Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Micky Kusanagi

Pages: 1 2 3 [4] 5 6 7
General Discussion / Re: KOFXIV Announced for 2016
« on: April 19, 2016, 10:13:42 PM »
Maybe this contract has part where there will be special "PlayStation Neo Geo-edition" :)

I guess that's a nice view. Seen worse displays of "fan service" in fighting games.
You know what? I'd be salty if KOFXIV had benefits on the upgraded PS4 because I bought a regular PS4 just in time to start playing SFV on day one -for budget reasons, KOF and SF are the only games I buy on day one-, but this PS Neo...Geo thing of yours gave me a good laugh :D

Quite possibly, but what does that mean for her people's elbow super? Is it just a super this time? Or is the animation tacked on at the end of another super? Or (I think this is least likely) is it a regular special?
I think People's Elbow was demoted to a regular super or maybe a MAX-only super -which would be sad to me, because I think we all see it as her ultimate attack-, unless Angel's climax starts as a ranbu with dramatic camera work and ends with her elbow shown in regular in-game camera angle.

As for trailers, besides being obviously hyped to see character reveals, there's another thing that caught my attention: the BGM used in the first half of the 6th and 8th trailers. It has a slightly Esaka-ish feel to it, but after listening to the Esaka remix in Nemo and Famitsu's stream I'm almost sure it isn't part of the XIV edition of the Esaka theme. I love that track, can't wait to see what its real purpose is!! Maybe the game has two intros like Garou? I really hope it isn't trailer-only music...I had enough with that kind of disappointment when I found out a couple BGMs from the KOFXII PVs were nowhere to be found in the (un)finished game xD (unless they ended up in DLC music packs, which I didn't buy)

General Discussion / Re: KOFXIV Announced for 2016
« on: April 19, 2016, 05:11:33 PM »
I don't see KOFXIV as a game that could take advantage of the Neo system, unless Sony demanded to include some Neo-only features in their "support contract" xD
Angel's Climax DM I think. Enjoy the view LOL

General Discussion / Re: KOFXIV Announced for 2016
« on: April 16, 2016, 04:30:25 PM »
Looks like SNK started having lots of fun making trailers since the 6th one. When I first saw it, I thought they had a confidence boost that allowed them to step their promotion up. The latest one is obviously hilarious, I love how Banderas -LMAO at his name, really...he even kinda looks like Antonio in the Zorro movies with the mask on xD- is Chipp, Bang and Shingo all in one, which ends up being creepy as fuck to Mai. OH FUJIYAMA KUNOICHI!! xD
But I'm also happy about Banderas's fighting style, because I love ninjas in fighting games (Capcom I'm looking at you...still waiting to see Geki playable again in SF <_<), and Hanzo and Galford are my favorite characters in the SS games where Shizumaru doesn't show up. Mai looks kinda alike her XIII incarnation with her (sadly super-only like KOFXI, probably) Kagero No Mai back. Given how the aerial kick chain is very likely part of her Rush, I hope she has another command move besides her knee drop and her air throw.
I'm so hyped for the next showings of the game, a whole lot of KOF goodness ahead!!

Pro-Gear / Re: Joystick poll
« on: February 13, 2016, 05:57:57 PM »
Changed my vote from JLF to Hayabusa. I feel I get complex motions more consistently with the Hayabusa than with the JLF, especially when inputting them quickly, and I also noticed it by looking at input data in training mode. I wasn't getting jumps consistently in the beginning instead, but it was just a matter of getting used to a new joystick. It's funny how my first impression is kinda the opposite as Amedo :D

My only gripe with the Hayabusa is that I find its clicks more "toy-like" than the JLF LOL

(OT: the new matte buttons that come with the latest Hori sticks are great, I'd dare to describe them as very alike to OBSFs but with a tiny little bit of additional resistance)

General Discussion / Re: KOFXIV Announced for 2016
« on: January 06, 2016, 07:10:51 PM »
@Good Loser: I've already seen the blocked Yaegaki, thank you anyway :D

@Custle: that's the norm for fighting games, their depth is insane (I'm just getting started diving into the depths of fighting games after years of playing them in a shallow way BTW). I like KOF's female announcers better too, for example I found the KOFXII announcer fantastic and I was a bit disappointed when they changed it in XIII.

