The Big Daddy C-Master
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Post by The Big Daddy C-Master on Nov 4, 2015 21:17:38 GMT -5
Is this roster "leak" true? As with most new fighting games at the beginning of their media blitz, we know very little about King of Fighters XIV. Sure, the playable cast will include Kyo Kusanagi, Iori Yagami, Leona Heidern, and Chang Koehan, and players can expect to get their hands on the final release sometime next year, but that’s really it.
But what if I told you the latest trailer possibly confirmed a rather lengthy roster leak?
Earlier this year, before we even knew King of Fighters XIV was a thing, a rather mysterious list appeared online purporting to detail the entire cast for an upcoming release. Although the original source has since been taken down, this leak apparently originated in China and was shared by a Twitter user named ALX. It stirred up some good discussion when it first made the scene, but quickly fell by the wayside.
That was until Chang showed up in the second teaser, decked out in a Southtown Jail outfit that seemed to indicate he had returned to the shady activity of his past at some point. It’s the prison uniform that brought this list back into the spotlight.
See, while the list names each of the characters that have already been revealed, it’s the mention of Chang’s imprisonment that really stands out. Sure, his criminal past with partner Choi Bounge is well-known by SNK lore fanatics, but could this have really been a lucky guess?
Longtime readers will know that we tend to shy away from these kinds of stories. It’s easy to jump online and put together a dream list with no factual basis, and rumors of this nature lead to dead ends more often than not. But this little detail has raised enough eyebrows that we thought it might be worth tossing out there for more folks to see. Just, please, keep in mind that these are rumors and nothing more. Hell, even if the list is real, it’s likely things have changed during development, so be sure to take this with a grain of salt and all that.
China Team: 恶魇青年 (?), 糖葫芦 (Tung Fu Rue), 枕头少年 (?) Japan Team: 草蕹京 (Kyo Kusanagi), 二阶堂红丸 (Benimaru Nikaido), 大门五郎 (Goro Daimon) Fatal Fury Team: Terry Bogard, Andy Bogard, 东丈 (Joe Higashi) Art of Fighting Team: 坂崎良 (Ryo Sakazaki), Robert Garcia, 坂崎百合 (Yuri Sakazaki) K’ Team: K’, Maxima, Kula Diamond Kim Team: 金家藩 (Kim Kaphwan), 他师父 (Kim’s Master), 他师母 (Kim’s Wife) Criminal Team: 犯人陈 (Prisoner Chang Koehan), 犯人蔡 (Prisoner Choi Bounge), 新人囚犯 (Newcomer Prisoner) Women Fighters Team: 不知火舞 (Mai Shiranui), King, Alice Ikari Team: Ralf Jones, Clark Still, Leona Heidern Psycho Soldier Team: Athena Asamiya, 椎拳崇 (Sie Kensou), 摸元斋 (Chin Gentsai) Yagami Team: 八神庵 (Iori Yagami), Mature, Vice Mexico Team: Ramon, Angel, Tizoc Palace Wan Team: 脸谱女 (Acting Mask Girl), 电属性少女歌手 (Teenage Girl Singer with Electric Element), 神秘兜帽男 (Mysterious Hooded Man) South Town Team: Geese Howard, Billy Kane, 营家新人 (?) South America Team: 巴西忍者 (Brazilian Ninja), 残障拳击手 (Handicap Boxer), 拉丁美女 (Pretty Latin Girl) Alternate World Team: 娜可露露 (Nakoruru), Love Heart, 龙娘 (Mui Mui) Mid-boss: 俄罗斯富豪 (Russian Billionaire) Final Boss: 人形态非人类物种 (Non-Human Species) As you likely noticed, there’s a few details missing here and there. Some names were left untranslated and others are simply character archetypes, leading us to believe both indicate newcomers to the series. Another interesting note is the inclusion of pachinko slot mascots Love Heart and Mui Mui alongside Samurai Shodown’s Nakoruru to make up the Alternate World team.
While many of these names are carryovers from the most recent King of Fighters entries, a few are pretty surprising. Not sure how many Tung Fu Rue fans there are out there, but he’s apparently taken the China Team mantle from the Psycho Soldiers for his own purposes. And, personally, I’m pretty stoked to see the Mexican team of Ramon, Angel, and Tizoc suit up for another go-around.
What do you think? Plausible or complete bullshit? Feel free to discuss this list in the comments and let us know which of your favorites may have made the cut.
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Post by Deleted on Nov 4, 2015 21:48:50 GMT -5
Anything is possible. except Ash making a return lol
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Nov 4, 2015 21:58:53 GMT -5
Anything is possible. except Ash making a return lol I'd take Saiki anyways lol. Do you like Geese?
