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KOF XIV ist die bislang raffinierteste Überarbeitung der berühmten Kampfreihe und präsentiert die entschlossensten Fighter der SNK-Geschichte. Tritt in den PARTYKÄMPFEN online mit bis zu 6 Spielern an oder arbeite im Online-Trainingsmodus mit einem Freund an deinem Können.
The King of Fighters XIV [a] (KOF XIV) is a 2016 Japanese fighting game part of SNK's The King of Fighters (KOF) franchise, with this installment being published by Atlus USA in North America and Deep Silver in Europe.
May 19, 2016 · Das Kampfspiel The King of Fighters XIV (KOF XIV) von SNK erscheint in Europa über Deep Silver. Der jüngste Teil der Reihe mit über 20jähriger Tradition erscheint erstmals auf PlayStation 4. KOF XIV wird in Europa ab dem 26. August sowohl im Einzelhandel als auch digital erhältlich sein.
Jan 31, 2022 · The King of Fighters XIV is a 2016 fighting game that is part of The King of Fighters (KOF) video game series by SNK. The game was developed for the PlayStation 4 and released in August 2016. Atlus USA and Deep Silver published the game in North America and Europe, respectively.
- Overview
- Development
- Story
- Gameplay
- Characters
- NPC Characters
"Burn To Fight."
- Tagline
(ザ・キング・オブ・ファイターズ XIV(フォーティーン)) is the fourteenth installment of The King of Fighters series. It was first announced during the SCEJA Press Conference 2015. The game was developed for the PlayStation 4 and released in August 2016, it was later ported to the Microsoft Windows platforms (Steam and GOG) and Japanese arcade cabinets (NESiCAxLive) in 2017 (the GOG version was released in 2020). This game is the first chapter of the fourth canonical saga for the series. It is also the first game in the series to not be developed first for the arcades, and the first game after SNK renaming to this original name. Garou: Mark of the Wolves battle designer, Yasuyuki Oda, is the director and chief producer.
Oda said in an interview with the website 4Gamer that the main goal for this title is to make it "the easiest to play" of the series. According to him, the two major reasons for making the transition to 3D is to adapt to high-end machines and give 3D experience to SNK so they can compete in the console market again. He thinks it's difficult to properly convey the KOF cast's charm in 3D but expects the models to continue improving from its initial revealing. Oda hopes to cater to fans of KOF '98, KOF 2002 and KOF XIII this game's mechanics and improve the online matchmaking for this entry.
After considering the current market and the future, the staff agreed that things would be best if they challenged 3D right now and started building up experience, knowledge and libraries in their company.
•The game engine was internally developed by SNK. They were considering using the Unreal Engine but decided not to because SNK didn't feel confident after overviewing the potential risks and budget at that time. Four years later, SNK finally decided to use Unreal Engine, starting from developing Samurai Shodown (2019), and continuing with The King of Fighters XV;
•They decided against cell-shaded graphics due to wanting to emulate the look of '94. Originally the game used a more realistic style, but it was eventually tweaked so it would not clash with certain characters' designs. The cel-shaded graphic is then utilized in Samurai Shodown (2019) via Unreal Engine three years later;
•Hitboxes are added manually in 2D;
•Ogura has no remorse in leaving behind pixel art since it was a method to bring out the best in low-resolution graphics. Now that times have changed, even if doing 2D he'd rather take a different approach than pixel art;
•Making the game run in full 60 FPS proved to be difficult and as a result, the flashier looking graphics and effects were cut. There was the option of having a variable framerate, but the team decided to keep it consistent partially due to concerns about the quality of the online multiplayer;
has become a major business, generating huge profits and numerous spin-off tournaments worldwide. However, this led to a lowering of the overall quality, and voices began to rise across the globe demanding the formation of one unique, worldwide KOF competition.
A billionaire self-proclaimed “first champion” bought out all the rights for the KOF Tournament. The announcement of a new KOF Tournament created unprecedented enthusiasm around the world. This excitement reached many of the classic participants of the legendary tournament directly in the form of an official invitation...
Unlike previous main entries, which employed hand-drawn sprite animation, The King of Fighters XIV uses 3D models more akin to the KOF: Maximum Impact series. However the fighting area remains on a strictly two-dimensional plane and keeps the same basic mechanics as its predecessors.
New Max mode systems allows players to access the EX special moves; activating this state requires one bar of the power gauge. EX super move can also be executed with just one attack button, instead of two.
Using three bars of the power gauge can allow players to unleash Climax Desperation Moves, the current "Strongest Level DM" in this game that follows somewhat in the prior Neo Max's footsteps. Some characters gain new moves as a Climax DM, while others instead have their prior Neo Max reprised as a Climax DM.
Super Cancels are based on 2003 along with XI's Dream Cancel, except it is available to all members and has new traits available, such canceling a normal DM to an EX or Climax DM, or EX DM into a Climax DM.
Repeatedly hit the light punch button to perform an automatic combo attack called Rush mode; this will do lower damage compared to normal combo attacks. However, there some conditions involving Level gauge:
•If the Level gauge is 0, the fourth Rush mode combo goes to a certain special move.
Overview
also marks a huge change for the series in that the large majority of the returning cast currently sport new voice actors, including those who have been voiced by the same actors since their debut or for several years. The exceptions include Benimaru, Chang, Choi, Geese, Athena, Kula, Maxima, King, Whip and Oswald (Athena remains with the same voice actress since KOF '98 and Chang, with the same voice actor since KOF '96. The other characters who remain with the same voice actors dub them since their first appearance in the series), characters with recent changes, such as Kim, Ralf and Mai, still retain their new voices (some earned in KOF XII and KOF XIII). This game is the only in the series with a large quantity of new characters. The new additions to the roster (between originals and of the other franchises) are: Note 1: Some teams remain with their classic formations. The list of teams available in the game is as follows: Note 2: All DLC characters enters alone in the tournament, despite their appearances are not canonical. However, some DLC characters released in this game appears in canonical teams in the following game of the series, The King of Fighters XV. In the order of appearance, they are: Blue Mary, Vanessa, Heidern and Whip. Besides that, Rock Howard and Ryuji Yamazaki, another DLC characters released in this entry, appears in DLC teams in the 15th mainline game of the series. Note 3: Some characters, although they have debuted canonically or officially in this game, have already appeared in other games in the series or in spin-offs. Therefore: •Nakoruru appears as an exclusive character in the Game Boy Advance version of The King of Fighters '95; •Tung appears as an exclusive character in the PlayStation 2 version of The King of Fighters XI; •Rock appears in the all games of KOF Maximum Impact series.
- 8.5/10
- 7.3
- 31/40
- 3 min
The King of Fighters XIV is the 14th installment of of The King of Fighters series, developed by SNK and published by Atlus USA in North America and Deep Silver in Europe. The game was released worldwide for the PlayStation 4 in August 2016, and later ported to PC and Japanese Arcades in 2017.
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Oct 11, 2024 · ☆ = EX possible ★ = MAX possible