The King of Fighters XIV

"Burn To Fight."

- Tagline

The King of Fighters XIV  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 (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 his original name. Garou: Mark of the Wolves battle designer, Yasuyuki Oda, is the director and 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 with this game's mechanics and improve the online matchmaking for this entry.

A graphical patch (Ver 1.10) to boost the game's visuals is released on January 11, 2017. On April 5, 2017, the 2.00 update is released along with 4 additional DLC characters and 2 free classic stages. On April 12, 2018, the 3.00 update is released along with another 4 additional DLC characters and 1 new stage. Besides, the Ultimate Edition, with alll DLC characters and costumes and 10 new PS4 themes is released in Digital format on January 7, 2021, for Europe, and January 20, 2021, and the Physical format was released in March 11, 2021.

Development
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;
 * They only had 3-4 designers but Oda decided to have 50 characters in the game. To save production time and budget, he allowed for three characters to obscure their faces so they would not require facial animations.

SNK has a lot of development teams especially in the mobile/smartphone side of things, but they only have two studios. One of them is making the KOF series, and they barely had enough staff to make XIV.

Story
The King of Fighters 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...

Gameplay
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 now based on 2003 along with XI 's Dream Cancel, except it is now 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.
 * If one Level gauge is filled, the fourth Rush mode combo goes to a certain Super Art.
 * While entering Max Mode, the fourth Rush mode combo goes to an EX version of a certain special/super moves.

CD/Blowback attacks now cause opponents to hit the wall with a unique form of wall-slam, which causes them for a period of time to remain vulnerable to follow-up attacks. Online multiplayer mode will feature a Party Battle mode which will allow three players to form a single team together to challenge another three player team. Players will be allowed to choose the same character if they wish while forming teams. The lobby is designed to support up to twelve players so spectators can join to watch the match up with an integrated voice and text chat. A "Crowd SE" option is additionally available for spectators will allow them to root, applaud, and boo their favored competing teams. Players will be allowed to set their online profiles to be private. An online training mode is available as well.

The Story Mode is composed of ten rounds and five cutscenes. Depending of the choosed team, the fourth cutscene can vary. The Japan, China, Official Invitation and Another World Teams earns special cutscenes. Before the two first cutscenes, the player can face a team with a character of 1, 2 or 3 DLC characters, mixed with 1 or 2 original characters.

Characters
KOF XIV also marks a huge change for the series in that the large majority of the returning cast now 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. Characters with recent changes, such as Kim, Ralf, Nakoruru and Mai still retain their new voices (some earned in KOF XII and 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 remains with their classic formations. Regarding teams, the list is as follows:


 * Yuri Sakazaki returns to the Art of Fighting Team after 6 years to help her brother Ryo, who is now master of the family's dojo, and Robert Garcia, the family's friend. Takuma Sakazaki, Ryo and Yuri's father and Robert's master, retires and takes care of the family's steakhouse;


 * Desiring to bring his rebellious students back to his side, Kim Kaphwan joins, against his will, with his master Gang-il and his girlfriend Luong, forming again the team that bears his name;


 * Chang Koehan and Choi Bounge joins with Xanadu, in order to return to their former criminal life, forming the Villains Team, led by the legendary criminal. As a result, Chang returns to the series after 13 years and Choi, after 14 (15 canonically);


 * The mercenary and luchador Ramón and the former NESTS agent Ángel returns to the series (he after 11 years and she, after 15 years [7 if counting her last participation), forming, along with Dinosaur, the Mexico Team, led by the freelancer agent;


 * The crimelord Geese Howard also returns to the series (in his second canonical participation) and, along with his bodyguard Billy Kane and his newcomer butler Hein, form the South Town Team. The team is led by the criminal businessman;


 * In order to stop Verse, Nakoruru, Mui Mui and Love Heart form the Another World Team, led by the Ainu priestess.


 * 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.


 * 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 appearss as an exclusive Game Boy character in The King of Fighters '95;


 * Tung appears as an exclusive PS2 character in The King of Fighters XI;


 * Rock appears in the all games of KOF Maximum Impact series.

NPC Characters

 * Clemence Bellamy (KOF News reporter)
 * Yakov (Antonov's assistant)

DLC Characters

 * Note: As in KOF XIII, the DLC characters (including Rock Howard, from Garou: Mark of the Wolves, and the newcomer Najd) have no impact on the story of the game.

