I’ve been watching these vids (when I can!) with as much baited breath as the rest of you; Might as well get out my thoughts:
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[*]Character Look/Style: Ralf was disturbing at first, sure: But I have no problem with the look now. I like the way SNK is not afraid to update classic character looks, because I think this is a LOT more gutsy a move than what Capcom pulled off with SFIV, or any game they’ve made. Athena looks like her original inspiration, and this is fitting. Her face looked like it was barely there early on, but now that I see it in detail, it looks fine. Only problem I have with her is that she seems to not be wearing any shorts/biker pants… Athena in early KoF always seemed like she was an anti-pantyshot chara, in that she didn’t dress to titillate, but instead for fashion, so she always worse something modest, even under short skirts. I respected that about her character, and always thought that was a defining aspect of her personality. Now she seems to be as oblivious to the fact that skirts are a HORRIBLE thing to fight in (for decency’s sake), as everyone else… I could deal with that for “Another” Athena in MI, but I think it’s a quality “canon” Athena should always have, to keep her different. Anywho, I always thought SNK had some of the best variety in character sizes and styles. Modern KoFs have had all the important new people being average in build, so I’m glad to see Ralf and Raiden being dramatically different. If you can’t make a FULL new cast (since fighting game fans can’t stand all new cast, as we all know), make the old cast as rich and varied as possible!
[*]“Bellbottom” pants: Don’t bother me at all. I really like them; the way they curl and fold is great for the animation, by the way it makes folds concentrate as points near the moving areas / points of impact. Also, it helps give the characters more recognizable silhouettes, than if they ALL wore the SAME generic style of pants. I think it’s a nice visual flair.
[*]Animation: 3rd strike had A LOT of frames in it that I always had to wonder about; Like with Chun Li hitting the ground, she bounced SO much! I kinda thought some of it was wasted extra, but then I like the other little charm points; such as Makoto’s neck scarf actually kicking up in the wind, after Dudley would bring his car to a halt before her. I think this style is the kind of animation SNK is concentrating on. Look at how Athena’s skirt actually kicks up a bit when she is guarding against attacks! Or how Andy’s hair falls in clumps off his shoulder after he lands from his spinning uppercut! It’s in those areas where XII is nearing, and maybe, in small cases, surpassing 3rd strike. It’s not a matter of HOW much animation the characters have, but what they DO with the frames they have. In Capcom VS SNK 2, Iori’s endpose laugh, Capcom style, simply made his upper body juggle. In SNK’s games, he would actually pull on his shirt fabric as he moved, and his whole body would show the fact that he was laughing. They probably used the same amount of frames, and framerate, but SNK’s way was much better. That’s the kinda thing we’re seeing here.
[*]Clashing: Woot! Epic! Ok, it is pretty stupid if you can stop anti-airs with a kick of punch. It negates the idea of an anti-air! And beating “hot-blooded” supers with a weak punch? Yeah, that has to go. However, I like the style and idea behind clashes. I worry about their execution, surely, but I’m sure if somehow, it comes out broken, it’ll be fixed with playtesting or patches. So I’m not worried about it at all. I await the day of being able to blow through normal fireballs with an explosive burn knuckle!
[*]Backgrounds: THANK YOU SNK! I was playing KoF 94, and It really made me notice how boring backgrounds have become in modern fighters. Old SNK fighters had 10s, if not towards 100 people in the background, doing their own things, offering little sneaks of detailed animation, guest characters, the works! And now-a-days, we get a bunch of cardboard cutouts who looks like they have no real interaction in the places they’re standing in, who mostly move independently. XII is not like that at all! It’s TRULY the evolution of what those early 90s games promised us, in this respect. The “Fat ladies” stage has people hanging out on the tops of flagpole/boat sails, trying desperately to get a view of the epic fights, and the ladies themselves are almost all unique in animation, and dress color, and there are layers upon layers of them! It’s truly very impressive work. The Market and Temple stages look just as impressive. I haven’t seen the others enough to truly know them, but I know that one stage that looks like an Ice rink really makes me hope Kula is in this installment…
[*]Elimination VS Tagging: I personally hated the tag system. Not because I hate change: I just never wanted to USE it. It felt like something tossed into the game that had promise, but it kinda soured the whole “ok, ally down! Next guy, You’re UP!” feeling the games had before. I like how in KoF 94, your teammate could have LIMITED interaction if they where still around, jumping in and getting you out of damaging grabs, and the like. That felt kinda like “I just can’t watch my friend hurting! I HAVE TO DO SOMETHING!”… it was like a quick motion snuck behind a refs back. And it discouraged fighting in the corner, because, if I remember right, that’s the only place you could pull off those saving moves? I’d like to see those (and the characters constantly standing in the BG, reacting to whats going on) return, as a “midway” between classic elimination rules and tagging.
