
Board: Fighting Games
Since KofXIV, it seems like they want to attract the average new "weebo" with flashy designs.
It's true that most KOF oldschool designs are a bit outdated now.
But I would had wished for less "out of place" designs like Shun'Ei and Meitenkun as exemples...
Sometimes, Shun'Ei just reminds me her from Tekken7 :
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Even if her color scheme is more "consistent" (not sure of the word here)They also did good ones (to my tastes) like Luong, Nelson... (even if his model is a bit meh compared to the drawing concepts...)
What they did to Kyo in 14 is an exemple of bad taste design idea, (for my own perception) They tried to make him cool for 2010+ audience.
I'm glad we're back to some "kind of" more "classic" Kyo in 15.
I THINK, fighting games needs archetypes, In Street fighter games, archetypes were really simple : Karate guy, sumo, boxer etc.
In KOF, and SNK games in general, I think we always had some stylish choices in costumes and designs. More details, """orenaments""" etc.
But Ithink, it was never with excess.
The excess of uneccessary details with 14 was from amy point of view a bad choice.
A good design of character doesn't need so many flashy colors and tons of details.
To me, quality of design and conept of character is not based on the quantity of colors and details. (even with 3D and less limitations of textures etc)