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The King Of Fighters Xiv Pc Download Completo: A Guide to the Ultimate Fighting Game



THE KING OF FIGHTERS XIV is in imposing entry in the already breathtaking KOF series This game is no different from its predecessors and it has got the iconic gameplay which the series is famous for. THE KING OF FIGHTERS XIV has got an imposing roster of 50 characters plus there are 4 DLC characters as well these characters include Vanessa, Ryuji Yamazakai, Rock Howard and Whip. There are few characters who are making a comeback and some of them are new ones. THE KING OF FIGHTERS XIV has got the largest characters roster in the history of KOF series with 54 imposing fighters. Thus game has also got a new chapter and the visuals are just stunning which will take you breath away for sure. You can also download Breaking The Rules The Roman Tournament.




The King Of Fighters Xiv Pc Download Completo



Click on below button to start downloading The King Of Fighters XIV Steam Edition. This is complete offline installer and standalone setup for The King Of Fighters XIV Steam Edition Free. This would be working perfectly fine with compatible hardware version of Windows PC.


Control has been completely transferred from the controller to the computer keyboard, all game modes such as Single or PLAY mode for 2 players are available and change the control settings in the game options, or in PC Installer by clicking the button CONTROL. Downloading a game process is very fast it runs at a maximum speed of your Internet connection, you can pause or resume downloading without removing files.


The development of The King of Fighters XIV began in April 2014, after SNK's CEO Eikichi Kawasaki who reoriented the company toward traditional video games after several years of focus on Pachinko-style slot machines and mobile apps. Yasuyuki Oda, who previously worked on Capcom's Street Fighter IV and other titles by SNK, directed the game. It retains the series' system of teams composed of three fighters while introducing "Rush Combo", an automatic combo system designed to make the series more accessible for new players. The game received post-release downloadable content support through new characters, alternative outfits and patches to improve the game's visuals. Kyōtarō Azuma wrote a spin-off manga series, The King of Fighters: A New Beginning, published from 2018 to 2020.


The King of Fighters XIV PC Game has full 3D graphics which are so attractive. While playing this fighting video game you should know that there is no change from its predecessors. This action video game has got iconic gameplay and got an impressive roster of 50 characters plus there are 4 DLC characters as well these characters include Vanessa, Ryuji Yamazaki, Rock Howard, and Whip. There are also insufficient characters who are making a retaliation and some of them are new ones. You may also well know that it has got the list of the major characters in the history of the KOF series with 54 impressive fighters. It is designed to play like the previous The King of Fighters XIII PC Game during Max mode where the player can use EX moves and three levels of Supers which can be negated in their order of grading.


There are 16 teams in The King Of Fighters Pc Game Highly Compressed. It has three fighters, with a sub-boss and a boss. It features 8 new downloadable playing characters which make The Game total of 58 of combatants. For more Gameplay helps you must visit The King Of Fighters XIV Youtube.