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Post by WarMachineRhodey on Nov 4, 2015 22:09:39 GMT -5
kim team looks interesting although i would rather have jae hoon and dong hwan back. or even just one of them.
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Post by Deleted on Nov 4, 2015 22:14:01 GMT -5
Anything is possible. except Ash making a return lol I'd take Saiki anyways lol. Do you like Geese? I do haha I still remember his super input from cvs2 and I literally played it for maybe a week years ago. square, square, x, x, triangle, cirle, R1, R2, 214 R1. I remember it being really hard for me to do in match lol (This was when I only played melee) I end up playing the whole cast in kof anyways though. Geese maybe making in is great news. My friend loves him but I couldn't get him to play kof at all!! I gave him 13 and he didn't play it once
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Nov 4, 2015 22:19:39 GMT -5
I'd take Rugal over the billionaire. Kim's wife is a surprise.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Nov 4, 2015 22:20:40 GMT -5
I'd take Saiki anyways lol. Do you like Geese? I do haha I still remember his super input from cvs2 and I literally played it for maybe a week years ago. square, square, x, x, triangle, cirle, R1, R2, 214 R1. I remember it being really hard for me to do in match lol (This was when I only played melee) I end up playing the whole cast in kof anyways though. Geese maybe making in is great news. My friend loves him but I couldn't get him to play kof at all!! I gave him 13 and he didn't play it once Shame, Geese was the dealbreaker for him.
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Post by JACK-2 on Nov 6, 2015 11:20:33 GMT -5
Roster sounds interesting.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Nov 6, 2015 11:55:44 GMT -5
Roster sounds interesting. You gonna get it?
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Nov 7, 2015 16:39:06 GMT -5
Look at the Kof XIV comparison with XIII. www.eventhubs.com/news/2015/nov/07/see-king-fighters-xiii-and-xiv-side-side-speed-and-graphic-comparison/King of Fighters XIII has been a wild success in the timeline of SNK Playmore's legendary franchise, and so it comes as no surprise that some would be hesitant to prepare for the jump to the upcoming King of Fighters XIV. Little is known about the forthcoming fighter, but when the first trailer dropped back in September, many felt underwhelmed by the game's visual appearance. Today we bring you a side by side comparison of KOF XIII and XIV, put together by YouTuber ATRyoSakazaki. In actuality, these games look incredibly similar in a couple of ways. The purpose of this video is compare graphics and game speed, so keep those specifically in mind when watching. Hit the jump to see the video.
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Post by Deleted on Nov 7, 2015 17:01:30 GMT -5
I just noticed they changed NEST kyo to have 98 kyos hit confirms. I always hated that NEST kyo in xiii had a rapid fire standing low that chains into 3D
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Nov 7, 2015 17:03:08 GMT -5
I just noticed they changed NEST kyo to have 98 kyos hit confirms. I always hated that NEST kyo in xiii had a rapid fire standing low that chains into 3D It was crazy good, so spammy lol.
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Post by Great Dark Hero on Nov 14, 2015 13:35:32 GMT -5
Oh yeah. There is definitely progress being made, that which we advocate... We already knew something like this was going to be straightened out eventually. The first trailer was hella raw.
EDIT: Typos up the ass.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Nov 14, 2015 13:47:33 GMT -5
Oh yeah. There is definitely progress being made, that which we advocate... We already new something like this was going to be straightened out eventually. The first trailer was hella raw. Yea. SFIV looked bad at first as well. I wonder how the final product will be. It might have been wiser to wait until they started doing stuff though.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Nov 17, 2015 17:39:50 GMT -5
So will the Kof roster indeed have about 50 characters? www.eventhubs.com/news/2015/nov/17/king-fighters-14s-character-select-screen-may-have-already-been-shown-first-trailer-and-it-looks-it-has-16-teams/This past weekend, we here at EventHubs ran a story that showed a quick look at the graphical improvements King of Fighters 14 has gone through between its first and second trailer. Taking a closer look at Kyo's character model, we can see that the game is definitely becoming more detailed.
ATRyoSakazaki has gone a step further, creating a video that shows clear-cut instances where you can see the improvements between trailers. Not only are the character models being touched up, but the stages are also becoming more robust.
You can check out a handful of screenshots below that show the comparisons. King of Fighters 14 graphics / char select image #1 King of Fighters 14 graphics / char select image #2 King of Fighters 14 graphics / char select image #3 King of Fighters 14 graphics / char select image #4 King of Fighters 14 graphics / char select image #5 King of Fighters 14 graphics / char select image #6
What's even more interesting, though, is that the first King of Fighters 14 teaser trailer may have slipped a very quick shot of the character select screen right past us. By slowing down the footage, ATRyoSakazaki uncovered what appears to be the King of Fighters 14 character select screen, or at least a basic form of it. We see that there are a number of blank boxes organized in threes -- three-character teams being the usual format for KoF games.
