Game looks really good & i’m sure KOF XIV will improve so much in future both visually & mechanically.
BTW there was an interview between KOF XIV producer Oda & Famitsu. Here is the summarize version of it.
Producer Oda gets interviewed by Famitsu.
Rough synopsis:
The Game’s development is about 70% complete.
Aside from supers, there’s also MAX supers and Climax supers. Supers will automatically turn into MAX supers when you’re in MAX mode.
Producer Oda: “Climax supers are like the NeoMax supers from KOF13 but since not all the characters had it in the game, we’d decided to add it to everyone for KOF14” (Note: Everyone actually had it in KOF13. The producer probably didn’t play the game that much)
There’s no Drive meter this time around, only a power meter. The devs decided to simplify things.
That also means there’s no drive cancel system and KOF14 isn’t a combo game like its previous iteration. The devs know that there’s players that like combos and also those who hate combos, so they decided to take a step somewhere inbetween the two.
Because a lot of people play at home on console nowadays and there’s a wide range of players, the devs want to keep the controls simple but the game to have depth as you play along and make new discoveries.
The CD attack/thrust system now makes the opponent hit the wall and crumple for followup attacks.
The devs don’t want to add in too many new systems because KOF has enough as it is. They want to keep tuning/tweaking stuff though.
If the damage is reduced to a point where the combo basically does no damage, à la SF IV, then it really goes against the usual standards of KoF :-/ They should just show some sort of progression in the system as 2002 did with 98’s and then 13 with 2002’s.
Don’t really care about the graphics. At this point, I’m going to assume its going to look a bit better than a remastered version of SFIV on pc, which I suppose is ok. If anything, I’d hope they’d make the animations more fluid first and a bit more “awesome”… Kyo’s launch kicks have never been butchered this terribly before
Also wish they’d give the characters some notable new moves and appearance changes… and for god’s sake, some original characters. Characters like Vanessa, Lin, Ron, Oswald, some of the alternate strikers in 2002 (Cool Choi…Smart Chang? DAMN!) or any of those guys from Those From The Past
were so awesome when they were initially released… and some of them either have never seen a playable release or even been explored.
TL:DR - 3 original teams at least, combos do decent damage, reduce the impact freeze JUST A TAD, rework that p.o.s H.U.D, make the game more fluid+speedy … best game.
LOL, I haven’t watched too many videos, just one or two, and those were mostly scrubs, so I became slightly annoyed watching. If they have nerfed overall damage on everything, that’d be detrimental to the game as well.
It seems like I misread what you said though Just saw “low damage” and “big combos” and got triggered. #KoFBoyzProblems
I’m going to assume they made damage low intentionally on this build just so player can have more time with the game (i hear this happens commonly). Most fighter use local arcade testing to trial run their games but it seem this kof is going the same route of SFV of being console exclusive. hopefully they’ll offer beta testing stuff.
So since they went with extremely cheap cg animation I am assuming that us gonna allow them to add guest characters since they ARE going that whole sell out easy mode stream monster route. Maybe they will ad Hatsune miku who apparently is the virtual spokesperson for onions in China, or shinobu (some sort of loli ninja vampire the endorses Colgate?) since those are both trendy in the orient at this time of the year.
The CD wallbounce anywhere is a cool addition, I guess, though its just like the counterhit stuff in 2001/2002 (Maxima Cannon on counter hit) + crumple… or basically maxima xiii. Iori’s Climax is kinda lame, never liked that from XIII too much. Looks like there are still BC combos in there somehow.
Chang’s Ball Swing and command grab needs to be sped up… I don’t like that ball swing animation either :-/ I’d like the grab to be a lot faster, more aggressive (he’s a fucking criminal!) and like the last hit should have a cool zoom and impact, like Abel’s or Necalli’s cmd’s grabs.
The one-button combos are no problem to me, as long as they have it as a separate mode, like Marvel’s simple mode, that doesn’t interfere with the “normal” way of playing. On that not, does anybody have any news on the leniency when inputting commands? KOF xiii’s really pissed me off in the beginning.
If they truly consider the feedback that they receive at PSX (or anywhere in general), I think the game could be successful. Their marketing department needs to get fired though, they really don’t know how to hype up the game very well.
there will be 50 characters** 50!!!** I swear people can’t read at this point
Gameplay looks solid KOF like, it has been shown they can improve the graphics. SFIV is the ugliest fighting game in existence even uglier than this and for some reason people finding that game appealing?!
most of the game isn’t looking half bad as it used to still a re-texture of the graphics would be fine, add better lighting.
they must keep the auto combo at a novice level
jumps are floaty as expected but they’re not as SFIV bad.
How bad do you guys think auto combo will affect jab strings and the like?
Didn’t the leaks say Joe was going to be in this one? How will that work out when LP hands is mapped to the same input as rush.
might be a translation error from what I understand he’s probably talking about the new characters that are coming to KOFIV will get their own Climax super.
I was mildly relieved at the possibilities…until they revealed the game is 70% done. I mean…what? If that’s 70%, that’s not a good thing. 50% maybe, but 70%? Ignoring the unrevealed characters, who obviously are likely just cooking behind the scenes, there’s way too much stuff that needs to be worked on gameplay wise and animation wise. Problem is, with 50 characters being worked on, a lot of that could be left easily overlooked.
Chang’s spinning ball attack is still rapid press so idk.
Core gameplay’s looking tight right now. Damage needs to be upped but early build so not sweating it for now. Also, kinda iffy on CD doing wallsplat now.