Special Edit Teams

 * Note: By playing with these formations, the player unlocks special illustrations. All of them were made by Eisuke Ogura.

Tung's Disciples Team

 * Terry Bogard
 * Geese Howard
 * Shun'ei

NESTS Girls Team

 * Kula Diamond
 * Ángel
 * Sylvie Paula Paula

"Lucky Sevens" Team

 * Alice
 * Mui Mui
 * Love Heart

Ninja Team

 * Andy Bogard
 * Mai Shiranui
 * Bandeiras Hattori

Masters Team

 * Chin Gentsai
 * Tung Fu Rue
 * Gang-il

Dragon Team

 * Ryo Sakazaki
 * Mui Mui
 * Sie Kensou

Tiger Team

 * Ramón
 * Robert Garcia
 * Joe Higashi

The Mysterious Newcomers

 * Luong
 * Hein
 * Kukri

Birds(?) Team

 * Nakoruru
 * Zarina
 * King of Dinosaurs

Beautiful Longhair Team

 * Athena Asamiya
 * Kula Diamond
 * Nakoruru

Stages

 * Note 1: In this game, the stages are again associated with the teams and the bosses, which hasn't happened in a canonical game of the series since KOF '96 (and in a game of the series since KOF 2002 UM).


 * Note 2: When the player fights in DLC stages or in the Training Stage (exclusively available in Versus and Tranning Modes), the music of the stage is associated to the first character chosen to fight. In the Story Mode and Versus Mode against CPU, it's the first character in the right team; in Versus Mode with two players and we fight in the Training Stage, it's the first character of the left team.


 * Note 3: In Story Mode, the Japan and Official Invitation Teams are the only teams to be faced after the first cutscene, and the DLC characters are always faced before the second and the third cutscenes, respectively.

Main Theme

 * Follow Me by Steven McNair

Ending Theme

 * Burning On by Steven McNair

VS. Themes (Fateful Battle)
In this there are special songs that play during specific matchups. This themes can be either original or from past games.

Comic
On January 31, 2017, SNK announced a manhua which would cover the game's main story. The first chapter is released on February 1, 2017. The series ended with only 8 chapters released.

A new manga series titled A New Beginning illustrated by Kyoutarou Azuma is released on January 1, 2018. The series is published bi-weekly on Pocket Shonen Magazine online and is collected monthly on the Shonen Sirius magazine.

Critical Reception
The King of Fighters XIV received generally positive reviews in video game media:


 * On Metacritic it holds an average score of 79 out of 100;


 * Gaming Age's Chris Dunlap gave it a perfect score, saying it is the best of The King of Fighters games. He recommended it to fans of the fighting game genre because of its appealing features such as the Rush System which makes fights easier for newcomers and the possibilities for rematches against the artificial intelligence.

Many reviewers commented on the fighting system;


 * GameSpot praised its appeal to newcomers, while EGM praised the game's core mechanics and the use of the Rush System to appeal to a wider audience.


 * Despite the difficulties of mastering characters' moves without the Rush system, Game Informer felt the game's online mode was well executed despite some slowdowns during the game's launch;


 * While also enjoying the multiple mechanics, Hobby Consolas considered the online gaming modes among the most fun in the genre;


 * Metro liked it for appealing to skilled fighting game fans while still being a good starting point for players unhappy with Street Fighter V;


 * GameRevolution said the gameplay remains true to earlier KOF games, most notably The King of Fighters XIII, and was pleased that it retained the challenge needed to execute special moves. IGN praised the large number of modes, characters and unlockable material, GamesRadar and Destructoid appreciated the multiple game mechanics which made the game unique within the franchise.

Reviewers also commented on the narrative and its cast:
 * GamesRadar thought the story mode too simple;


 * Destructoid felt it not reach the appeal of its predecessor due to its lack of narrative;


 * Despite issues with the graphics, Gaming Age found the characters interesting, noting each has a unique fighting style and theme songs that are played when facing rivals.


 * Like Gaming Age, PCMRace found the arcade mode fitting for the series due to how rivals interact before their matches and enjoyed the art behind endings unlocked through a main team;
 * IGN saw the story as appealing but not noteworthy until the clash between rivals which the reviewer felt were few.