This seems too specific to be a simple background pattern in the trailer, and considering the fact that it only appears on screen for what doesn't even feel like a second and is mostly hidden by flames, it's easy to think that this might be a hint at what's to come.
In the following images, you can see that there are 16 sets of boxes (48 potential character slots). The King of Fighters titles usually divide characters into teams (team Yagami, K' team, etc.), so this only further legitimizes the character select speculation.
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Post by JACK-2 on Nov 17, 2015 18:23:23 GMT -5
Roster sounds interesting. You gonna get it? most likely. I got play it to see how it feels.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Nov 17, 2015 18:38:01 GMT -5
Do you own any of the other Kof games?
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Post by Great Dark Hero on Nov 17, 2015 19:23:52 GMT -5
I am going to make this assumption: The game is probably going to be relatively solid. I'm trying to make a big deal about the graphics... yet, they seem to be getting the message. Or, rather... I think they just showcased the game WAAAAAAAAY... TOOOOOOO... EARLY. Way too early. They should have waited until the point where they shown a bit of progress, as far as the graphics are concerned.
What hope for is that there is not an overreliance on TOD-based combos. When I say TOD, I don't necessarily mean in a sense of "Mahvel." Because, in KOFXIII... assume that there are two intermediate players fighting each other on KOFXIII. One player would be playing absolutely solid, out-poking the opponent and resorting to different variations of BnB combos... essentially playing 98 on XIII. The other player could be getting their ass kicked. But, all of the sudden, the "solid" intermediate gets caught by something nonsensical... RIDICULOUS nonsensical... then all of the sudden they are caught in a 80% damage HD combo. Now theoretically, this gets casual players hype and its not like it is a broken mechanic. Because, it isn't. But, there are few factors that contribute to why XIII had some odd ideas: The way normals functioned as well as the nature of the neutral game in XIII specifically. "KOF" fundamentals still apply to a large degree but you cannot deny how many different a game such as 98UMFE/02UM is compared to XIII. Plus, normals were not necessarily that good in general in this game, which is part of the reason why you see so much jumping around. Now, this is not exactly Street Fighter where jumping often considered suicidal against strong players in the neutral, whereas in KOF, there is generally far more mobility options for players to grasp. Anyway... 80% damage combo happens. Now it is down to the wire. The "solid" intermediate player loses to the other intermediate player, all because of a nonsensical decision making process. I hope that regular normals actually matter as much as they did in the older games. The combos should stay elaborate but they should not be designed with the HD combo system in mind from XIII. It should be a little more closer to how the BC combo system worked in KOF02UM (although, what needs to be understood is that XIII's HD combo system was actually based on the BC system from 02UM. It was exaggerated a little too much. It's not that it is a "bad" design but it is just simply flawed. Don't get me wrong. Many players adapted to the system. Some like it and some dislike it, as evidenced within the Dream Cancel discussions. But, there is something else. Quite a few KOF players (Romance and... to an extent... Chris G for example), have a tendency of placing extremely high in tournaments without hardly ever using HD combo, despite it being a good idea in a lot of situation. Then again, they use meter for other applications, such killing people for jumping in (Romance's Saiki), reversals, comboability, etc. I myself tend to save the meter for 2 bar HD combos (because the majority of characters in this game will net 700 damage with 2 super meters and a full bar of HD). Either that or I go for 50% damage with 1 bar/1 drive combos, spending resources on very little things like moves with invincibility properties or to beat something out.
