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Oda studied animation Kuroki went to learn graphic design. At the time, this was just a hobby, but it ultimately helped him when it came time to apply for jobs in the games industry.įor a time, he and Kuroki attended the same art school.
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He remembers making a pair of “shoddy” scrolling shooters while in school, at least one of which was based on Macross.
Samurai shodown 4 art code#
A fan of the beloved anime series Super Dimension Fortress Macross, later adapted as Robotech in the U.S., he taught himself Microsoft BASIC and learned to code his own games. Oda dabbled in pixel art from a young age. Samurai Shodown screenshot SNK Corporation The (pixel) art of fighting
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Kuroki and Oda were in agreement with the fan base. Not long after the 2016 Tokyo Game Show, an executive at SNK approached Oda about the property’s future potential. So I think that was a big reason behind it.” It felt like it could stand alone, apart from other fighting games in the industry right now. “Samurai Shodown was the easy winner,” Kuroki says via an interpreter. Nobuyuki Kuroki, director as well as art director on the new game, recalls an online poll where fans were asked what they’d like to see from SNK following 2016’s King of Fighters 14. “A lot of the messages that we got were just like, ‘When’s the new Samurai Shodown? When are we going to get it?’” “The real push for it was because the fans really, really, really wanted it,” Oda says through an interpreter.
Samurai shodown 4 art Ps4#
But now, on the eve of the new game’s release on PS4 and Xbox One, producer Yasuyuki Oda wants to make clear that it was the fighting game audience that made the project a reality. Speaking to Polygon in the summer of 2016, game designer Yuji Watanabe - who worked on SNK’s King of Fighters 14 - said he’d like to see Samurai Shodown make a comeback, as have others at SNK in recent years. So maybe it’s not too surprising to see the new Shodown hewing to the traditions of its predecessors: 2D combat, manga-inspired art, a special emphasis on melee weapons, the 18th-century Japanese setting. They work well in two dimensions, for the most part, and have since the heydey of two-player cabinets like Street Fighter 2 and Mortal Kombat. Fighting games have a sentimental relationship to the past any significant degree of change, however innovative, is met with a certain mistrust. Part prequel, part reboot, it’s an attempt to revitalize a series born nearly 26 years ago in the smoky arcades of the early ’90s. Known as Samurai Spirits in its native Japan, as it always has been, SNK’s latest is the first mainline Shodown game in more than a decade. Evo, the world’s biggest annual fighting game tournament, will also feature 2019’s Samurai Shodown as one of this year’s nine main-event titles. And why shouldn’t they? The team at SNK Corporation has spent the last several years working to revive the venerable Samurai Shodown series, and the new entry finally launches this month - with an anthology of Samurai Shodown classics on the way in the fall. They’re calling this the year of the samurai.