General Discussion / Re: KOFXIV Announced for 2016
« on: January 05, 2016, 10:14:30 PM »
@solidshark: I think it depends on whether SNKP has any intentions of including Saisyu as a playable character in some future KOF. If that's the case, Kyo will stick on his own variation.

@Good Loser: I haven't seen any footage of Kyo hitting with a Yaegaki without winning a round, do you happen to have a link handy?

@Custle: what do you mean by "simplified"? Autocombos and (supposedly) 100% combos not being the norm anymore? Also, at long last, somebody who -like me- didn't completely displease KOFXIV's graphics even after the first teaser x'D Videoman beat me to the announcers stuff, and I'd like to add I had the impression both announcers speak a line together at least once in the demo...or was it just a weird coincidence of two perfectly synchronized matches on different screens? x'D

General Discussion / Re: KOFXIV Announced for 2016
« on: January 04, 2016, 03:09:48 PM »
Some Korean site says KOFXIV release date could be announced at Taipei Game Show -from 1/29 to 2/2-, where a new playable demo will be revealed...could it be the beginning of a countinued promotion where SNKP reveals characters on a weekly basis on the official game site? (given their reveal plan is the same as KOFXIII)

On a different note, after PSE I forgot to share some thoughts about Kyo's Yaegaki Climax. It's a variation of Saisyu's Mu Shiki IIRC, but I'm a bit disappointed at how scarce its flame effects are compared to his father's you think SNKP will make it flashier in development? Besides, do you think Kyo using a technique similar to his father's could be a sign that he's maturing as a fighter?

General Discussion / Re: KOFXIV Announced for 2016
« on: December 28, 2015, 07:02:44 PM »
I'll take your suggestion into consideration, thank you ^^

Here's MMCafe Professor's summary of the interview Yutaka Noguchi -chief of the gaming division at SNKP- had with Famitsu. It's less KOF focused than the ones with Oda, but still useful to understand some details about KOFXIV and the context its being developed in IMO. Also, looks like nostalgia is a theme going on in the road to XIV, given how Noguchi stresses the involvement of staff from the golden age.

Quote's posted their interview with SNKP Executive and Chief of Gaming division Yutaka Noguchi.

....He looks young because he probably is. Afaik he's about the only Japanese worker at SNKP that's using modern sites like LinkedIn for example (which btw tells us that he became chief pretty recently in 2013).

- New Pachislot regulations are one of the main reasons why SNKP decided to switch back to gaming. New releases of Pachislot machines were going to need huge changes, and when they laid down their business plans they decided it may be better to focus their resources back to gaming
- Noguchi: "Even as of now, we're better known as a game company than a pachislot company. People still talk about us (as a game company) when we say our name."
- When SNKP took their IPs into consideration, they decided that going back into the gaming business and taking advantage of their IP would probably be better. Also, their smartphone and Steam stuff were doing well and it helped push things in that decision
- Noguchi's heard from many people that they're happy SNKP is back in gaming. He says it's a market where they can hear the user's voices more directly, but it's also a harsh market that consumers will go away unless the games are actually fun even if it's based on a popular IP. He hopes they'll create fun games with the fans becuase that should be enjoyable for their development staffs as well.
- They're focusing on the PS4 since it's selling well throughout the world. They'll be focusing on KOF at first but want to make better use of their other IPs as well and to further raise their value. They have over 200 IPs in terms of titles
- They've been out of the gaming scene for a while so they're basically starting off from scratch together with returning dev members
- KOF14's main dev members are old staffs from SNK's golden days.
- Noguchi : "A lot of staff are coming back, saying 'hey, if it's a new KOF'....".
- In addition, old game staff(s) that've been working in the Pachislot division have also returned
- They also have talented staff members that've been the fans/players of KOF, and Noguchi hopes the new and old staffs will cause a synergy effect in development
- Right now in terms of console games, SNKP is focusing on KOF14's development. Their contact at SCEA is a fan from the NeoGeo era who's been requesting for some hardcore titles, and so they've been working together which is one of the reasons why some PS4 ports are in progress.
- SNKP released the Hunble Bundle 25th anniversary set because they know their titles are well known overseas
- Noguchi predicts the Smartphone game market will still continue to grow, and SNKP will continue to focus on it. He comments that the Metal Slug series is not just popular in Japan, USA, Europe, but also Middle and South America, and southeast asia.
- Metal Slug Attack is one of the main titles they'll be focusing on in 2016
- In the old days SNK used to develop for arcades and then port to consoles, but Noguchi realizes that times have changed. KOF14 is being developed for console. He says that personally he'd like to release titles for the arcades as well.
- They're going to put more effort into their licensing business.
- As one of their plans, they're going to give out licenses that'll fit the needs of various regions. For example with Asia, they licensed KOF98 and a spinoff-app based on the game's world view was released by a third party (KOF98OL by Tencent). They're also hoping to license out characters, like say if Iori is popular in China and Terry is popular in North America, they'll allow them to come out in those region's games and whatnot
- When asked about any collaborations with Japanese companies like "Capcom vs SNK", Noguchi laughed and commented that they've just restarted their game business and there's still a far way to go.

