KOF XIV General Discussion - King of Fighters XIV Arcade Ver. Burn 2 Fight cabinets from Taito!

Well we haven’t seen Geese for a few KOF games… :coffee:

Geese only appeared in the KOF 94-98 era. If I’m not mistaken isn’t his inclusion in the leaked list the first canon game since the early KOF’s that he would appear in.

If by appear in you mean actually show up in person, then yes unless you want to get into the console port of XI which has dubious canon status at best. Otherwise, he’s always been around. He’s been paying Billy to join the KoF tournaments and keep tabs on everyone, often paying people to be his team members.

While Geese hasn’t appeared canonically since 96 he’s still involved in the series. Every time Billy Kane appeared it was under Geese’s order.

Fatal Fury, 96, 98. Best Nostalgia SNK Music in the 90’s.

Rhythmic Hallucination 98, Fairy (Womens Team) Ost 98, Ikari Warriors theme 98, Blue Mary’s Blues 98, Americans Sport Team “Slam No. 5” 98, Tung Fu Rue (Fatal Fury), I could go on.

But the best was Wolfgang Krauser’s. It’s actually a Mozart Song called Requiem; and while playing his boss battle he has a Orchestra of 30-40 Violinist playing the song in the backround sitting on his Castle Steps. Nothing more Boss then that period. One of the reasons Capcom ain’t got shit on SNK when it came to Bosses and creativity.

My favorites though that bring back memories from playing hours & hours grinding matches.

Fathers/ Masters Theme

Path of The Ninja

They really should just scrap whatever new hip, pop, and metal bullshit that have in place for music in this new KOF; save money and just bring back the Oldies but goodies.

The issue here is that SNK stepped over themselves. The team on KOF wasn’t aware of the plot in real bout so his inclusion is basically a oversight and just a "well might as well now I guess"kind of situation. I mean it’s possible the real bout ending did happen and billy is the only one who is keeping in contact with geese, but it would seem the KOF continuity it just doing it’s own thing which makes me wonder if rock will even show up. If SNK ever does a new manga or anime series they seriously need to get their story straight and fix up these continuity errors.

Fatal Fury and KoF have long been separate continuities. Ever since they made the AoF characters the same age as the FF ones (AoF is supposed to be a prequel of sorts to FF).

Interview between Oda & 4Gamer

Summarized ver.

  • The concept for KOF14’s development is “The most easy to play KOF ever”
  • They want to make the game so that it plays naturally for fans of 98, 02, and 13 which were the most popular.
  • Since Producer Oda was in the FF/AOF dev team, he wasn’t really involved with the KOF series up until now. This will be the first time that he’s on a KOF project from its plot stages.
  • SNKP’s been away from console development for quite some time now, so this will be the beginning for them to build up their 3D knowledge and skills
  • When asked “If KOF14 succeeds, could we be seeing the comeback of other franchises such as Fatal Fury, Art of Fighting, or Samurai Shodown?”, Oda replied “If everyone supports us, we might be able to bring things all the way there.”
  • When asked about Trailers 1 and 2, Oda said the renderings were mostly the same but they changed the lightings amongst other various tweaks. They want to continue improving the game’s quality
  • As reported earlier, all 50 characters will be playable at launch. 16 teams (3 characters each) + 2 characters.
  • The game is roughly 70% done. They’ll be starting to work on game balance.
  • The game is designed to play like KOF13 just during MAX mode where you can use EX moves and 3 levels of Supers that can be canceled in their order of hierarchy. Oda says that with enough studying it’s possible to juggle opponents like in KOF13.
  • For beginners, there’s the automatic and simple “Rush Combo” system
  • The devs are still tweaking the game’s Just Defense system through trial and error.

Credits to Professor at mmcafe.

Source:
http://www.4gamer.net/games/317/G031749/20151216086/
http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13571.shtml#72174?platform=hootsuite

Rough translation:
http://www.twitlonger.com/show/n_1so212o

KoF has always been it’s own continuity. If KoF actually followed the continuity of the other games than the AoF characters would be ten years older then the FF characters. It’s generally accepted the events of those games occurred with few events altered.

I still think the problem is with the faces. Like maybe they need to reshape the faces and textures so they look better. Changing lighting can only do so much for poor Andy’s face.

In others news KOF 98 ONLINE genarated $43 million USD revenue in November & also it is in the 5th place of most grossing app.

But keep in mind that SNK will only get royalty fee for their IPs from this revenue.

Source:

Pretty much stuff repeated from the last interview. It’s good to know that they’re still improving the graphics.

Not really. A big reason why Andy’s face looks so bad is because of the sheer lack of definition in his face, which is partially to do with the texture work and partially to do with the unfinished lighting engine. You can fix a whole lot by lighting his face properly, and if they ever get around to touching up textures that would basically solve the problem.

Andy’s model was revealed not long ago when the PSX was held so it was far behind even to the rest of characters at that time visually.You should see AT_Ryo_Sakazaki’s post in page 22, then you will see.

Iori looks weird on the character select screen

From the video - the jumps indeed look kinda floaty

They need to do something with the MAX mode activation, feels like the special effect is too long. HD Mode activation was instant, for example

Also, no special intros in this game? Or maybe those aren’t present in the current build

For me, jumps were fine when I played it. Then again, I’m a KOF98 player instead of jump happy KOFXI/XIII player. MAX Mode activation is the new Chain Shift/YRC of the game. I’m fine with that too.

The Andy model looks comparatively bad to the rest of the roster which hints at the possibility that he isn’t as far along in development. However with nearly all the first hand impressions saying the game looks better in person and some even saying it looks quite good already I’m confident the completed product will be fine graphically. As someone who played SF4 for years I have no issue getting behind a game that I think is terrible in a visual sense. As for the floaty jumps, well to be honest I don’t really see the issue with them. As long as it doesn’t slow the game down or make things for clunky or sluggish then I don’t think anyone needs to overthink it. It seems like SNK did a good job transitioning the 2D gameplay to 3D models and with most first hand impressions saying the game feels very smooth and fast the jumps appear to be a non-issue.

This latest interview really inspires a lot of confidence and I think given SNK’s recent track record I think they could have a really good game and big hit on their hands.

Rock was part of one of Terry’s win animation in 2002. I know that its a dream match but that’s still a pretty weird detail to add if Geese is canonically still alive

the game looks fine to me, im actually more concerned about the corner crossups ala sf4 style i been seeing on multiple videos.
you can see it in the video below and also on the second video at around 0:37 secs in. Laban can you confirm if this happened when you played or if you noticed anything like this in particular?