It was probably just removed because the feature took time and space away from other features they wanted to add to the games. Given KOF XII stripped down nature, characters in the background are probably the last thing you should expect in XII.
With the HD, crazy-wide backgrounds, I wish they’d take the idea to another level. Such as having your team-mates mingle in the background, not moving back and forth necessairly, but like… Say in the “Fat Ladies” stage, Iori is in a corner, just looking at one of the women, in disbelief, while Athena is to the far right, talking to that one woman under a kiosk who looks like she may be a food vendor…
^I don’t know, it would kind of be odd for them not to be paying attention to their teammates fighitng. I could see goofier characters like Joe getting distracted among others, but generally I think they would be watching the match. I don’t really mind if they are there or not.
Having the backgrounds that change time of day between rounds was cool. Some more variety, like having that level in garou where you fight in the waterfall, it would look really pretty in HD.
While we’re on the topic of team mates appearing in the background, what are your thoughts on the old ABC ‘interrupt’ command, i.e. teammates saving you when dizzied or caught in a grab?
Not sure if it caused turtle play but I always thought it was a interesting touch that gave additional emphasis on positioning.
I just want to see my teammates on the background
edit:huh,musolini was banned what happened there
Groove On Fight style jump in on defeat plox.
I could see it being a personality thing, too. If SNK really wanted to get into it, they could make it dependent on character status. So if the round just started, everyones kinda light on paying attention… but as it starts hearing up, the teammates go to their usual “react to each hit” actions. The whole “standing in a line to the side” seems like it could be kinda… odd looking, with all the detail they’re putting into these backgrounds, y’know?
Have we already seen a day/night variation of the Colosieum stage? I think I’ve seen one where you can actually see the spectators, and then another where you mostly just see the flashes of cameras in the darkness.
I actually commented that I’d like to see that back in, earlier. It’d kinda feel like having some element of tagging/assist in there, but wouldn’t be as abusable or as hard to work into the game.
Ok, it’s been an insanely long time, lol. How different was Groove On Fight’s Jump in compared to KoF XI?
(I kinda miss GoF… owned it, but never got into it much due to whiny Saturn having difficulty playing imports after a while…)
Cant wait for the loketest to happen.
Yeah
I’m most looking forward to seeing if any changes have been made.
I think a more urgent project would be adding losing animations for when characters lose on time
I still am in the camp of wanting more characters and hoping SNKP has a few time locked secrets hidden in XII.
Not much different than a plane shift in FF Real Bout, they just follow you as the camera moves.
Yeah, I’m hoping for that for the console release. I hope it gets SF4 treatment in that the arcade seems almost like a beta in comparison
but for the initial arcade release, the roster is fine
I’m more worried about things like the way hits are registering, the speed and just personality of the previous KoF games being absent from this game.
I’ll be there.
I’ll let you guys know what I think of it. I’ll be getting there early sunday morning, so I should have no problem at least doing a few games before a buncha people show up.
I’m not much of a KOF fan in particular, nor do I really play games that involve footsies (i suck at ST, SFIV, kof games, and any old snk game etc), as I’m more of a “combo a bajillion hits in games where every character can cancel everything into everything and do a gazillion air dashes” type of guy. KOFXII still looks hot, and still looks worth checking out.
Nona originally said this game would do the same thing as XI with the Buriki and Kizuna characters, just with other obscure games.
BUT… it seems production of the game took longer than expected and they dropped a lot of their original plans, so… who knows.
they can’t leave that out seriously, updates are still to come
1 more day for ther loketest. also, there are more important things than a time loss animation. like adding a super pause and perhaps supercancels. also more win poses than just 1 (at least 4) and added animations for when characters fly before falling on the ground. all in all theres still quite a lot too be done before the game is anywhere narn complete. though its all minor things compared to whats done already.
Man after seeing some vids, all my mains look great! Cant wait to us my Terry/Shen/Joe team!
KOF XIII? XII isnt even out for the ps3?
Here goes somthing I got off of cyberfanatix.
As for the system changes in the website update, the change is only in the CC (critical counter) and now you are not able to do a CC just randomly like it was before, now you need a full power gauge to do a single CC (yay!!) and the power gauge will get empty after a certain period of time (which is not mentioned).
as for the message board and what they are talking about, it is a message from the producer and the main planner (the same 2 guys who appeared in the premium event), and what is worth mentioning is this?
the changes from the premium event’s version is as follows:
1- CC’s (goal from using it, target, objective) (appearance: which means the changes in the effect to make it easier to recognize) (condition or situation) has become much easier to understand and recognize.
2- the greatest change in the CC is that you need a maximum power gauge, and with this change when you fill the power gauge to full, now you can use this advantage in your own good and decide the winner
3- so now when you have a full bar this is the match’s climax, but if you fill up your gauge and a fixed time passes you will lose your full gauge back to zero!!
4- to make you feel better (lol i swear this is not a dirty joke) when the CC is decided the zoom has been adjusted or tuned, the coolness in deciding the moment has been improved.
5- and now the color of the effect that indicates the start of the CC has been changed to yellow (look at the pic which is on the left when andy is hitting benimaru with a strong punch that is how the start of the CC looks like now) and the picture on the right shows you the moment for the final attack (u can see benimaru’s head is glowing red, that’s it!!)
6- in addition, we received a lot of opinion’s about pulling some attacks is hard like asking to review the operability of some techniques or the DM’s production (pulling out a DM being hard) or adjusting the performance or efficiency of the techniques and stuff, so we adjusted such stuff and we would like you to try it out in this new version
It will take me a while to get used to this version of Kensou but him and Joe are obviously the first characters I will choose when I can get my hands on this game. I am hoping that Ryo plays better then he looks in most vids, it is either him or Ralf and Ralf is looking slower then the versions I fell in line with.