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Old 2015-12-06, 09:49   Link #44
videoman190
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Join Date: Jul 2008
Location: Washington DC
Here's the translated version on the Famitsu interveiw.
https://www.evernote.com/shard/s561/...816b2d826be219


Quote:
Producer Oda gets interviewed by Famitsu.
http://www.famitsu.com/news/201512/06094695.html

Rough synopsis:

- The Game's development is about 70% complete.
- Aside from supers, there's also MAX supers and Climax supers. Supers will automatically turn into MAX supers when you're in MAX mode.
- Producer Oda: "Climax supers are the biggest moves in the game and they take 3 bars. They're like the NeoMax supers from KOF13 but since not all the characters had it in the game, we'd decided to add it to everyone for KOF14" (Note: Everyone actually had it in KOF13. The producer probably didn't play the game that much)
- There's no Drive meter this time around, only a power meter. The devs decided to simplify things. EX specials can only be done during MAX mode which takes a bar of meter to activate.
- Producer Oda: KOF13 was a so-called combo game because of the drive cancel and EX special systems. There were people that liked it, but also those who didn't. This time, we decided to take a step somewhere in between those two kinds of players.
- Because a lot of people play at home on console nowadays and there's a wide range of players, the devs want to keep the controls simple but the game to have depth so you can keep playing and make new discoveries.
- The CD attack/thrust system now makes the opponent hit the wall and crumple for followup attacks.
- The devs don't want to add in too many new systems because KOF has enough as it is. They want to keep tuning/tweaking stuff though.
To sumerise they put game play mechanics first before visuals.
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