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[Multiplatform] Burger King of Fighters XII - Free with large Whopper meal
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Nall
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Old Mar 7, 2008, 03:46 PM #1 of 141
I dunno if I'd call SFIII "fast", especially after stuff like Guilty Gear and MvC2 broke the speed limit to the point of ridiculous, but it *did* make you think fast. There is a lot of quick judgment involved in parrying, spacing, and movement in and out of someone's hit range. Not to mention some of the more complicated juggles and combos. It played very smoothly, though, and I'd love it if SNK took a page from Capcom's book and make XII a lot more technical than the previous KoF stuff. I really liked the older KoFs, but its gameplay is one mold I wouldn't mind seeing broken.

Jam it back in, in the dark.
Nall
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Old Mar 7, 2008, 07:46 PM #2 of 141
The question being, do you play competitively?
Actually, no, I don't play competitively, so if I'm off-base with some things this'd be the reason. I've followed some tournies, sure, but I understand it's a far cry from actually playing in them so nothing I'm saying should be taken as an expert source. Take this as sort of a "casual" player's perspective.

First, I love KoF. As a matter of fact, I've played just about every game in the series from start to finish just so I could see all those cool endings and fight those insane last bosses first hand. If any game has ever come close to beating SFII at it's game, it would be any of the KoFs in their hey-day. One issue I had with gameplay, though, was a lack of fluidness to some of the moves. Sometimes attacks felt stiff, while others seemed to come out slower than seemingly intended. What the video for KoFXII shows me is that several moves might be sped up or adjusted for a different feel or response. It's just an aesthetic thing, but when you compare moves like Benimaru's spiral kick (^D+K) to Dhalsim's head screw in SF, Beni's seems slower in both start-up and execution, and has less control. I know, I know, they're two different games running on different engines, but Dhalsim's just seems more... responsive. I'm not talking Guilty Gear levels of speed and fluidity, but I've always been more of a fan of how Capcom handled their game physics (is that the right word? I'm not sure what jargon to use without sounding like a doofus, if it isn't already too late for that). To put it another way, compare Kyo's repeating punches (QCF+P x3) in KoF 2002/03 to the same move in Capcom Vs. SNK 2. The Capcom version seems to respond much better to player input, and is generally easier to perform, while the KoF version, while fitting within the constraints of that game, is somewhat stiffer.

I know you're not belittling me or anything, but If I'm wrong here don't hesitate to point it out. I'm not trying to sound like I'm bashing the gameplay of KoF entirely, but I think and engine change would do the series some good. The new KoF has me excited that some of these things are going to change, so I'm looking forward to it.

Quote:
Yes, you have regulars in every King of Fighters game, but they are constantly being changed along with having new characters constantly being introduced. SNK has the burden of having to make that work, and you'll take note that most of the time, new characters are either really horrible or REALLY good.
Ah, you're right. I admire SNK for working in all these awesome characters and making them at least somewhat competitive in their own right, all while working on ten-year-old hardware back in the NeoGeo days. It's a kind of innovation that you can't help but appreciate. Things like inbalance are also unavoidable, especially on a competitive level, so no one should hold a developer against that.

If you want real balance, play WarCraft II, same units on either side, they just look different.

There's nowhere I can't reach.
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