Earlier this week there were rumblings that Masaaki Kukino, producer on KOF XII and KOF XIII, had left SNK Playmore as of November of last year. Today, this rumour was unfortunately confirmed, along with some other facts by a French games journalist posting at Dream Cancel:
I have confirmation of Kukino leaving. French contact that made interview of Kukino contacted him in the beginning of january and kukino admited it. We didn’t spread the info as we considered Kukino would admit it himself when the time was right.
More than that, SNKP president wants to close video game section. Here the message i sent to other sites :
It’s Neithan from 2HP.
You probably heard of the departure of kukino, the game director of kof XIII from snkp. SpekSNK supposed it was a rumor but I can confirm it to you.
One of my contact in Japan did the interview of Kukino for french website Neo Arcadia and contacted him when the tweets of the ancient programmer came out on the web. Kukino confirmed he left SNKP in novembre so it’s not a rumor anymore.
Besides, two contacts confirmed to me that the new president of SNKP, Ryo Mizufune, wants the video games section to be shut down. He wants to live from license exploitation (queen’s blade, kof sky stage) and his influence is one of the things that made Kukino leave the company. It could be possible that many people from the dev team quit too.
The port of Kof XIII is compromised but more than that it’s kof that is compromised. It’s possible that Kof XIII could be the last one of the saga.
My original post in french with links (use it as a source if you need) : http://basgrospoing.fr/2011/01/kof-xiii-a-perdu-son-directeur-et-le-president-de-snk-playmore-aimerait-fermer-la-division-jeu/
So not only does it sound like there won’t be a KOF XIII port for home consoles, there probably won’t be any new KOF games from SNKP. We already know from anonymous Twitter accounts that a bunch of programmers left the company last year, and now it sounds like Kukino has followed suit.
My reaction? Despair, mostly. But also frustration at the thought that this shouldn’t have happened.
SNKP’’s takeover from the SNK of old got off to a shaky start with SvC Chaos and KOF2003, both rather iffy games, followed by the uninspired KOF NeoWave as their first game after departing the MVS. But soon after that they scored a two-hit combo with the solid NeoGeo Battle Coliseum and King of Fighters XI, and with the aid of Yuki Enterprise (now Examu) released the equally solid Samurai Spirits: Tenkaichi Kenkakuden. It seemed to me at the time that SNKP had overcome its obstacles and returned to releasing great arcade games. Sure, XI didn’t quite succeed in knocking perennial favourites KOF’98 or 2002 off their thrones, but it was the first game in years that came close. It’s still among my top three favourite KOF games.
And after that they basically blew it.
I’m not sure if this decline is really attributable to one specific thing. I mean, they did continue to make some fine games during this period – KOF’98 Ultimate Match and KOF2002 Unlimited Match come to mind – but they also spent way too much time on novelty projects like the Maximum Impact series, (even developing an arcade version that no-one played) and projects that were destined to fail from the start (Samurai Spirits Sen, KOF Sky Stage, random DS shovelware like Doki Doki Majo Shinpan and Kimi no Yuusha). Not to mention their repeated efforts to re-release their entire back catalog over and over again, for no apparent reason.
However what appears to have been the nail in the coffin was the debacle of KOF XII and XIII. After their contract with Sammy was fulfilled by the release of Metal Slug 6, SNKP apparently decided that in spite of being a small company, they would make the leap to the high-def Taito Type-X2, and redraw all the sprites. This was met with great enthusiasm at the time, but what should have been obvious was that there was no way they could redraw all those characters (numbering over 40 by the time KOF XI was released) in high definition in a timely manner and yet keep the same level of shading and detail. When faced with the same decision, Capcom took Street Fighter into 3D, and Arc System Works made a game with the same anime-style shading they had used with GGXX, but with a vastly scaled back roster (compared to GGXX) of just twelve characters.
And yet SNK, in spite of being smaller than both of these other studios, chose to forge ahead with redrawing all their characters in high resolution with very detailed shading. Is it any surprise, then, that they found that they’d been working on it for two years and had nothing to show for it?
When KOF XII was finally revealed in 2009 (to a great deal of fanfare, I might add), the damage was very quickly visible. Tag system? Gone. Most of the roster? Cut. The remaining characters’ movelists? Gutted. What we got was a half-baked game with a boring system that got a tepid reception in Japanese/Asian arcades. To make matters worse barely a month later SNKP announced an arcade version of KOF2002UM which was basically the death knell for the already unpopular XII.
Because of this, when XIII was announced a year later the stakes were high. And at least initially it looked like SNKP was back on track – they’d come up with a reasonably interesting system (basically 2K2UM with a few new tricks) and there were actual crowds at the location tests trying out the game. The game was even announced to be at Tougeki as a ‘special ‘Category C’ game along with the as-yet unreleased latest iteration in the Melty Blood series.
And then the game came out, a month before Tougeki, and it became clear that they had rushed the game just to make the Tougeki deadline, as people started discovering that bugs that had been found (and even recorded!) during location testing were still in the game. One of the bugs basically ensured that no-one taking part in Tougeki would use Vice. On top of that Mature had a braindead easy infinite that consisted of doing one move again and again. The game was played in this clearly unpolished state at Tougeki, and about two months later SNKP issued a new version that fixed the more serious bugs, but left others in place while doing nothing to address the poor balance (K’ and Raiden basically rule the roost, and all top four teams at Tougeki had one or the other, if not both). Some arcades started holding ratio-based tournaments to alleviate this, and I kind of know from observing the high-level TF2 and L4D scenes that once your community decides it’s upon them to fix your game, you’re not doing a very good job.
