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King of Fighters XIII Steam Edition
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09-16-2013

King of Fighters XIII Steam Edition

King of Fighters XIII finally left beta and hit Steam last week. Siliconera followed up with the fighter's developer, SNK Playmore, which noted, "Our North American & European Business Dept. has had our eye on the PC market for quite some time." The push started early this year, with lead programmer Jason Varlet working on the port for a number of months and a few more staff, including Jim Bulmer, chipping in to wrap the project up. Varlet explained the work he did on the improved netcode:

The approach of the netcode in KOF XIII SE is a completely different input delay method than what was originally used. However, there isn’t that much to it, it’s still input delay based. I would describe it as a very typical input delay method, with a few extra bells and whistles to handle PC performance issues.
Read more at http://www.siliconera.com/2013/09/11/snk-playmore-has-had-their-eye-on-the-pc-market-for-quite-some-time/#exG82GJBZIVMRgpK.99

 The approach of the netcode in KOF XIII SE is a completely different input delay method than what was originally used. However, there isn’t that much to it, it’s still input delay based. I would describe it as a very typical input delay method, with a few extra bells and whistles to handle PC performance issues.

Varlet also noted, "Console versions will most likely not get an update," so it seems King of Fighters XIII Steam Edition might be best as far as online play goes. Everything else is commensurate to the console release. 

The approach of the netcode in KOF XIII SE is a completely different input delay method than what was originally used. However, there isn’t that much to it, it’s still input delay based. I would describe it as a very typical input delay method, with a few extra bells and whistles to handle PC performance issues.
Read more at http://www.siliconera.com/2013/09/11/snk-playmore-has-had-their-eye-on-the-pc-market-for-quite-some-time/#exG82GJBZIVMRgpK.99
The approach of the netcode in KOF XIII SE is a completely different input delay method than what was originally used. However, there isn’t that much to it, it’s still input delay based. I would describe it as a very typical input delay method, with a few extra bells and whistles to handle PC performance issues.
Read more at http://www.siliconera.com/2013/09/11/snk-playmore-has-had-their-eye-on-the-pc-market-for-quite-some-time/#exG82GJBZIVMRgpK.99

It seems thing went well as SNK Playmore also noted it would "be heavily considering PC / Steam for future 'new' projects," along with their being chance of getting some classic up on Steam. Are you down to buy Metal Slug again? Or is Mercenary Kings enough?

SNK Playmore Has Had Their Eye On The PC Market For "Quite Some Time" [Siliconera]

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