The Problem with The King of Fighters XIV’s Palette Selection: A Step Back for the Franchise

There are a handful of elements that can be loosely used to identify if a color palette is good or not. The first thing a good color palette should do, before anything else, is distinguish itself from the default palette choice. After that, distinguishing itself from other alternate colors is a huge plus (color 2 being different from color 1 doesn’t matter if it’s virtually the same as colors 4, 5, and 8). Another important factor for a color palette is the feeling of an actual alteration, not simply “x-character wearing a blue shirt instead of a red one.” This effect can be obtained quite easily, by altering things like skin pigmentation, eye color, makeup color, hair color, SFX colors, and overall tone of the outfit (dark scary colors instead of bright happy colors).

Those are the most important aspects, but there are subtler elements that make palettes good. We went over some of this in my last color palette article, breaking down why the layering of Balrog’s main and accent colors created excellent themes for his outfit in Street Fighter V. The main and accent colors play an important role in the feel of a palette, as do minor details and skin/hair tone. Proper use of these sections allow an outfit to highlight or hide specific aspects of an attire to create a unique visual feel. If you’ve ever picked a different character color and noticed something that you hadn’t seen before picking that color, you’ve experienced first-hand the importance of highlighting and building colors around key details, no matter how small.

When it comes to The King of Fighters XIV, I’m appalled at the fact that there are only four colors per fighter. Even in today’s age of DLC colors and costumes, such a bare start is unbelievable. Other than games that focus on costumes over palettes (NRS games, Soul Calibur, Tekken), very few popular games have had so few color options since 2002, and I can’t think of a single other game that has taken such a step back from a previous installment. KOF XIII had at least ten colors per character, though some had twenty, as well as the color editing mode which exponentially increased palette variance. That was the most recent installment, so clearly KOF XIV’s starting four colors per character (200 across the entire roster) leaves something to be desired. This didn’t immediately doom the game’s palette selection, though; if done correctly, four very good and distinct colors could be enough variance with such a large roster to choose from.

We would be here for hours if I talked about each character individually, so I’ll consider problems that are recurring in the general selection and pick out some of the worst offenders.

The first big problem that you notice is that there is very rarely any significant variance in hair or skin color. The only characters that have a serious alteration in skin tone are King of Dinosaurs and Antonov, and most hair color adjustments feel almost an afterthought to make it different. This is flat out ridiculous, especially in cases where the majority of a character’s palette is their skin and hair, like Gang-il, Alice, Angel, Mui Mui, and Joe Higashi. Using Joe as an example, skin makes up the vast majority his outfit. That being the case, it’s very odd that his skin is altered to a darker variant just once. His hair also uses the same dark tones that make clearly discerning it from other palettes difficult. Simply compare these colors to his KOF XIII colors, and you instantly feel the difference in quality.

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The next issue that commonly appears in KOF XIV palettes is colors that feel bland and washed out. There are certain characters this is really prevalent with, making those characters seem like there’s no real change from color to color because each one is the same similar-toned amalgamation of vague colors. This is particularly bad for characters like Kukri , K’, Luong, and Ralf, but one of the best examples for this is Leona Heidern. Leona very clearly has a purple, a blue, and an orange color, but these colors are really muddied. There is a lot of gray/white/black on her pants that make the dark tone suffer, and the same is true of her hair. Again, the best way to visually see just how bland this is would be to just look at her palette choices from the previous installment. They weren’t particularly phenomenal, but they were very clear and decisive about what they were.

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The last consistent problem that I can talk about being shared among large swaths of palette choices is the tendency to change only one or two colors in a palette, leaving the rest of both minor and major details unchanged. This comes off as lazy, to be frank. Some of the characters guilty of this are Chang, Goro Daimon, Kyo, and Geese Howard, but the worst perpetrator of this is Kula Diamond. Kula has two colors that change between all four models; her main jacket/pants color and her zipper (which is either gold or black). She isn’t lacking for elements that could be changed, as she has her hair, her skin, the gold and black on her gloves/boots, her arm band, and the two inside colors of her jacket/pants (the white and black). She also had the potential for her jacket and her pants to be different colors, as well as the potential of breaking up her jacket/pants into a main color and an accent color to help it be visually interesting. All of these flaws leave this palette selection with some of the least meaningful differences in the entire game, making her easily the best example of this game’s shortcomings in palette decisions.

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Between the low count of palettes and these problems plaguing most of the cast, it’s hard to think highly of the game’s palettes. Now, despite the issues I described, all of the colors in KOF XIV aren’t terrible. There are some very good colors in this game, so instead of ending on a sour note I’ll end with a sample of the colors I believe this game handled well. These are strong because they’re aesthetically pleasing and make a serious effort to give a different feel from one another. My personal favorite selection is Robert and Love Heart.

