De­vel­oper/pub­lisher SNK For­mat Ar­cade, PS4, Switch Re­lease 2018


De­vel­oper/pub­lisher SNK For­mat Ar­cade, PS4, Switch Re­lease 2018

The fe­male char­ac­ters in the SNK cat­a­logue are all ex­tremely pop­u­lar. So in­ter­nally we started hav­ing dis­cus­sions about whether or not we might be able to make a game that show­cased just the women. That was the im­pe­tus be­hind the idea. But there are unique chal­lenges to mak­ing an all-fe­male fight­ing game, of course. Specif­i­cally, it’s tough to en­sure the cos­tume de­signs are just right so that it’s easy to see which char­ac­ter is which at a glance, and also that there is con­sis­tency and co­her­ence be­tween a sin­gle char­ac­ter’s wardrobes. That presents a sig­nif­i­cant chal­lenge for the cos­tume de­signer.

More gen­er­ally, with a two-on-two fight­ing game there is added com­plex­ity, not only in terms of dis­play­ing the in­for­ma­tion on the screen, but also in terms of fig­ur­ing out how the var­i­ous char­ac­ters will en­gage with their team­mates in ac­tion. SNK Hero­ines: Tag Team Frenzy takes place, story-wise, af­ter the end of King Of Fight­ers XIV. At the end of that game, all of the char­ac­ters are re­vived, so we had the pick of the bunch. Se­lect­ing which char­ac­ters we wanted to use from our cat­a­logue was dif­fi­cult. We ended up split­ting the women into three distinct groups: char­ac­ters who we know are pop­u­lar, char­ac­ters who we want to make more pop­u­lar and then, fi­nally, the more ran­dom, left­field choices.

Be­cause the game is for the Nin­tendo Switch, which, when played as a hand­held, sits quite large in the hands, it was a chal­lenge fig­ur­ing out how to make the game both ac­ces­si­ble and deep. In a tra­di­tional fight­ing game you have a stick and dif­fer­ent in­put pat­terns to ex­e­cute spe­cial moves. As far as pos­si­ble we wanted to elim­i­nate these ar­cane fin­ger pat­terns. In other words, how can we cre­ate a game that is fun and playable us­ing a gamepad? That was a ma­jor part of our fo­cus. There’s an ad­di­tional chal­lenge be­cause, in Ja­pan at least, the game re­leased in ar­cades as well. Try­ing to bridge these two worlds was com­pli­cated. My hope is that SNK Hero­ines: Tag Team Frenzy will con­tinue to ex­pand the market for fight­ing games. The scene is still rather nar­row, al­though es­ports is slowly chang­ing that. That said, just be­cause a per­son watched the World Cup doesn’t au­to­mat­i­cally mean that they go out and start play­ing foot­ball. So we will see. We will see.

Those who find SNK Hero­ines:Tag Team Frenzy’s art style a turnoff will be look­ing to­wards the re­cently an­nounced Samu­rai Spir­its re­boot, which takes its visual cues from Street Fighter IV’s inky style, in­stead of soft­core grot

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