters with a 3 second pose animation is more impressive.
Also, seems to me, that SamSho has bigger characters too. And when loser fall at the end of the round, there is big knockback to prevent winner standing in losers body - in KOF 14 it look superstrange.
Not all moves, at least, give basic supers. There is no fun for new players, if they can't do any cool looking move. Also it's huge disadvantage for newcomers compared to experienced kof players.
You can't play 500 characters. Nobody care about such amount. I think, SNK must have statistics, what characters is most popular - concentrate on them and costumes for them.
Thats another problem - newcomers can't adopt fast to play against all characters from big roster.
So, for me, for example, important to see Kula, Angel and Kyo in base roster. Let see...Kukri, Nelson, Iori, Nakoruru, Muimui, Love, Shun'ei, Tung, Meitenkun, K', Clark, Leona, Geese, Hein, Terry, King, Mai, Alice, Athena, Sie, Chin, Robert, Yuri, Whip, Vanessa - overall 28 characters. Good enough for base roster, characters, that really interesting (in my opinion, of course).
So without paid costumes you can't receive more money. Usually players use 1-3 characters, maybe in KOF more because of 3x3. So they, i think, prefer to buy something for their characters to support game, rather than buy another character, that they don't care.
They dropped to support game very soon. One SP is a joke.
I think, lack of hands/skills to port game to PC in the same time. Meanwhile 95 000 000 active users on steam.
Sure.
I like special intro/win poses too - like in DOA6, when Kula meet Christie or defeat NiCO. Now TN released option for Ninja/Cyberpunk costumes, that change it during intro. Pretty cool, i think.
All I want is Shermie and Goenitz back, rollback netcode, and we’re golden.
Oh, and add random blocking to the bots in training mode. I desperately need that to improve my hit confirms.
You'd be surprised. If you watch all the KoF15 character wishlist videos, we'd easily end up with over 90 characters if everybody got what they wanted. No chance that happens though. Only DLC pricing makes it financially viable to go over 50.
That would be the smallest roster in modern KoF, other than the despised KoF12. It would go over badly in my opinion. 36 with quickly announced DLC is probably the minimum they can get away with without backlash. You can't have fewer characters than KoF13 and be less visually impressive at the same time.
Also, with apologies for being the bearer of bad news, Love Heart and Mui Mui are probably gone for good. SNK is confirmed to have sold the rights to Love Heart's game series (Sky Love) to another company, and while I don't think anything is publicly known about Dragon Gal (Mui Mui's game series), it'd be weird if they hung on to that but not Sky Love. Dragon Gal would definitely be worth more money to a pachislot company than it is to SNK. They're not going to make more Dragon Gal games themselves. Just give Xiangfei some boy shorts and she's got Mui Mui's functions covered in KoF15.
I think that was partly a consequence of SNK having to abandon that graphics engine. Once they committed to switching to Unreal, they needed all hands on deck training in that system. Anyone left behind working on SNK Heroines would have been at a huge disadvantage getting work in future projects, both inside SNK and out, because nobody else uses Heroines's graphics engine. If there's a SNK Heroines 2 or similar side game using Unreal, I think you'll see that handled differently.
SFV started with 16(!) characters, SC 6 - 21, DOA6 - 26(24+2) characters, MK 11 - 25 characters, Tekken 7 - 36 characters...
If you care about quality, in modern fighting, you can't do many characters. Quick announced DLC (SP) - is not good too - like Granblue Fantasy Versus, when they released 11 characters and SP with +5 - people think, that devs just split game in two parts and sold separate.
Interesting info, but, like i said, i care just about 3 characters)
I think, for this game it sold pretty well - 300 000+ copies.
- The return of the 2003 Heroes team
- The return of past bosses like Krizalid, Igniz, Adelheid etc.
- Shingo, Eiji, B. Janet, Saisyu, Kasumi
- A fighting system that's similar to the one used in KOF 2003 and XI
The three obvious ones are Verse for story reasons, and Love Heart and Mui Mui for business reasons. After that it's tough. Every character has fans, even Choi. So here's my brave attempt at cutting 10, knowing the resentment it will cause no matter who is chosen.
#1. Verse.
#2. Love Heart.
#3. Mui Mui.
#4. Nakoruru. She has her own current game, and her teammates are probably gone. They could do a full SamSho team, but that means throwing more KoF characters out. I'd at least hold SamSho out as a 2nd season DLC team.
#5. Xanadu. I think there should be weirdo characters in this game, and Xanadu fits the bill well, but his fighting style is so lame. At a minimum, he needs an overhaul.
#6. Heidern. Leona covers most of his moves, and more importantly he doesn't have a team, unless there's going to be an Ikari B-unit.
#7. Antonov. I actually like this character a lot, but the only teammates that make sense for him are Sylvie and Mian, which displaces Kukri. Where do you put Kukri if you keep Antonov?
#8. Bandeiras. A likeable character, but even his fans agree that his moveset doesn't work. Which you could argue means they're obligated to give us a finished Bandeiras next time around, but hard cuts have to be made. There's at least a reason in Bandeiras's case.
#9. Pick one of Chin/Tung/Gang-il. I figure the old guys will be easy targets for most people trying to pick characters to cut, but I think it's a bad look to cut all of them simultaneously. So limit it to one. Plus Heidern is already on this list, so that's already 2 of the 4 sensei characters.
#10. Choi. Yeah, we're going here. But I have a compromise: Replace Chang's iron ball with Choi attached to a chain, and combine the best of both movesets. Then "Choing" becomes a serious threat.
This creates room for 3 new teams + 1 boss if the roster size remains the same. Which it won't, it'll almost certainly be smaller. So maybe 1 new team (New Faces) + boss (Rugal or Ash). Otherwise, more people need to go.
I'd like something similar to a KOF98 roster with XIV graphics, and a KOF99 gameplay.
Not necessary. They're fine as they are. You seem to have some weird aspect ratio stuff going on if you've got problems with how the characters are sized.
2) Improved females design(face + body).
This makes you sound like an incel.
3)Easy "Supers" (on 2-3 buttons), like in all modern games.
No. If you can't do the supers as they are, get in training mode.
4) Paid costumes dlc. No need in recolors or basic customize. Quality = money.
Would rather they focus resources on netplay being better.
5) Simultaneous release on PS5 and PC, or, at least, release date announcement for PC.
Just my opinion, of course)
An obvious one we can all agree on.