The King of Fighters XII

The King of Fighters XII (ザ・キング・オブ・ファイターズ　トゥエルブ; Za Kingu obu Faitāzu Tūerubu; KOF XII) is to be the next installment of the King of Fighters series. SNK Playmore has announced that it is abandoning the Atomiswave system and is moving its most popular game franchises to the Taito Type X2 arcade system. In addition to KOF XII, KOF Maximum Impact: Regulation A and a new Samurai Shodown game in 3D will be released on the new arcade system. According to a report in Arcadia, KOF XII has no story and the Ash Saga will conclude sometime in the future.

The game seems to be towards its final stages of testing (the latest one will take place January 31~February 1) and is currently scheduled to be available in arcades on April 2009. Plans for an international port have also been announced by Ignition Entertainment.

The main illustrations were done by Ogura Eisuke.

Development
It has also been revealed that the game will undergo a complete graphical overhaul, confirmed by Nona, artist in charge of the art in the The King of Fighters XI endings. All the sprites used in previous games for over 10 years will be dropped and will be replaced with new high definition sprites. The programmers have stated their intention is to create the "ultimate 2D fighting game". Nona reaffirmed this once again in The King Of Fighters Year End Party 2006 in Tokyo.

SNK Overseas Manager Yoshihito Koyama revealed that the game is going to be "3D mixed with 2D"; this led to speculation that the game could use cel-shading to give the game a 2D look, but it was later revealed at AOU 2008 that KOF XII will use newly-drawn 2D sprites on detailed 2D backgrounds. Producer Masaaki Kukino informed Kotaku that the game is one hundred percent hand drawn, there being zero cell shading in the game. He has also stated that the main goal of the game is to give a new "rebirth" to the series. They have no intention of changing the main series into 3D in the future. The staff decided to create the new graphics during 2005 and 2006, and commented that they spent triple the amount of time developing it than the previous game.

In an interview with Fighters Front Line, Kukino replies that each character took 16~17 months to complete with a team of 10 different designers. Additionally, the sprites were personally checked by Nona for quality. Due to the time demands of drawing such detailed frames of animation, as well as the decision not to incorporate older assets as previous games in the series have, there will be only 20 playable characters, the lowest number ever in a game from this series.

On February 14, 2008, the first gameplay footage was revealed to the world showcasing the new, much larger, higher-resolution pixel art sprites at the Arcade Operators Union Amusement Expo (AOU) 2008. The footage also revealed the presences of Benimaru Nikaido, Terry Bogard (reverting to his original Fatal Fury outfit), Athena Asamiya and Kim Kaphwan in KOF XII. A location test was scheduled in Japan for April 18-20, 2008, but was canceled for unknown reasons. There has also been an recruiting ad for part-time positions on SNK's Japanese website, asking particularly for a game graphic designer with experience in animation and color design. A playable demo was available to the public at the 46th AOU on September 18, 2008 and the 2008 Tokyo Game Show on October 9, 2008.

To promote the game, SNK announced a cellphone series called "KOFXII Tokusetsu Corner" for the Yahoo and imode Japanese networks on August 1, 2008. Each volume features an original story and bio information for three characters that will be in the game's lineup (revealed to be Ash, Kyo, and Terry). The style that these are presented in is similar to the in-game profiles of KOF: Maximum Impact 2. These novelizations were later added to the character profiles on the official website.

Game Mechanics
KOF XII uses the usual 3-on-3 team system with each fight consisting of 5 rounds. The Tactical Shift System from The King of Fighters 2003 has been removed. Since there is no story for this installment, there are no default teams or team endings in the roster. Players are free to make whatever teams they desire. There are currently no plans for "EX" modes of characters (like those seen in The King of Fighters '98).

The game returns to its standard four button layout. Players can still dash, backstep, and perform rolls as their evade. Recovery rolls can be done with any button and throws are now performed by holding a direction and tapping A+C when close. The C+D attacks are still present but the Guard Breaks from previous games (pressing C+D while blocking with a block of super energy) can now be done at any time. Super special moves will now be executed in real-time and in a similar manner as The King of Fighters '94, meaning that it's a one level superbar that gradually drains once it is MAX. Some moves will take some time to charge, others can be pulled off instantly.

The newest addition to the game system are "Critical Counters". When the Super Gauge is at its Maximum stage, the player can time their attack to clash with their opponent's blow and leave them open for a devastating attack. After a successful counter, the player with the advantage can dash, combo, and even perform a special finisher attack with their character's desperation move. The time frame for this effect lasts as long as the green colored ripple from the clash is on screen; once it dissipates, the damage boost from the Critical Counter will end. Counters can be done on the ground or while airbone. The clashes of Critical Counters will only occur when strong attacks (or certain moves performed with strong attacks) connect simultaneously.

Each stage will have two types of themes played for it. Depending on the stage, the themes can work with the depicted stage ambiance or play a standard musical riff. The music staff from the previous title are in charge of overseeing the production but are not the ones particularly conducting the music. As a side note, the music played during the trailer is included as a track in the game.

Confirmed Characters

 * Kyo Kusanagi - KoF 94 moveset
 * Ash Crimson - new moveset
 * Terry Bogard - pre-KOF 2003 costume and moveset
 * Ryo Sakazaki - back to AOF stance
 * Athena Asamiya - Psycho Soldier costume, gained a few pounds in an adorable manner
 * Benimaru Nikaido - Pre-KoF 2003 costume
 * Leona Heidern - new costume
 * Kim Kaphwan - no major changes
 * Goro Daimon - no major changes
 * Ralf Jones - new moveset and costume
 * Iori Yagami - new costume, new moveset
 * Shen Woo - no major changes
 * Robert Garcia - pre-AOF3 costume
 * Raiden- New costume and move list
 * Andy Bogard - Wild Ambition costume
 * Sie Kensou - Psycho Soldier costume, new stance + moveset
 * Chin Gentsai - pre-KoF 1999 costume, new moveset
 * Joe Higashi - Fatal Fury costume
 * Clark Still - new costume, probably new moveset
 * Duo Lon - seems to have no major changes
 * Elisabeth Blanctorche - New outfit