The game's 3D characters received negative comments for their poor designs compared to other games of the same generation:
 * Hobby Consolas judged the designs in general to be up to the series' high standards, but described Andy Bogard's model as overly stylized and lacking in grace.
 * Destructoid lamented that the 3D models did not do justice to the excellent character designs, which suffered from bland coloring and lack of detail.
 * Juan Garcia of IGN 's Spanish site praised the redesigns of Robert Garcia and Kyo Kusanagi, which he found visually striking in contrast with the other characters, something which Destructoid agreed favoring the redesign of veteran character Maxima and newcomer Kukri. 'Juan also said the game looks poor despite running at 60 fps, but enjoyed the large number of characters and the detailed backgrounds.
 * EGMNOW shared similar comments about the graphics and the surprisingly large number of characters, stating that despite problems with the visuals, there is a large amount of content to entertain players. GameRevolution enjoyed the interactions between the characters when engaging in a rival fight, citing Kyo and Iori Yagami's interactions, but was disappointed there was not as much of it as in previous titles, like Joe Higashi competing with King.

The Steam version of The King of Fighters XIV received mixed reviews:
 * GameSpew appreciated that SNK had updated the dated graphics of the PlayStation 4 version, making it more competent in comparison with other fighting-game franchises such as Street Fighter and Tekken;


 * Despite giving it a positive review, PCMrace said the port could have benefited from a cross-platform play with PlayStation 4 players and that the cast still needed to be more balanced in terms of move sets.

Teaser Trailers
Promotional teasers of the game, showing some characters.

Game Trailers
Promitional trailers of the game.

Team Gameplay Trailers
Showcase of the game's teams.

DLC Characters Trailers
Showcase of game's DLC characters.

DLC Characters Fighting Demonstration Trailers
This videos appears only during the DLC Season 1.

DLC Season Trailers
Promotional teaser of DLC seasons' characters of the game.

DLC Contents Trailers
Promotional trailers of DLC content for the game.

KOF STATION CHANNEL
Main promotion program of the game. Yasuyuki Oda, Nobuyuki Kuroki, Tomoaki Maeno (Kyo's voice) and Ai Kakuma (Yuri's voice) are some of the guests.

Trivia

 * This game is the first (and only) game of the series with three announcers during the rounds.
 * It is also the first game in the series to use the expression "perfect game" in rounds. In The King of Fighters XV, this expression is repalced by "perfect fight".
 * This is the first game of the series with every act of the fight was narrated. This resource continues in KOF XV.


 * This game is also the only of the series without taunts (provocations). However, the intros, absent in The King of Fighters XIII, reappears.
 * The taunts reappears in The King of Fighters XV.


 * This game, The King of Fighters '96 and The King of Fighters '97 are the only mainline games where it is possible fight against randomized teams in Story Mode.
 * In this game, the mix occurs with regular and DLC characters.


 * This game, The King of Fighters XIII and The King of Fighters XV are the only of the series which the characters quotes when selected.


 * This game and The King of Fighters '96 are the only of the series which the sub-bosses returns in a regular team in future KOF games, and the only which they don't have evil intentions for the tournament.


 * This game, The King of Fighters '98 Ultimate Match, The King of Fighters XV and The King of Fighters Neowave are the only of the series to use the characters' full name in the select screen.


 * This game, The King of Fighters 2002 Unlimited Match, The King of Fighters 2003 and The King of Fighters XV are the only games in the series where appears one or more variations of the Women Fighters Team.


 * This game, The King of Fighters XIII and The King of Fighters XV are the only games in the series with selectable character costume colors.
 * However, the thirteenth entry of the series is the only which the player can custom some colors for the characters (in five spaces).


 * This is the second game of the series to use DLC content (in this case, DLC characters, musics and outfits). This is also the first game under the current SNK custody with that type of content.
 * This game is also the first of the series to use the Season DLC Content Pass system. However, the first DLCs of the series are released in The King of Fighters XIII, the last chapter of the previous saga.


 * This game, The King of Fighters '98 and The King of Fighters XV are the only games of the series which the character defeated's name appears dimmed on the fight screen.


 * In the main menu, the figures that appear under each option are consonant with their functions. Two examples: the "Story" option shows the rivals Kyo and Iori fighting, due to their importance in the central story of the series, and the "Online" option shows the Team K', a team modified through a technology developed by a criminal cartel.