For KOFXIV, I hope the game system is constructed a bit closer around KOF98/KOF02UM and the ground normals are actually important again. As in, they do a bit more damage and they have stronger priority then they do in XIII. I also hope that the characters' move sets are a bit more elaborate than in XIII as well.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Nov 18, 2015 0:29:19 GMT -5
I am going to make this assumption: The game is probably going to be relatively solid. I'm trying to make a big deal about the graphics... yet, they seem to be getting the message. Or, rather... I think they just showcased the game WAAAAAAAAY... TOOOOOOO... EARLY. Way too early. They should have waited until the point where they shown a bit of progress, as far as the graphics are concerned. What hope for is that there is not an overreliance on TOD-based combos. When I say TOD, I don't necessarily mean in a sense of "Mahvel." Because, in KOFXIII... assume that there are two intermediate players fighting each other on KOFXIII. One player would be playing absolutely solid, out-poking the opponent and resorting to different variations of BnB combos... essentially playing 98 on XIII. The other player could be getting their ass kicked. But, all of the sudden, the "solid" intermediate gets caught by something nonsensical... RIDICULOUS nonsensical... then all of the sudden they are caught in a 80% damage HD combo. Now theoretically, this gets casual players hype and its not like it is a broken mechanic. Because, it isn't. But, there are few factors that contribute to why XIII had some odd ideas: The way normals functioned as well as the nature of the neutral game in XIII specifically. "KOF" fundamentals still apply to a large degree but you cannot deny how many different a game such as 98UMFE/02UM is compared to XIII. Plus, normals were not necessarily that good in general in this game, which is part of the reason why you see so much jumping around. Now, this is not exactly Street Fighter where jumping often considered suicidal against strong players in the neutral, whereas in KOF, there is generally far more mobility options for players to grasp. Anyway... 80% damage combo happens. Now it is down to the wire. The "solid" intermediate player loses to the other intermediate player, all because of a nonsensical decision making process. I hope that regular normals actually matter as much as they did in the older games. The combos should stay elaborate but they should not be designed with the HD combo system in mind from XIII. It should be a little more closer to how the BC combo system worked in KOF02UM (although, what needs to be understood is that XIII's HD combo system was actually based on the BC system from 02UM. It was exaggerated a little too much. It's not that it is a "bad" design but it is just simply flawed. Don't get me wrong. Many players adapted to the system. Some like it and some dislike it, as evidenced within the Dream Cancel discussions. But, there is something else. Quite a few KOF players (Romance and... to an extent... Chris G for example), have a tendency of placing extremely high in tournaments without hardly ever using HD combo, despite it being a good idea in a lot of situation. Then again, they use meter for other applications, such killing people for jumping in (Romance's Saiki), reversals, comboability, etc. I myself tend to save the meter for 2 bar HD combos (because the majority of characters in this game will net 700 damage with 2 super meters and a full bar of HD). Either that or I go for 50% damage with 1 bar/1 drive combos, spending resources on very little things like moves with invincibility properties or to beat something out. For KOFXIV, I hope the game system is constructed a bit closer around KOF98/KOF02UM and the ground normals are actually important again. As in, they do a bit more damage and they have stronger priority then they do in XIII. I also hope that the characters' move sets are a bit more elaborate than in XIII as well. Yea it was definitely a mistake to showcase the game like that. Especially to Americans who are crazy about graphics and just don't listen. Now the only question is if they'll have it for the PC. In terms of the gameplay I haven't seen any custom combo mechanic, and I hope we don't have one. It's unnecessary and custom combos pretty much always end up broken. V-Ism was broken the same way (HD wasn't V-ism bad, but it was about an 8 compared to V-ism's 10). It's just wayyyyyy too much reward and leads to fishing for death combos and nonsense jumping because the normals do low damage and have poor hitboxes. It feels like they were catering to more casual and modern players with cheap Marvel hype. If a player fights someone of near equal skill and one prefers to play based on basic spacing and saving meter for extended BnB's, and the other player just relies more on crazy reads and death combos, he can get far more wins than normal, especially with a character like Takuma who gets such huge rewards. In fact Takuma is everything I think that's wrong with Kof XIII: stubby ground normals, overpowered j. CD, bland zoning, overpowered combos based on reads and juggles. Just weak overall tools but a few overpowered ones. I liked the balanced approach of the older games. That's why I like the first round in the match as it has more emphasis on spacing and mixups before the characters are drunk on meter. After that it becomes death combo after death combo since one combo feeds so much meter to the opponent. Romance tends to save his meter more for Yuri, but some just go all out on the second match and beyond. Hopefully they go back to basics on this one.
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Post by Great Dark Hero on Nov 24, 2015 4:04:19 GMT -5
Check this out! New KOFXIV trailer! Andy Bogard confirmed.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Nov 24, 2015 4:48:54 GMT -5
Check this out! New KOFXIV trailer! Andy Bogard confirmed. Andy's such a small guy, ah well he has Mai so it must count for something. The game is looking better. Hoping it's on PC!