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That’s all the discussion I have for today. Look out for the next color article; I may revisit Street Fighter V, or I may find another game to cover. If you enjoyed this discussion please leave a comment, and feel free to check out a related article I did for our friends over at Kick-Punch-Block. That article focuses on Angel specifically, who suffers from some of the problems I mentioned in the above article. As has been done on KPB before, new palettes are created to help illustrate new avenues of color.

Sources: caddie.smeenet.org; KPB

Flash Vision Announces the VS.FV Cup, Which Will Send One Player to Evo 2017

Hot on the heels of last weekend’s FV Cup, Flash Vision is announcing yet another major tournament in Malaysia. Called the VS.FV Cup, this new tournament is designed to lead on to Evo 2017, by sending one player from the region to Evo next year.

The VS.FV Cup is a 128-player tournament open to all players from Asia. The winner of the tournament will receive a free flight to and from for Evo 2017, alongside free entry, as well as a $500 cash prize that they can spend in Las Vegas.

With FV Cup running just Street Fighter V, it’s fair to assume that VS.FV Cup will be running Street Fighter V as well–but stay tuned for more information about other possible games on the title card.

The VS.FV.Cup will take place on December 10, 2016 at the Berjaya Square in Kuala Lumpur, Malaysia.

Source: Flash Vision

Under Night In-Birth Community Holds Palette Creation Contest

Good color palettes are the cornerstones of meaningful visual differentiation between us, and other people who use the same character we do. As players, we usually rely on the company that publishes the game to ensure that the colors provided are good colors. Occasionally, those games will allow us to edit our own colors, like Street Fighter X Tekken or King of Fighters XIII did, but it happens so rarely.

In today’s PC age, players are more likely to be able to themselves edit the game’s files and create their own palettes. That’s what Under Night In-Birth player RisforRowanism set out to do, and ended up with an online palette editing tool. Using this tool, players can create custom palettes for themselves, download the file for the palette they made, and then upload that file into their own Steam copy of UNIEL.

Currently, there is a community contest going on using the above tool. The contest is seeing fans submit their palettes, with the 12 best palettes being compressed into a community mod and given out for free. These colors will access hidden palette slots in the game, meaning that these colors will be usable in addition to the game’s existing 20 for each character. Below is a small sample of some of the colors being created so far.

Click to view slideshow.

If you are interested in submitting palettes or voting on palettes, follow this link for the contest instructions.

Source: RisforRowanism

BlazBlue: Central Fiction’s Mai Natsume Arrives November 1st

Fans of Mai Natsume, the second DLC character in BlazBlue: Central Fiction, should be happy to find out that the spear-wielder is joining the cast right on time with the American launch of the game.

Unlike Es, the first DLC fighter, Mai won’t be free to download for a limited time. She will cost $7.99 USD from the PSN store (PS4 and PS3 versions).

Tokyo Game Show overviewed Mai’s moveset, which features a different, more beginner-friendly control scheme and a Drive which launches spears. Check out her launch trailer below for a preview:

BlazBlue: Central Fiction launches November 1st in the Americas and November 4th in Europe.

Source: Aksys Games

Razer Raiju Controller for PlayStation 4 Announced, More Details Coming soon

Good news for pad players looking for new options to try: Razer has announced that they are entering the controller market on Sony’s platform.

Their first pro controller, called the Razer Raiju, is billed for the PlayStation 4 and listed as coming soon. While details are vague at this point, we can tell by the images featured on the controller’s landing page that it features a lot of room for customization.

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The front of the controller looks like a run-of-the-mill PS4 pad until you get to the bottom, which features audio controls for headset connectivity. While this in itself is irrelevant to chatting in Street Fighter V (which does not feature the function), it could also be used to play in-game audio via the controller to keep from annoying roommates or family during late night sessions. [Likely too that the controller’s audio control functions might be useful within PSN’s Party chat. – Editor]

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The back is where most of the questions lie. The controller features 3 buttons on the shoulder, and two on the bottom near the assumed silicone grips. Will there be dedicated buttons for L3 and R3 or will all four extra buttons be macro buttons? Further, will the detachable cable suffer the same fate of the Razer sticks that came before it? Will the fact that there is a detachable USB cable denote that this controller is connected via bluetooth, or will it be a dedicated wired controller?

More on this controller will come as Razer releases details.

Source: Alex Jebailey (Twitter)

Wind the Clock Back to 2008 with the First in VGBootCamp’s “Blast From The Past” Melee Highlights Series

While there are hundreds of highlight compilations following any modern day tournament, it’s rare that montage makers delve back into the past and create montages of landmark events that newer players may have missed. Well, VGBootCamp are seeking to redress the balance with their new “Blast From The Past” series, where they goes through the annals of Melee’s storied history and highlight certain moments from historic tournaments before the age of Twitch.

