Are those camera gimmicks permanent? I sure donāt want the screen to zoom in every single time Andy lands a Zaneiken. Zoomins on supers I can stand it, but if someone does a drive combo with 10 Zaneikens in a row, and the screen jumps back and forth 10 times straight, someoneās gonna get seizures.
repulsive. Of course thereās good reason. If you make the inputs more accessible, more people will stick around which can only grow the popularity of the series.
But like always, thereās this group of people who wants the game to stay hard just because they can feel better about themselves. I got KOF XIII and I didnāt play it for long. The difficulty curve and general input difficulty turned me off. I watched pros play, but I didnāt play the game. The input barrier was too big for me and I simply didnāt want to spend my time getting over it. It just wasnāt fun.
What? XIIIās inputs are the easiest in the entire series, Idk what to tell anyone if they canāt do those except they arenāt practicing enough. Assuming they play it in the first place.
The HD combos were another thing but the inputs are fine.
The animations definitely need some fine-tuning. Just look at Ioriās Maiden Masher animation for example. The pacing is fine, itās from 13. The problem is that 13 pacing works with sprites that have no tweening. These have autogenerated inbetweens between the keyframes while trying to use sprite-derived animations. It doesnāt look good. Itās fine taking the basic points of the animation from the sprite, but you need a bit of tuning if you want to achieve stellar animation in the new medium or do an ArcSys and ākill 3dā which they wonāt have time for.
The models themselves look a bit awkward still - mainly they need to figure out wtf to do with the hair so it doesnāt look hideous - but at least there itās visible improvement from trailer to trailer. Snapshots reveal tons of added detail and lighting/shading work that improves all the time.
Inputs have never made someone stick around and you are lying to yourself if you think they will. I have no patience for someone who refuses to put in effort into something and then dismisses it entirely. There is nothing in XIII that is too hard to do, there is nothing that you arenāt capable of doing, all you have to do is practice, and if you donāt want to practice I donāt have time for you.
Umm, yeah, they do. My friend is on record as saying he really wanted to support KOF13, he loved the effort SNK put into it, but the stupid HD combos turned him (and me, quite honestly) off. We both bought KOF13 day one. Weāre both people who have been playing fighting games for decades. Donāt tell us just to āsuck it up and practiceā these stupid, long combos that arenāt enjoyable at all. Itās not that we ācanātā do these combosā¦itās that we didnāt WANT to, because they arenāt FUN.
Yes, I know thatās hard to believe for some of you execution-philes out thereā¦but some people donāt get all hot and bothered about doing combos. Wacky, huh?
The aspects of KOF that I personally love have nothing to do with execution barriers. Rather, my enjoyment of the series has been IN SPITE of the execution barriers.
Understand this, please. Long, execution intensive, NECESSARY combos will only kill your potential reach.
Itās silly to sit there and whine about no one playing your gameā¦and then whine that people should waste their time practicing an aspect of a game that only a small minority enjoy. This is a recreational activity, not a punishment.
Itās not even a matter of being an āexecution-phileā, whatever the fuck that means. Those combos are not hard. Not liking long combos is a different issue entirely, and one could argue that you knew what you were signing up for. No one jumps on MvC3 and complains about the long combos, because thatās what the game was from day 1. The combos got longer as people figured stuff out, but itās not like a whole lot has changed. Besides, if you donāt like long combos, guess what? Thereās a KoF for you too! Itās called 98. But no one plays that either. Oh well, I guess.
But you go on about how only a small minority likes the combos, but only a small minority cares about the execution being too hard as well even though it isnāt. People who dropped the game because of execution were not dedicated to the game to begin with, because if they were they would have seen that the execution to the game is not all that obtuse, and if youāre not dedicated to the game it doesnāt matter how easy or hard the execution is youāre going to drop the game at some point anyways. Lowering the executional barrier has not done anything for any game, and if you would like to say Iām wrong about that then please show me some statistics, because as I see it, Skullgirls is dead despite lowering the executional barrier, Rising Thunder hype has died down entirely, everyone is COMPLAINING about SFV being easier to play, lowering the execution barrier has not been beneficial to any game that has advertised it, because shocker, people making those complaints were never serious in the first place, they were using execution as an excuse for why they suck at the game or why they donāt want to play the game. If the execution is the ONLY problem with XIII and you still didnāt play or support that game, I really doubt how serious you were about the game in the first place.
Because they are incredibly expensive and time consuming and were on the verge of bankrupting the company. Also, if youāve played previous KoF titles before, using those sprites led to most characters being largely unfinished, which was at least to me not very satisfying.
I wish they would make the characters not look so anorexic. That and the hit/special move effects donāt really go well together with the models and overall look of the game. Someone else also pointed out the physics on certain things like Andyās hair donāt work/flow the way they should like when he does his kuuhadan special. Right now this is not looking good for a 2015 game and nothing really exciting stands out either.