You’ll notice that so far I’ve made no mention of ports, netcode or anything of the sort. Quite simply, this is because even in their absence it’s easy to see that SNKP made tons of mistakes after leaving the Atomiswave, and the quality of their console ports had nothing to do with it. Sure, American fans complained about the shoddy networking code in KOF XII (and later in KOF2002 Unlimited Match) but the game’s prospects over here were never rosy to begin with. Capcom was able to pull off the whole ‘retro revival’ thing only because it had the marketing dollars to back it up. SNKP had no such thing, nor did KOF have any brand recognition over here, so attempting the same sort of angle of appealing to neophytes was never going to work for them, good netcode or not.
So where does this leave SNK fans like me? Honestly, I don’t know. I can’t play any of the versions of KOF I actually like against anyone (‘98UM, 2002UM and XI, in case you were curious), and if KOF XIII’s port is dead in the water then chances are I’m never going to get to play that, either. Part of me wants to believe that ‘licensing’ means that SNKP will contract out KOF development to other studios the way Capcom contracted out Street Fighter IV and Tatsunoko vs Capcom, but it’s more likely to mean more pachislot machines and compilations of old games.
I posted the article I linked above on Facebook, my friend PS (a pretty good KOF player, unlike me) noted that in the absence of KOF, his only other two options were SFIV, that required learning several strict links in order to be competitive, and BlazBlue, which required learning long pressure and combo strings, several of which are character-specific, in order to be competitive, neither of which were particularly palatable to him. This news has made me realize how true that statement is – KOF stuck an almost perfect balance between ‘old-school SF-style simple inputs and the more recent Guilty Gear style frantic pace, and with it gone there’s nothing to fill the void. Maybe some enterprising doujin group will try someday, but until then we’re just going to have to move on to other things.2 comments
I’m sure everyone who follows gaming news is familiar by now with this atrocity:
Yes, Capcom has thrown in the towel and has handed over the reins of its next Devil May Cry game to the English studio Ninja Theory, complete with crappy new Dante design and what looks like Dante being tortured in Abu Ghraib. I know, I know, it’s all about the game mechanics, right? Except that I have no confidence that Ninja Theory will be able to make a game that lives up to the DMC name; heck, even a game that’s as good as the somewhat iffy DMC4.
To see what Ninja Theory was capable of, I played the demo for Ninja Theory’s upcoming game Enslaved (due out in about a week, I think), and while the game looks and plays ok, it in no way compares to DMC’s fast-paced action. It feels more like God of War with its simple two-button combat and half-hearted platforming, to be honest, which will please a lot of God of War fans but annoy the hell out of DMC fans who are used to being able to move around quicker, and to much faster-paced combat. From what it looks like it even features regenerating health, which no quality action game has ever done.
Maybe Capcom just saw Bayonetta and decided that they couldn’t compete, lol.3 comments
[18:57] <SonicTempest> so anyway
[18:57] <SonicTempest> something funny happened to me today
[18:57] <SonicTempest> I went to a bakery to get a sandwich for lunch and they gave me a sandwich with sausage in it even though I asked for a vegetarian one
[18:57] <SonicTempest> I made a snarky comment about it on Twitter
[18:57] <SonicTempest> and within a few minutes they found me on Twitter and offered me a gift card
[18:57] <SonicTempest> I was like lol wtf
[19:00] <bonta> lolz
[19:00] <bonta> how the fuck did they know it was you
[19:05] <SonicTempest> I mentioned the name of the place in my Tweet
[19:05] <SonicTempest> http://twitter.com/sonictempest/status/22830612889
[19:06] <SonicTempest> http://twitter.com/GrandCentralSEA/status/22831925439
[19:07] <bonta> hahaha
[19:08] <SonicTempest> WEB 2.0 HAS CHANGED THE WORLD
With my router between my modem and my PC:
With my modem connected directly to my PC:
Thee words: What the fuck?
EDIT: Apparently something in the router settings was messed up – I reset it to factory settings and suddenly I can watch 720p streams without buffering. o_oNo comments
I seem to have run into a bug that prevents me from progressing in the game without using a noclip cheat. WTF2 comments
Dammit, I don’t want to get my hopes up, just to be disappointed yet again.
When this does eventually show up, I hope it’s more Sonic CD and less Sonic Rush – while I had fun with that game, it was more about ‘LOL HOLD DOWN THE BOOST BUTTON AND PRESS A OCCASIONALLY’ as opposed to Sonic CD’s expert mix of momentum-based and timing-based platforming.7 comments
Why is everyone fawning over Batman: Arkham Asylum as if it were some sort of game of the year contender? I played the demo, and while I thought the stealth sections were decent-ish (it’s way too easy to hide from enemies), the combat was bland as hell – the game literally has you mashing the same button repeatedly and a counter button occasionally (whose timing is telegraphed), which is even less complexity than Assassin’s Creed, let alone a quality action game like Ninja Gaiden or Devil May Cry. On top of that ‘detective mode’ completely ruins any sense of challenge you might experience in figuring out puzzles by highlighting everything of interest in the room for you.
Am I missing something here?11 comments
…from my aunt, when I called to congratulate my cousin on her wedding:
“It’s going to be your turn next!”
As if I wasn’t aware of the guillotine blade on its downward trajectory already…2 comments
I guess I’ll be going downtown to get my ass kicked this weekend…2 comments