One thing SNK did absolutely right with Kingof Fighters XIV, is that KOF XIV stays true to the series2D gameplay roots very closely (something that SNK promised early on inthe game's development). KOF XIV keeps a similar pace to itssprite-based prequels, and even specific character combos look and feel exactlyas they do in previous games. For "tradition-demanding" 2D fans, this is a verygood thing. Some of KOF XIV's mechanics include: Anew MAX mode enabling limited access to EX moves (costing 1 meter), anauto-combo system called "Rush Mode" enabling easy combos using onlythe light punch button (naturally a beginner-friendly mechanic) and, finally,hard-hitting C+D thrust attacks (causing opponents to be knocked against the wall andbecome vulnerable to follow-up attacks and combos).After experimenting with my old favorite characters in the lab, I came to the conclusion early on that KOF XIV's combo system isFUN... Quite fun. Even as an SNK / NeoGeo fan since the very beginning, I neverfound myself particularly "in love" with previous iterations of KOF's comboor gauge systems... but XIV streamlines everything. The new MAX modekeeps the action frantic (as players can go ham unleashing powerful EX moves fora limited time), and intuitively opens the door to some easy setups for flashy and damaging combos.The returning MAX Cancel system is also a fun novelty. Deciding the best possible moment to cancel supers(into more powerful supers) is a satisfyingly nasty way to punish opponents ifyou have the extra meter to burn. The onlypotential "flaw" in KOF14's combo system (something that may bother certainplayers) is that certain combos require VERY FAST inputs (keeping in tradition with the series history, ofcourse). In short, sometimes youreally need to desperately "crank out" those multiple quarter-circlemotions to connect some of the more advanced combos... which could potentially lead tonasty hand cramps (or pre-arthritis). (I exaggerate of course, but don't say I didn't warn you!) I'vealways enjoyed KOF's "multiple jumps" system ever-so-slightly more than Street Fighter's jump system.Small Jump, Medium Jump and Large jump return in KOF XIV, in addition to afew special jumps while running. As always, these can be used to set up dynamicair attacks and keeps the "aged" 2D gameplay more dynamic. Auto-combos / Rush Mode (now astaple in 2D anime fighters these days) is actually implemented pretty well in KOFXIV. Where KOF XIV's auto-combos differ from some other 2D games is thatthe "normals" within eachcharacter's Rush combo are 100% unique moves, which don't even appear in theirdefault moveset (meaning you can't even perform said combo manually... it'sauto-exclusive)! It'sinteresting that SNK put unique effort into this mechanic, and it pays offvisually. A part of me still doesn't like to accept these mash-friendly"1-button" auto combos (complete with super move finish) as the newnorm, but I understand making a fighting game accessible to beginners is animportant aspect these days.As you might've noticed, KOF XIV's super moves and Climaxsupers bring "epic camera angles" to the series for the first timeever. While not nearly as polished or as fleshed out as SFV's or GGXrd's,the dynamic camera angles add some nice "pop" to many classic KOFsuper moves and help distinguish each character's in-game persona, for the mostpart. (Some are better than others.) FUN FACT: If you noticed that KOF XIV takes a few cues from the StreetFighter IV formula, you're right. In fact, Yasuyuki Oda (SFIV battle designer, SuperSFIV game designer, SFIV: Arcade Edition director, and Garou:MOTW battle designer) was the director of KOF14. Before joining Dimps to work on Street Fighter 4, Oda was employed by SNKfrom 1993-2000.