General Discussion / Re: KOFXIV Announced for 2016
« on: December 27, 2015, 02:34:37 PM »
Thank you for your suggestion guys :D
Bakaboy that's right, I keep forgetting KOFXIV is gonna include a Just Defend mechanic :P

General Discussion / Re: KOFXIV Announced for 2016
« on: December 24, 2015, 02:29:25 PM »
Uhmmm...I'm a bit worried about Ralf's orange-ish tan as well, but as you can read in the rest of this message, that's the least of my concerns x'D

I wanna make KOFXIV the first KOF I play competitively (some of you may know I got a LONG road ahead of me). I know my question is far fetched, but could you suggest me what KOFs I should train on in preparation, ordered from the one I should play the most to the one I should play the least? I got that, based on the PSE footage, XIV looks like a mixture of 98, 2002 and XIII. Is the order right? As for 98 and 2002, should I focus on the OGs or the UMs?

General Discussion / Re: King of Fighters XIV Video Thread
« on: December 22, 2015, 12:08:45 AM »
I wonder what TV model was used at PSE...Sony isn't exactly known for responsive screens AFAIK, but since it's a Sony event there was no other possible choice xD Does anyone recognize it?
Shame that people still love to make fun of the graphics, even though the gameplay looks solid. KOF will never be an AAA mainstream production, deal with it.

Training Room / Re: I need a training partner...
« on: December 21, 2015, 11:57:02 PM »
Sorry for forgetting this thread xD

@toashin: sadly, it's been a while since I've stopped paying for a XBox Gold membership, thank you for making me know though

@Li: you're right...when I opened this topic, I didn't remember KOFXIII has a very bad netcode on consoles. I think my best bet would be waiting for a chance to get my computer fully functional again -long story- and buy KOFXIIISE. Meanwhile, I'll be working on my execution and maybe will try to train with KOFXI on hardest, I read somewhere the CPU puts up some pretty realistic fights in that game. Your sparring approach sounds interesting by the way.

General Discussion / Re: KOFXIV Announced for 2016
« on: December 21, 2015, 11:32:45 PM »
Geese's criminal expertise combined with Oswald's involvement with the Dragon Pills affair would be superb. Oswald isn't included in the leaked roster, but I'd be happy to see him in XIV. He has such a badass fighting style -I think he has sort of a cult following because of this- and he's great story mode material.

Pro-Gear / Re: How to make a Real Arcade Pro.2 "top-opener"?
« on: December 20, 2015, 03:40:29 PM »
Uhmmm...I don't have a glue gun nor I have friends or acquaintances who got one, so I think the top loaders could be the most cost efficient option xD Thank you anyway ^^ Are there any easy to find hardware pieces who could serve for the same purpose as Arthong's top loaders? Posting a video for those who haven't heard about them

Pro-Gear / How to make a Real Arcade Pro.2 "top-opener"?
« on: December 19, 2015, 07:00:41 PM »
I need to be able to open my stick from the top like a Madcatz TE. It's a Japanese Tekken 5, basically a HRAP2 without the turbo thingy in the top left corner. Is there an alternative to Arthong's top loaders which only requires stuff you can easily buy from your local hardware store? I live in Italy and Arthong ships from the US (or so I think), so I'm not willing to pay a huge shipment fee for a couple metal and plastic pieces since I don't have anything else to buy from them...

I was thinking about glueing spacers and bolts inside the case, where there are the holes I should put the screws in, and replace the original screws with ones of the same kind Madcatz TEs are equipped with. Is Super Attak -or equivalent- the right product to glue metal to plastic? Sorry for my DIY ignorance xD

Pages: 1 2 3 [4] 5 6 7