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History of Japanese fighting games that glance with Kingopa PD

One of the indispensable genres when discussing Japanese games is a fighting game. This is because it is a genre that can be seen that even Japanese games have dominated even if they list the rising games such as 'Street Fighter', 'King of Fighters', 'Tekken', and 'Virtual Fighter'.

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Looking at the fighting games that have been talked about so far, some are relatively new series, but most of the series, which began in the 8's and 90's, are the mainstream. In terms of the works that are holding up to date, the character lineup sometimes changes, the system changes, and the graphics have changed, but it is becoming a axis of fighting games while maintaining its identity in the series.

SNK, a developer who had never heard a good sound for a while after changing the route with 3D graphics, is continuing its momentum due to the recent acclaim of King of Fighters 15. What about the past and present of the King of Fighters series and Japanese fighting games that have been rare in the fighting game genre since the early 90's? SNK's general manager of Yasuyuki Oda and Joshua Weatherford System PD had time to answer questions from Western and global users at Devcom.

Oda PD's career began with the Arang Legend. Since then, King of Fighters 95 has been in charge of King of Fighters and has been developing Yongho's rights and Arang legendary work. Since then, he has been moving away for a while and has been a career for more than 30 years on the battlefield fighting game.

From the time he started his career, the Japanese game world had a dominant position in the genre of fighting fighting. In addition to Capcom's Street Fighter, SNK's Arang Legend, Yongho's Kwon, King of Fighters, and Samurai Showdowns of Arc Systems Works' Guilty Gear series, Sega's Virtual Fighter and Bandai Namko's Tekken. It is not initiated.

In response to this secret, Oda PD recalled that during the 2D fighting game, the environment of Japanese game developers and gamers who were familiar with cartoons and animations seemed to be a great help. At the same time, he replied that it was not necessarily the case of the developers who made a fighting game, and whether they were practicing martial arts or actually capturing their motion.

In the 3D war fighting game, the motion capture began to introduce, but in the early days of the 2D fighting game that Oda PD was mainly in charge of the 2D fighting game, he noticed how to show the character's strength and thrilling fight on the minds of people. Therefore, it was inspired by the know-how of the cartoon that brings thrilling to the black and white ground with exaggerated composition and directing, and the technique of animation that creates soft and naturally.

It was a reason why Japanese games were clearly strong at the beginning of the fighting game, while young developers inspired by the game and existing developers who were interested in new technology have recently formed a new fighting fight with 3D technology. I saw it as the aspect of the 3D war fighting game.

In addition, one of the reasons for the strong fighting game in Japan was that the popularity of Daejeon fighting games was also popular at the Arcade Game Center. After the launch of the fighting game, such as Street Fighter, the Arcade Game Center was boomed, and the owners of the arcade game center continued to inquire about when the new fighting game came out. In the 90's, when the news that the new fighting game first entered the center was heard, not only the nearby and the masters from all over the country came to hear rumors. I recalled that it was a time.

There was also a question that Japanese warfight game developers were shared with each other in the process of moving the company. Oda PD explained that it is a relatively recent thing that the Daejeon fighting game developers have begun to move the company, and most of them remain in the company and constantly transfer the know-how to new recruits. In the old days, the rumor that Capcom's street fighters had been removed from the Western Western region of development, explained that one of the Street Fighter developers came to SNK's GM after leaving the company.

It was an SNK that once had an explosive influence, but it also suffered a long time. After that, how many developed personnel in SNK's past and current people who are gradually recovering from the King of Fighters series? Oda PD explained that in the 90s, 30 people and 50 people were developed. Even though the number of Unreal engines, the number of development workers has not changed significantly, but it has expanded to about 200 people, including partners and clients. Like Oda PD, there are about 15 people on SNK.

Although the graphics were changed from 2D to 3D, they had difficulty in adaptation, but the King of Fighters 15 developed the system, graphics, and rollback Netcode. However, stories about balance have been often mentioned, including early Terry and Vanessa, and recent EVO 2022, including Chronin, B. Jenny, and Kulra's same pick. In this regard, he is working on a balance patch based on data, and he explains that the picks that are preferred in each region are considered different. According to Oda PD, Jenny and Benimaru were used a lot in Asia, and in North America, Rock Howard and Chronin's pick rate was high. On the other hand, South America explained that the picks of popular picks, Iori and Kyo, were higher than other continents. The audience's question about Cronin's nerf is concerned that the nerf will be feared to reduce the fun, but he is considering how.

Oda PD chose 'Rollback Netcode' as its first hand rather than graphics or systems as a technology that changed the flow of fighting games. Previously, only the users of each region were able to match smoothly, so the characters and strategies were different in each region, and the regional gap was large, but the introduction of rollback Netcode enabled users around the world to exchanges and the overall level is changing and the meta is rapidly changing.

Rollback Netcode itself has already been a technology, and it may be wondering why it has not been used even though it has been such an advantage. Also, if you are a big fighting game fan, you may wonder why it is difficult to apply a rollback Netcode directly to the existing game. In this regard, Oda PD first explained that developers focused on the competitions and matches in the arcade, offline competitions, and the same region. In addition, in places with good network environments such as Japan, rollback Netcode was not necessary, so it was also caused by not trying to implement it actively.

In addition, Rollback Netcode is a method of modifying the game after the game progresses before the opponent's input is transmitted, so in order not to be awkward, it is necessary to predict and simulate the movement. However, when the Rollback Netcode was first mentioned, it was awkward because it lacked the know-how to apply such predictions, and it was only possible only after developers continued to study and simulated. In other words, it is not technically difficult, but the rollback Netcode cannot be introduced directly into the existing work because it is necessary to squeeze the prediction correctly. So the samurai showdown added that the rollback Netcode was announced in EVO 2022, three years after its launch.

Lastly, there were questions about the development of the 'Arang Legend' new work unveiled at EVO 2022, and the driving force that could be designed to make the characters that appeared in their different games. Oda PD mentioned that from the King of Fighters series, it would be fun if the characters of Yongho and Arang legend gathered. After the accumulation of the know-how, it was the universe of the current King of Fighters series and the SNK fighting game that 'these characters will be fun even if you come here'. Sometimes failed and overcome it was the history of the Japanese war fighting game and the path of SNK.

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