The 2nd KOFXII Thread (debuting at AM Show in September)

wasn’t the sprites the same reason SSF2THDR got pushed back as much as they did? Wouldn’t that mean the same thing is going on with SNK? Didn’t we just say that a thousand times already?

Actually they said it would of took 1.5 years for one person to make one character in that style. 10 people would of been a lot faster.

Both of you took the words right out of my mouth, my friends. :shake:

As I said before, I really do hope they make this for PSN/XBLA instead because there is no way in hell that I am paying 60 or even 30 bucks for this half-done game unless they put in a lot of good shit in the console version.

lol the game system looking like total ass in general wasnt a big deal but dont include a final boss and suddenly everyone on srk loses their shit

Here some more impressions, similar to sugarboy’s:

Using DMs only once per round!? You have gotta be fucking kidding me! It’s bad enough that some of the fighters will only have one DM but now this?

I got a very bad feeling about this. :bluu:

Anyone who says they aren’t going to buy this game better be prepared to kiss 2D fighting games good-bye forever.

I mean that should be enough to get people to buy this game, even if the details of the engine don’t perfectly match your taste…

This is a brand new, high res, 2D fighting game being released in the current gaming market. And, it’s going to be released in the states.

That is unheard of. Yet, people are doubting whether they’re going to support it when it comes out?

What?

What I tell ya? Divas are never happy. Ever.

I don’t see why people should be forced to support it if it sucks.

That’s your opinion. People actually like this game. So they’re gonna support it.

There’s a difference between 1) sucking and 2) not being exactly what people expected.

So far, KOF XII has only been guilty of (2), because the game clearly does not suck. It’s very well made, very high quality, very high priority for SNK.

And, oh yeah, it’s not finished yet. But, this minor fact hasn’t stopped people from writing it off 5 months before release.

Just sayin’…if a company spends all its time and money making a brand new 2D fighting game in a market where no one buys brand new 2D fighting games, then it would be in a 2D fan’s interest to support them. 'Cause no one else will.

Lasting series’ are not made in a day. ST, 3s, etc were only made possible because we supported all the games that came first…WW, CE, TCE, SSF2, NG, SI.

and 3 iterations later 3s still sucks

@Dragon: Yes, you’re right. We should be supporting this game. However, here’s the problem; If you take a look back at all the promises that SNKP made to us (especially when they claim to make the ultimate 2d fighting game), as well as all the original plans they had for this game, not to mention the excuses they made when they were asked why a lot of things where left out (Such as the majority of the roster, Elizabeth, the story, the bosses, the “multi dms for each character” thing etc., which all share the same reason, TIME) then you’ll see why so many people are very worried and starting to have serious doubts about this game.

Don’t get me wrong though, a lot of us are happy that they finally take the time to at least give it the graphical makeover that it needed. It’s just that we don’t want SNKP to take too many risks with this game that could lead them straight into bankruptcy. :shake:

I fucked up my sentence:sweat: so that means it requires 1.7 to 2 months to make a whole character

and They can’t make a boss in 4 months, :confused:

Yeah I know right?

I mean we can deal with the no story thing due to the small roster, but at least give us SOMETHING to make 1p mode a little worthwhile.

Yeah, but I think SNK is doing very good at doing what they kinda HAVE to do now. I mean, Capcom’s SFIV is pretty much just like SNK’s KoF MI series. SNK’s done their style at “2d Gameplay in 3D”, they’ve done a bunch of recycling, All they really haven’t done is a toonshaded fighter… This move to make HD Pixel-art KoF is risky, but I’m glad they’re finally doing it, because in the way they’ve been moving, it woulda had to come to this sooner or later. They already went belly-up once, And I really do think that means that they are putting their all into this game. As a fighter to play between 2 humans, I’m very happy with what I’ve heard so far. I understand we have to, say, have a KoF 96 before we get a KoF98 (Dreamcast Edition!), and I hope others can deal with this too. It’s not that we’re being “beta tested”, it’s just a natural state of progression.

No matter where their dreams lie, they have to give us something “realistic” to what they are able to do. I like seeing that they DREAM as big as we do, y’know? Corporate entities often times seem to play “Safe” a lot, but SNK seems to be stretching itself as far as it can, and I’d love to see it’s fans appreciate their sacrifice as much as possible. I’d rather thay apologize, rather than the usual corporate BS of “Well, no-one really wants those features anyway, right?” or outright lie like “well, we held focus test, and everyone said it was OK if we didn’t do that”.

I really like what I keep hearing. It once AGAIN sounds like they’re really taking their new graphic format, wide screen length, and zooming features into consideration when designing systems. Doing a DM once per ROUND?! (As in “Round 1, fight!”, right?) What’s bad about that? So, you LIKED it when a red-health Terry would Infinate-Power-Gy-ZAAA in old games? You LIKE how characters could constantly do moves with good invincibility frames and special properties with the speed and swiftnesss of normal special moves?