[*]Game Speed: You know one thing that always defined SNK games to me? The IMPACT of a blow. I absolutely LOVE the final sounds of Ryo and Roberts gattling blows! That loud, echoing clash. When Terry hit with BUSTA-WULF in MoTW, that first impact, that shook the opponent to their core, before the big explosion, that was awesome! It really made the hit feel STRONG. But what do we get in newer KoFs since 2003? “AreYouOkayBusTERwolF!” These stupid, sped up looking moves that try too hard to appeal to modern day “Mugen” like fighting. There is no time for impact, and thus, everything is comparatively weak-feeling. This slower speed will once again make it feel like hits MEAN something: I actually hope to see the slight “hit” pause that was in the first trailer return, too. Maybe not for EVERYthing, but at least for the REALLY strong blows, such as the fierce/roundhouse versions of moves.
[*]Character Count: OH NOES! It’s less than KoF 94! … :rolleyes: WHO CARES! Remember, KoF has always KEPT cast around to increase it’s roster size, and added new people to the fray to kinda “justify” the amount of old in the cast. I mean, there where a lot of character looks and moves that didn’t change for YEARS, and required very little graphic work to snazz up. Hence, allowing the artist to work on new characters with all new frames and effects. But this whole GAME is new. We’re starting at ground zero! And in HIGH RESOLUTION! VERY high for pixel work. 20 characters is a super-impressive feat, really. I’d be very willing to pay for Teams of new characters as DLC, by the way. Imagine if, instead of buying each KoF every year or 2, you could get a DLC pack that basically pulled off the same changes we used to get in the yearly updates? And at a fraction of the cost of buying each year for full market price? I mean, really, a lot of the graphic data for characters and specials in each KoF is pretty redundant; except for graphic overhaul years, introducing new stages, gameplay systems, and characters atop of pre-made elements has always been KoFs style. Heck, if they could deliver this many new-to-HD characters each year for the next 2 or 3 KoFs, we’ll be back to the old numbers very fast. (I’d love to have Tung Fu Rue and Fatal Fury’s Jubei in KoF… Jubei was a fun grappler…) So… yeah… I much prefer 20 unique, well made, different feeling characters, to 40 half made, poorly animated, flair-less creations made JUST to appease number counters.
[*]Lastly, Things I hope to see return: - Stage Intros - Epic “You lose!” falling like in KoF 98 - Terry’s hat flying off his head when he’s KO’d - Character clothing shredding / weapons flying out of their hands when defeated… and not just for the women, but for ALL characters! - Unique special character matchup intros and win poses - A decent “you’re on fire!” effect - Rewards for beating the game with special custom teams - Arranged Soundtracks - Day/evening/Night versions of stages - LITTLE details like Terry’s hat floating on the water, when thrown off, in I forget which KoF that was, lol. 94? 96? - A detailed training mode that explains each system, like VF 4 Evo had - Andy finally giving Mai a solid relationship - A Longshot: various options that replicate features of other KoFs. Such as the option for tagging, if you wanted it, the option for classic 3 VS 3, Single VS Single, overall, just different modes that would attempt to give every KoF player at least a taste of what their preferred KoF would feel like. Remember how VF4 had silly things like the “Hyperfighting” mode? Well, yeah, like that. It might not be tourney-worthy, but it would go a long way to making the game FUN for casual messing around, and making consumers feel like they got just THAT much more for their money. - Detailed Character profiles / character viewers, just like in KoF Maximum Impact - SOME kinda unlockables! - VERY longshot: You can bring back every minigame mode from KoF Maximum Impact II: Destroying the SUV, Fighting the Metal Slug, Beating Todoh off a cliff… I don’t expect these at all, but I wouldn’t complain if they where there!
…I think that’s everything! (MEGA POST!) I’ve been storing all that up as I watched the back-and-forward going on here… feels good to get it out, appreciated or not! :looney:
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