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Post by Great Dark Hero on Nov 24, 2015 4:58:39 GMT -5
How beginner-friendly KOF can be is rather debatable. XIII is actually one of the easier KOF games to learn but KOF98 is much more fundamentally sound. It is important to keep in mind that that while spacing and positioning are extremely important elements, you cannot play this game in the same manner as you would in SF for example (because the game is too quick paced among other factors, which I will explain shortly). Footsies is a bit more of a short term application because of the speed of the game but it is still very relevant (even in a game such as XIII where normals are generally terrible and a different neutral game). The series in general is also known for having quite a few mobility options to compliment the nature of the game mechanics. The mobility options include having four different jumps (normal, hop, hyper hop and high jumps), a run mechanic, a roll mechanic (which can help the player dodge certain moves while traveling forward or backward. The downside is that the character is vulnerable to throws and can be punished on the slight recovery frames of the said roll mechanic). The two recurring defensive mechanics are the Guard Cancel Roll and the Guard Cancel Blowback. The former allows you to roll freely after blocking an attack without the fear of getting thrown or meatied. The latter is meant to push the opponent back a far distance, essentially resetting everything back to neutral. If you are going to learn KOF, I suggest you take a look at my link within my signature. You should also visit Dream Cancel because they have a tab available which showcases all necessary tutorials. In fact, when you get the chance, look up Dandy J's KOF tutorial. So far, I've only explained the basic concepts surrounding the KOF iterations. A good KOF game to start learning with is KOF98UMFE (available on Steam).
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Nov 24, 2015 5:18:13 GMT -5
Check this out! New KOFXIV trailer! Andy Bogard confirmed. Never played KOF but this seems alright, a little cheap looking, but how beginner friendly is the KOF series and do you think KOFXIV deserves all the hate it's getting? From a "pick up and play" perspective you can play any fighter and enjoy it. It comes down to character appeal and how you just like the game. In other words, if you're a beginner and your opponent is a beginner then you'll have a blast. There's no reason you can't play Kof or any other fighter, you just need to knock out your opponent by hitting them. By this logic Playstation All Stars is the hardest only because you need meter to actually *kill* your opponent. Most people just play what they want because they just do. You'll notice many SF fans come up with reasons why SF is so good, but the main reason they play it because it's SF. They see a game that's popular and buy it based on that. Same thing with Mortal Kombat. If SF was harder with bad netcode, people would still eat it up. So you just have to ask yourself if you're willing to try something new and have a good time? I find it appealing.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Nov 25, 2015 11:56:18 GMT -5
Kof XIV is a PS4 exclusive. Does this mean no PC release? www.eventhubs.com/news/2015/nov/25/king-fighters-14-set-be-playstation-4-exclusive/King of Fighters fans know that the next installment in the series is set for a PlayStation 4 release in 2016. While this isn't really new information, the fact that the game will be exclusive to the console may come as a surprise to some.
According to an official King of Fighters 14 press release from SNK Playmore, the game "will be available exclusively on PlayStation 4 in 2016."
Just yesterday, SNK unveiled Andy Bogard as a playable character, bringing the number of revealed fighters to five. A sharp sighting in the very first King of Fighters 14 trailer may have spotted the game's character select screen with 48 slots, and if true, we still have quite a ways to go with the reveals.
A playable demo of King of Fighters 14 will be on display for attendees of the PlayStation Experience on December 5 - 6. If you'd like to get your hands on the upcoming title before anyone else, you may want to take a trip to San Francisco next month.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Dec 5, 2015 14:15:04 GMT -5
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Dec 5, 2015 19:01:46 GMT -5
Character select screen: The movelists are looking very good, much more content than Kof XIII's. Some are looking smaller though. Look at a few: Kyo: Iori: Kula:
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Post by Great Dark Hero on Dec 5, 2015 19:22:42 GMT -5
I'm definitely getting this game. Not only because I practically grew up off of the series... but also because the game is clearly showing a lot of progress in both game play and in looks. I'm happy for the players who got to try this game out first hand.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Dec 5, 2015 19:27:56 GMT -5
I'm definitely getting this game. Not only because I practically grew up off of the series... but also because the game is clearly showing a lot of progress in both game play and in looks. I'm happy for the players who got to try this game out first hand. Do you think you'll like it more than XIII?
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Post by Great Dark Hero on Dec 5, 2015 20:00:59 GMT -5
I'm definitely getting this game. Not only because I practically grew up off of the series... but also because the game is clearly showing a lot of progress in both game play and in looks. I'm happy for the players who got to try this game out first hand. Do you think you'll like it more than XIII? Based on what I am hearing on twitter, the game "feels" like KOFXIII... but there are some pretty major twists. First of all, it seems like normals actually "matter" again (to be more clear, they seem to "hurt" a lot more. I'm not entirely sure about the general meta-game as I've only seem bits and pieces of the game play earlier today... thanks to you guys, of course) EX moves make a return but they can only utilized if Max mode is put on (which is implied to be a lot more closer to 02UM in mind). There is a likely chance that I will like XIV quite a bit better than XIII as far as game play is concerned.
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