Actually I've been involved/dealing with Japanese licensors in the manga/anime business since I was still 16.
Ho even before!.. but I guess that period can count too afterall
Shito said:
I'm looking forward to read for your impression on KOFXII! I assume you tried out the nearly complete version (the loketest one, with all characters already implemented) right?
Yes, it was nearly complete, but with already all 20 playable characters, anyway I do think the feedback from loketest will serve a purpose for sure.
I played the usual Ryo/Terry/Joe trio just to see them in action, but keep in mind my opponents were REALLY strong as you can expect for a loketest, and I REALLY sucks (^_^!).
Anyway, speaking about Ryo (my favorite character, that I like to compare), I confirm what you were talking about, in terms of "responsness" of the commands.. really fast and precise game.
It's kinda of "simple" but to me it's a plus on playability, as I particulary like old school without ~5 gauges around.
Now that i think about it, I was not sure if the gauges were raising to maximum normally, but maybe that was to speed up things, btw the staff was taking time with the chrono too.
I made a video to let people discuss about it, it should be around.
The game resolution is high, but on the LCD screen (which should be native res. I think) maybe is not SO high as I was expecting... same sensation for other similar titles, not that alone.
Let me explain a bit:
I saw at Mikado and other arcades, new titles like SFIV or BlazBlue (this one same KofXII Taito TypeX2 platform) running on Astro/BlastCity (all 29" 31Khz cathode).
Well, I think it's a lot better IMO, but of course ...it's a matter of tastes (funny stage with all fatty women!).
Anyway that was just a play (fortunately I went there the next day too!), maybe not so much to judge a game in deep, but sure enough to be fascinated as it's already a remarkable artistic production worth to be seen at least once even for not fighting game enthusiast, and you know... it's a long time!
(^_^)