Final Words:Congrats to SNK for putting out a "complete" King of Fighters sequel on launch day, featuring 100% new content in every aspect. We've missed you, SNK. Did King of Fighters XIV have a smoother and more honest launch than Street Fighter V? Absolutely. Worth mentioning, Capcom's enthusiastic DLC support for SFV has evolved and improved SFV tremendously since its rocky launch, and thankfully, SNK has matched Capcom's strategy (for one) by supporting KOF XIV with great new content into 2017! Some would even say SNK's DLC for KOF XIV is outdoing Capcom's in SFV. On that note, SNK's choices for DLC fighters is something out of a NeoGeo fan's dream. Does SNK read TFG reviews or something?!? Yamazaki, Vanessa, and Rock Howard would've been my top 3 personal picks as DLC characters! Anyone who reads TFG reviews would know this. SNK makes dreams come true. *Applause* The new DLC stages based on classic locations are cool too, and they're free. KOF XIV is already more awesome than I was expecting, but I'd love to see them continue their support for the game even further (because they're doing superb work)! Support SNK, guys. Like everyone else, I had some healthy skepticism of KOF XIV after watching the first few, cringe-worthy trailers... but the final build of the game really shaped up nicely. SNK successfully rebooted the classic KOF formula in 3D, arguably for the first time ever. (Some would argue the Maximum Impact series was a success, but many would disagree... so I'll just leave that one alone). That said, KOF14 is actually the first "true" 2.5D King of Fighters game. When all is said and done, KOF XIV is probably the most accessible and easy-to-play King of Fighters game to date! Every fighting game of this generation seems to get an "automatic bad rap" from nitpicky fighting game community members, particularly in a specific category or two. The "vice" that triggered KOF XIV critics early on was its less-than-spectacular 3D graphics engine. Some fans even cried "PS2-era character models"... but a quick comparison with any Maximum Impact title will bring those trolls back to reality. If you've followed the series' official art style over the years, you'll remember a lot of "clean" textures in the artwork, along with the trademark pretty faces and dynamic poses. All of these elements are actually present in KOF XIV's overall graphics style, which shows off particularly "clean-looking" 3D models. Yes, old school KOF 2D sprites are enjoyable still to this day. I think 98% of KOF players would've been just peachy with SNK bringing back "KOF XIII style" sprites at least one more time for a new title. They were growing the roster nicely in XIII and could've added plenty more fan favorites in that epic art style. I for one was dying to see Yamazaki, Lin, Rock & Vanessa in that style. Alas, SNK decided 3D was the best option, and maybe it was the better choice to stay competitive in the over-saturated genre. Hand drawn 2D sprites take an unfathomable amount of work and especially time to perfect, so going 3D is a smart move in this era. I'm not sure anyone enjoys 2D spritesmore than me, as collecting, posting, and organizing 2D character sprites for the last 15+ years on this very website is something that I'm proud of. (And if you've been visiting this website thatlong, you must love 2D sprites too.) But even being such a lover of 2D sprites... does that mean that I can'tenjoy 3D graphics (not to mention 3D graphics which are closely based on classic 2D sprites)? Hell no. We all love the 2D sprites... but releasing a third sprite-based sequel off of KOF XIII might've come off as monotonous. I commend SNK for trying their hand again at 2.5D/3D once again, and they did a great job considering how quickly the game was released and how many characters they packed into the title. Also, random additional props to SNK for releasing a KOF XIV demo on PS4. It actually brought back some ancient memories of downloading the KOF '94 (or KOF '95?) demo on PS1 way back in the day. Of course, people can still complain about KOF XIV's 3D graphics if they so desire and say the game "looks like shit" (which it doesn't)... but let's not forget the original KOF series ('94-2003), in addition to some spin-offs, kept the same "dated" graphics style & sprites for well over a decade. Did people still love KOF and play it for years regardless? Yes. So... isn't it a bit silly to be so concerned with graphics when it comes to the KOF series? Yes. It sure is. Also, people should keep in mind not every 2.5D fighting game of this generation is going to look as groundbreaking as GGXrd -SIGN-. And let's not forget GGXrd originally had 17 characters at launch as opposed to KOF14's 50! It's all about perspective. Can we be done talking about graphics now... I don't usually spend that much time in a single category, but I felt it was necessary address KOF XIV's most prominent negative stigma. I actually wanted to talk more about KOF XIV's balance update, but I don't have a solid opinion as of yet. As a K' main, I was definitely disappointed to see him nerfed so bad... but I'm not one to complain about nerfs and buffs. Once I play a bit more online, I'll update this paragraph with my opinion of the game's overall balance. Stay tuned. ;) If KOF XIV is any indication of SNK's "rebirth" in the fighting game realm, I'm definitely excited. Their first 3D effort in nearly 10 years might not be perfect, but it's a hell of a step in the right direction! If SNK doesn't deliver some DLC characters to KOF XIV, then I'm already looking forward to KOF XV... not to mention a Samurai Shodown reboot and maybe even a proper Fatal Fury / Garou reboot. In closing, there's a lot to love about KOF XIV... and if you're a fan of tried-and-true 2D fighters, you'd be dumb not to support SNK and this game. On that note, congrats (again) to SNK for selling over 100,000 copies of KOF XIV! TFG Webmaster @Fighters_Gen 2ff7e9595c


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