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fdurso224 last won the day on May 8 2019

fdurso224 had the most liked content!

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About fdurso224

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  • Birthday 05/22/1983

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    Hello, my name is Anthony!
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    Playing Video Games, Supporting Education, Attacking Liberals, , Watching Pro Wrestling, Driving Cars, my Yamaha VMax Motorcycle, and Dating Your Sister (-_^) . Won't You Be My Neighbor??. Thank You....

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    With your wife!!
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    With your soon-to-be ex-wife!!

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  1. Hi guys, Nintendo Life @nintendolife · Feb 21 Feature: Samurai Shodown Director "Cried Out In Surprise" When He Saw The Switch Version http://nintendolife.com/news/2020/02/feature_samurai_shodown_director_cried_out_in_surprise_when_he_saw_the_switch_version… #Repost #Features #NintendoSwitch #Interview #SamuraiShodown Feature: Samurai Shodown Director "Cried Out In Surprise" When He Saw The Switch Version He wants to reboot Garou: Mark of the Wolves next http://www.nintendolife.com/news/2020/02/feature_samurai_shodown_director_cried_out_in_surprise_when_he_saw_the_switch_version by Damien McFerran Switch fans have had to wait a little longer than their PS4 and Xbox One-owning pals when it comes to SNK's Samurai Shodown reboot, but the important thing is that the game has made it to Nintendo's hybrid console intact – and it's really quite an achievement. We were fortunate enough to get the chance to speak with the game's director Nobuyuki Kuroki prior to its release. Kuroki began his career with SNK as an artist working on the Fatal Fury series, and would also contribute to games such as Real Bout Fatal Fury, Art of Fighting 3, Samurai Shodown 64 and the legendary Garou: Mark of the Wolves. When SNK went bankrupt, Kuroki would team up with fellow SNK alumni Takashi Nishiyama at Dimps, where he worked on several Sonic titles, including Sonic Rush and Sonic Unleashed. He returned to SNK in 2014 and worked on SNK Heroines: Tag Team Frenzy and The King of Fighters XIV before assuming the role of Game Director on the Samurai Shodown reboot. Nintendo Life: Before we speak more specifically about the Switch version of Samurai Shodown, are you pleased with how the game has been received on other platforms? For sure we are very pleased. As a unique game, we’ve heard a lot of opinions from our fans, and it seems that they are quite satisfied with it. Kuroki-san, your history with the series goes all the way back to Samurai Shodown 64. How valuable has that experience been when it comes to creating a new entry? Nobuyuki Kuroki The Samurai Shodown team at that time all cherished our characters. They prepared tons of detailed profiles and illustrations for each one. Above all, their passion and love towards this game were astonishing. As a young and new guy back in the day, I was impressed by how amazing they were. 20 years have passed, and I’m still surprised by the fact that I myself am working on this title. The stories and experiences I learnt from the team definitely helped us when creating this new Samurai Shodown. In particular, the experience of colour design that is usually not heard of in other game designs was helpful in the development. What was it like stepping into the role of game director for this entry? As I mentioned above, I have been working with the staff who first made Samurai Shodown. Can this game developed in 2019 surpass the old one created by the staff at that time? Can we develop something that will satisfy those fans who have been playing this game for over 20 years? These questions really put pressure on me. But there is no answer during the development, and we won’t know if any decision is wrong. Therefore, when we found out that our fans are satisfied after the release, and when we were praised by those who first made the title, we were absolutely elated. I felt a great sense of relief when our work had been accepted. You've used Unreal Engine to create Samurai Shodown. What benefits do you get from using a middleware engine as opposed to creating your own in-house engine and tools? In particular, it helps us a lot when designing the graphics. We couldn’t make the illustrations we wanted when developing KOF14, but with Unreal Engine, we can now reach the goal. Of course, it was not easy. Unreal Engine is good at realistic expressions, while Samurai Shodown is more like manga, so it was hard for the team to make it less realistic. For programmers, it seems difficult, but for our artists, the engine is easy to use. How challenging was it to port the game to Switch? What concessions have been made? The most challenging point was developing the Switch version to run at 60FPS and to make the graphics not inferior to other platforms. I think game developers will understand how difficult it is to increase the frame rate without changing the style of the graphics. Our goal is to optimize the graphics for the Switch without being noticed by our fans. If fans cannot tell the difference, that means Safari Games who worked on the porting process did a great job. Your colleague, Yasuyuki Oda, has previously mentioned that he is open to the idea of 'guest' fighters appearing in the game. Are there any plans for this? Sorry that we cannot disclose anything yet at this moment. Sticking with that topic, Terry Bogard has recently made his Super Smash Bros. debut. Could we see any characters from Samurai Shodown appear in that game, too? Sakurai-san would be the best person to ask. What direction will the Samurai Shodown series take now? Will we see a full-blown sequel, or is the plan to perhaps focus on reviving other SNK properties, such as Art of Fighting, for example? We cannot disclose anything concerning the future plans for Samurai Shodown at this moment. What I can say is that the development team is working on King of Fighters 15 as well as DLC characters for Samurai Shodown. Please look forward to our upcoming 2nd season of Samurai Shodown and KOF15. Personally, I wish that we can revive Garou: Mark of the Wolves. Finally, do you have a message for Switch-owning SNK fans out there who are looking forward to playing Samurai Shodown? When I saw how Samurai Shodown looked on the Switch, I couldn’t help but cry out in surprise. The amazing graphics moving on the Switch’s screen really touched me. Players can now enjoy the game on a smaller screen with the same excitement as on other platforms. This is something I think everyone will enjoy. We really want players to experience that feeling of exhilaration and tension only Samurai Shodown can provide. Please pick it up and give it a try! Anthony...