EVERYTHING in this game so far, including Clashing, seems to be working towards strong, defining moments. Smart, well-thought-out infighting seems to be what they’re working towards. And isn’t this when fighters are at their best?

The promise of a fighter that might refine or eliminate a LOT of the BS that has developed over the years, is much more exciting, than the idea of playing the EXACT same games “simply” in HD. XII is going to be a full-priced game, right? Aren’t you happy they’re trying to give us something fresh and different (as much as 2D fighting games can be), rather than just, say, an HD 98?

I hope Goro is not back to his old BS ways!

I always hated Goro and Clark, what’s worst than a cheap grappler, a FAST cheap grappler!!

Well guys, it looks like the “Using a DM once per round” thing was false. Thank god!

1 DM per round sounded too stupid to be true anyway.

SAB-CA:

> Yeah, but I think SNK is doing very good at doing what they kinda HAVE to do now. I mean, Capcom’s SFIV is pretty much just like SNK’s KoF MI series.

I’d agree with you except on focus. MI is probably where SNK should have gone with the KoF series, since IIRC those games actually sold quite well on console, which is what convinced them to make an arcade version. But they were afraid to piss off their hardcore players, so they decided to go in the other direction for XII.

> SNK’s done their style at “2d Gameplay in 3D”, they’ve done a bunch of recycling, All they really haven’t done is a toonshaded fighter…

Er, Real Bout series? Last Blade? True, KoF has managed to stick to the same OG-style shading for over 10 years, but that series was the exception, and mainly because SNK couldn’t (or wouldn’t) take the time to redraw the sprites from scratch after KoF96.

> EVERYTHING in this game so far, including Clashing, seems to be working towards strong, defining moments. Smart, well-thought-out infighting seems to be what they’re working towards. And isn’t this when fighters are at their best?

I stongly disagree. I don’t know exactly what they’re doing, but “smart, well-thought-out fighting” doesn’t seem to fit the bill. It’s more along the lines of “throwing shit at the wall to see what sticks”, perhaps with a huge dash of OG-ness. I really don’t understand the need for the OG-style super meter that drains automatically, and the clashes just seem ugly and a badly implemented version of Guilty Gear’s simpler clashing system.

[media=youtube]nXQDJr0YgnM[/media]

2:21-2:34

Clashing seems to support the basic rushdown style of kof.

Looks like it has some push back though.

only equal moves should clash

I don’t want to see antiairs becoming useless because of clashing

I’m glad they’re focusing on Sprites, because no-one else would :slight_smile: In a world with SFIV, I do think a retooled MI-like game would probably be even more successful, but I know I personally would prefer to just see MI and “Real” KoF co-exist. XII will hopefully prove there is room for both.

Oh, no, what I mean is, in recent years, SNK has matched every step that the other companies, such as Namco, Capcom, and ARC system works have done, save for making/putting there name on some anime fighters. Like Namco with the DBZ games, or Capcom with the Kenichi game, or Fate/Stay ones. SFIV is following in the path set by MI (and Arc’s Battle Fantasia)… And their new Samurai Shodown is following in the path of Soul Calibur…

They’ve followed or started all the trends, XII is a start of something new, which I would HOPE becomes a trend! (“HD” Sprite art 2D gaming!)

The fact that Clashes seem to happen less in new videos, suggest to me that the system will be balanced out by games release. Meter Dependent Crit-Clashes, and supers with longer start ups/no invincibility frames, suggest that you’re REALLY going to have to know what you’re doing, less you waste meter CCing when you wanted to do a normal super, or you start something like Ash’s huge Green-Dama ball, while in sweep range.

Yeah, it’s all messy now. Clashing looks overpowered (though I wouldn’t call it ugly by any means, I like it’s rhythm and effects, so far) and poorly tooled, but we have to assume that will be iron’d out in play testing, right? A game with useless Anti-Airs would be no fun, and I would think either SNK or Play-testers would figure this out before release next year.

And how can one not see the use of a draining meter, in a game with such massive space between characters, and so many defensive techniques? I would say it’s to promote more intensive, “brawler” style tactics, and less turtling. Playing against turtles on HDR isn’t all ther fun, lol. Even BEING a turtle is less fun, than actively having reasons to get in close and fight.

I know that’s exactly what it does for me in Samurai Shodown II. I very much more want to LAND supers in SamShoII (and hence, I close range, and seek opurtunity even more than usual), than in HDR, where I pretty much just use them as combo extenders, an as punishers.

Anywho, one super per ROUND (not entire fight) still didn’t sound bad at all to me, that about all the chance you have to land one in Street Fighter Turbo or such.

If a system is built around changes, there’s no reason to be offended by such changes, until we REALLY get to test them. (Or get really informed, through playthroughs.)