For their inaugural episode, VGBC has chosen Pound 3 from 2008, a tournament which saw a young Mango making an absolute tear through the Losers’ bracket and proving that his third place at Evo 2007 was not just a fluke. This was back in the days where Mango mained Jigglypuff, players like Azen and PC Chris were still dominant in the Melee scene, and matches were fought on stages like Corneria and Brinstar, if you can believe such a thing. While lacking the high production values of modern day events and filmed via dodgy capture cards or handcams pointed at CRTs, this first look back into the early days of competitive Melee shows just how far the meta, the game, and its players have come.

Source: VGBootCamp Highlights

UDON’s Street Fighter Unlimited #11 & Street Fighter Legends: Cammy #4 Hit Store Shelves Today!

Epic battles continue–or come to a close.

It’s another Street Fighter comic day, courtesy of UDON Entertainment! Today sees the release of new issues for both the ongoing Street Fighter Unlimited series, and the conclusion of the Street Fighter Legends: Cammy limited series.

In Street Fighter Unlimited #11: has Alex fulfilled his true destiny–in the worst possible way? Is it even possible to stop Gill’s master plan? Find out here! Story by Ken Siu-Chong, art by Joe Ng & Edwin Huang.

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In Street Fighter Legends: Cammy #4, Delta Blue and C. Viper struggle to save their allies and foil F.A.N.G’s nefarious plot. Story by Jim Zub, art by Omar Dogan.

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You can pick these up for 3.99 USD each from your favorite online comic retailer–or better yet, support your local comic shops by picking them up in person–use this comic shop locator if you need a hand. And don’t forget the upcoming Street Fighter Unlimited Annual #1!

Source: UDON Entertainment (Twitter)

 

 

Keep Your Eye on This Korean Birdie in this Second Street Fighter V Compilation Video of Xyzzy

While we have already seen some of everyone’s favorite Birdie in a previous Street Fighter V compilation, there’s more to fawn over in Xyzzy’s play. With that, XusesGB has also unleashed his own compilation of the Korean Birdie’s online matches to show off.

In this video, Xyzzy tries his hand against top players and peers like Poongko, Save, Tokido, Narikun, FS-Aiku, and 200won among others. The results are amazing, as Xyzzy continues to show exactly why people shouldn’t be sleeping on Birdie.

Source: XusesGB

King of Fighters ’94, Samurai Shodown and Other Neo-Geo Classics Are Coming to Western PSN Tomorrow

While it seemed that Japan was the only country receiving Hamster’s Arcade Archives versions of old SNK classics tomorrow, PlayStation has announced that these Arcade Archives ports–including Samurai Shodown, Fatal Fury, and King of Fighters ’94–are also coming to the USA and European PSN Stores tomorrow. This Neo-Geo ACA series will also include the original Metal Slug, Alpha Mission II and World Heroes, so plenty of arcade classics to sink your teeth into.

Hamster is continuing to work with SNK Playmore to bring more of their back catalogue to PS4 in the new year, so expect other editions of Samurai Shodown, Fatal Fury, and King of Fighters to arrive on the PSN Store in 2017. The possibility of a re-release of Capcom vs. SNK 2 looks potentially more likely now, based on Sony’s partnership with both SNK and Capcom. We live in hope.

Source: PlayStation Blog

Dataminer Discovers “Red Bull BC One” Costumes in Street Fighter V’s Latest Update

For those wondering what Street Fighter V’s recent downtime and update will bring, it seems that we may now have an answer. X-Kira, who previously discovered the game’s expanded stage transitions, has found a new set of Red Bull themed costumes for Ryu and Chun-Li.

If the costumes (which you can see in the gallery below) look familiar, it’s because these were already previously announced at TGS 2016 as part of a collaboration between Capcom and Red Bull. According to the screenshots, the package will be labeled as “Red Bull BC One.” Capcom is collaborating with Red Bull on their annual Red Bull BC One B-Boy competition that will be held this December in Nagoya, Japan; with this in mind, it should be no surprise that Ryu and Chun-Li looked dressed to go to some sort of hip-hop event, rather than doing any sort of actual fighting.

Click to view slideshow.

Now, whether or not these costumes are the only thing new added in the version 1.11 update, well we’ll have to wait for an official announcement from Capcom on this. [These outfits–nor any other modes/Shop items–seem to have not appeared immediately post-update; so the official release date is still unknown. – Editor]

Source: X-Kira Mikami Teru via PVP Live