  2. Hi guys, [email protected] Feb 18 Samurai Shodown director on upcoming western Switch port: 'The challenge was making the game run at 60 FPS' https://destructoid.com/samurai-shodown-director-on-upcoming-western-switch-port-the-challenge-was-making-the-game-run-at-60-fps--580876.phtml?utm_source=dlvr.it&utm_medium=twitter… Samurai Shodown director on upcoming western Switch port: 'The challenge was making the game run at 60 FPS' 2020-02-18 12:00:00 by Chris Carter https://www.destructoid.com/samurai-shodown-director-on-upcoming-western-switch-port-the-challenge-was-making-the-game-run-at-60-fps--580876.phtml?utm_source=dlvr.it&utm_medium=twitter SNK is expecting the Switch version to make 'a big splash' Samurai Shodown arrived back in June of 2019 and it's been tearing up the charts, both literally and figuratively. It was immediately welcomed with open arms into EVO 2019, and it did so well that it's coming back in 2020. It's great to see Shodown back in the fray. Destructoid recently spoke to Samurai Shodown director Nobuyuki Kuroki to see how things are going, and where they might go with the impending Switch port (that already arrived last December in Japan) and beyond. Destructoid: How has the reception to Samurai Shodown been on your end? It kind of came out of the gate swinging. Nobuyuki Kuroki: We are all very excited about it! No matter how many times we design a new game, comments from our players are always both encouraging and thought-provoking. I am elated when we receive positive feedback, and this will encourage me a lot in our future projects. We have updated the game several times since it was released. We believe that the fans can now enjoy a more balanced game. One of the few complaints about this iteration is the lack of solo content. Is that a concern for your team and something you'd look at changing in the future? Indeed, we also think about adding solo content. Oda has the idea of adding Sudden Death Battle to the game. We might make it happen if time permits. If you check previous works of Samurai Shodown, you will find that we took the story seriously this time. I personally want to add more details to Yashamaru’s story. Yashamaru hopefully will grow into a main character in our future titles. However, the development team is working on the DLC characters of Samurai Shodown and King of Fighters 15, so it is unlikely that any solo content will be added in the future. What made the Switch edition take longer to produce than the other versions? The hardware specs of Switch differ greatly from the others, so it was necessary to do more research after the game on other platform was completed. We are sorry to keep our Switch users waiting, but we believe it will be a wonderful game on Switch. As a follow-up, how has your experience working with Switch hardware? Was it any easier or tougher to work with compared to others? Since we use the Unreal Engine, it won’t take too long if we just need to output the data to Switch. But for us, the challenging point is making the game run at 60 FPS on the Switch. Thanks to Safari Games, the company that oversaw the porting process, we were able to achieve our goal. For this part of the work, I only gave some advice. Porting the game to the Switch takes a lot of work and it’s a tough job. So, we really appreciate how Safari Games has done their job so well. So far, what has been the most successful platform in terms of sales for Samurai Shodown? Do you expect a big splash on Switch eventually? We cannot disclose which platform is selling the best. But we do expect a big splash on the Switch! I’ve also been playing online on the Switch during the weekend, so maybe you have fought against me once already! But I have to say that I hardly win. Producer Yasuyuki Oda mentioned potential guest characters as DLC. How is that going and is that still a priority? Sorry that we cannot disclose anything yet at this moment. But we promise that all our DLC characters will be great fun. You won’t want to miss it! Chris Carter Reviews Director, Co-EIC gamer profile Chris has been enjoying Destructoid avidly since 2008. He finally decided to take the next step, make an account, and start blogging in January of 2009. Now, he's staff! ------------------- T... more + disclosures Anthony..
  3. Hi guys, SNK [email protected] 1h Unfortunately due to rising cases of the Corona Virus (COVID-19), we decided to postpone the SWC JAPAN TOUR FINAL and SWC GRAND FINAL. Access following URL for the details. http://snk-corp.co.jp/us/press/2020/022502/… #SNK #SWC Anthony..
  4. Hey Harold. Thank you for sharing your King of the Monsters 2 video with us on the thread. Always a pleasure to see you in action kind sir. Anthony..
  5. Hey Tanooki, According from my email from GameStop, they say tomorrow. I really want to add this one to the collection since it fixes the issues compared to what the PS4 had with Samurai Shodown. Anthony..
  6. Hi guys, Okini [email protected] 6h World Heroes 2 (Neo Geo AES) for Neo Geo #AES is currently in stock on Okini Land #NeoGeo #ADK #retrogaming #retrocollective #retro #videogame Check it now before out of stock!! >> https://okini.land/en/508-world-heroes-2-neo-geo-aes-adk.html… Anthony..
  7. Hi guys, Okini [email protected] Feb 23 Dunk Dream for Neo Geo #AES is currently in stock on Okini Land #NeoGeo #SNK #retrogaming #retrocollective #retro #videogame Check it now before out of stock!! >> https://okini.land/en/520-dunk-dream-snk.html… Anthony..
  8. Hi guys, Okini [email protected] Feb 22 King o the Monsters for Neo Geo #AES is currently in stock on Okini Land #NeoGeo #SNK #retrogaming #retrocollective #retro #videogame Check it now before out of stock!! >> https://okini.land/en/463-king-o-the-monsters-snk.html… Anthony..
  9. I agree bro. Now i want to have it in the collection. Looks just as good as the HD Retrovision cables. Anthony..
  10. Thank you for sharing this with us Mike. Man, this relly looks good. Now i want to own a piece for the collection. Looks just as good as the HD Retrovivsion. Anthony..
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