So
Long, and Thanks for All the Fists...
SNK
went kaput in late 2001, but not before hocking off the liscenses to
its most popular franchises (mainly KOF and Metal Slug) to the Korean
company Playmore's Eolith label. As mentioned before, KOF '01 was actually
tweaked and released internationally by Playmore (alledgedly including
actual Korean-language voice samples for Kim Kaphwan et al for their
edition,) but with the announcement of an all new game coming out, we
all waited in apprehension-
The King of Fighters
2002
Would
it be good? Would it suck? Sadly, most of us statesiders won't play
this for a while since it saw EXTREMELY limited American release (the
closest machine to my location is in 8 Mile, Michigan, and I really
don't want to risk catching whatever Eminem has.) Without resorting
to emulation. Ahem. That much said, King of Fighters is suprisingly
good, probably better than KOF 2k1.
The
team that best represents my id, ego and superego. Have fun guessing
who is who.
2002
represents fans' prayers answered: Hated the striker system? It's gone.
We're back to good old 3-on-3 matches. The super system is similar to
the '97-'98 version, where SDMs can only be performed by spending a
stock to go in MAX mode. (Performing a normal DM in MAX, thankfully
just 'cancels' out the stock used for MAX mode without chewing up another
bar.) They even added Hidden SDMs, ludicrously powerful, flashy attacks
that can only be performed with low health in Max mode. HSDMs also are
accompanied by anime-like blue and white speedlines (exceptions being
Iori's Riot of the Blood background, and K-9999's fade-to-white thing.)
A
dream match like '98, '02 caters to longtime KOF fans with cameos galore
and a more familiar system. (Armor/counter modes, my ass!) The backgrounds
are... odd, in and of themselves, including a sheep farm in the Netherlands
and a scaffolding outside the Leaning Tower of Pisa. They are also packed
with celebrity guests (checklist at lower right, if you care to go trainspotting.)
Unfortunately,
there are some real downsides. As with '98, there are no real 'endings'
to speak of, the credits roll over Real Bout Special-esque sprite animations.
You know, where they recycle character animations so it looks like they're
playing baseball or being sexually deviant. We learn, for example, that
Clark really likes to pounce on and abduct women, and that May Lee is
actually Choi in drag. The inputs for many new moves are hard to memorize,
and tend towards nonsensical, time-sensitive button presses. (Activating
Leona's Orochi mode involves pressing up, down, up, down, up, down,
then B+C; something I've never actually pulled off myself, to be honest.)
The
main downfall by far, ironically, comes from the removal of the strikers.
With teams of three again, the roster is effectively slashed by about
a fourth. Among the tragically, confusingly cut is King, Ladies' Team
mainstay since '94. Shingo is also missed for his comic relief value,
and at least one friend of mine is upset over Bao's departure. Most
of the nixed fighters appear in cameo in various stages, but it's just
not the same. King adjusting her collar and trying to beat the heat
in Mexico is no subsitute for King in the ring. (The Dreamcast release
is supposed to have Shingo and King as time-released fighters. Because
they hate us.) There are also some existing characters who seem a little,
well, neutered. Takuma has been robbed of all projectile attacks
and must make do with (kid you not) making fireball gestures
and hoping someone hits him for a counter. Robert's signature triple
kick has been removed as well, and Kim has traded his good moves for
an animation upgrade. At the same time, new characters are sped up,
given attacks with more priority, and new moves (Vanessa completes her
stealing moves form Rick by copying his Hellion cross punch.)
With
all that's new, one thing remains the same- Rugal is the last boss,
and whattaya know, he breaks tradition by self-destructing the plane
BEFORE you fight him. All things considered, this is about as easy as
Rugal gets. His new favorite attack method is based around Kyo-esque
chaining of his Genocide Cutters, and he generally relies less on ubercheap
projectiles than '98's version. I find K-9999 to be the best against
him, since the Cutter attacks at a sort of angle, with brief delays
between hits, allowing you to attack him head-on with little worry.
Yes, that
egg-headed little weed is actually good for something after all.
My
final verdict on KOF 2002: It's really very good. Quite possibly better
than the NESTS-era games for its classic game style, and though the
music remains techno noodling, they made an effort to use old, recognizable
tunes in this one. (Including the long-lost Yuri Sakazaki theme, "Diet"
and the original Ikari tune, "Jungle Bouncer!") But there's
something missing, something intangible. Don't let that stop you from
playing if the chance arises, but then again, if the chance arises,
odds are you'd probably play it in a heartbeat if you've read this far
into this feature.
The End (?)
As
I remarked to a friend earlier after reviewing the list of forthcoming
Eolith releases, it dawned on me that for a dead company, SNK is sure
getting a lot of titles ready for release. There's a Playmore subdivision
dubbed SNK Neo Geo working on a number of projects. Metal Slug 5 and
KOF '03 have been anounced already, and there's a chance that Samurai
Shodown may be having a fifth chapter, in addition to a followup to
Mark of the Wolves. There's even a Playstation 2-exclusive 3-D King
of Fighters title supposedly in development. Hopefully it won't suck
quite as bad as Wild Ambition.
Then
there's the KOF Online game currently on open beta in Korea (for details,
kofonline.com should have instructions
on where to go and what to do- and the site was around long before the
game was announced.) Think Everquest or whatever, only with a modern
setting, and premade characters. I suppose in the long run, the control
you have over skill advancement makes your character choice roughly
the same as a character class in any other, but as of yet, customization
seems limited to name and a few color schemes. Anyway,
the game proceeds in 'seasons,' or separate storylines of varying length.
The more seasons you play through, the more characters become available
in addition to the usual levelling up and such. The sample level is
a fairly detailed Southtown, complete with Geese Tower in the middle.
With any luck, we'll see this game on our shores someday, but I have
my doubts.
The
SNK vs Capcom Chaos project is gathering some attention: whereas the
CvS games were produced by Capcom and have that company's particular
style to them, SvC:C will be produced by the SNK Neo Geo crew. Early
impressions of the game show a very smoothly animated intro with...
curiously 'retro' sprites. I wouldn't go so far as to say it's all "KOF
'96-level", but it isn't quite par graphically with say, Art of
Fighting or the fabled MotW. Already though, I can see some SNK-style
humor in the portion of the cast reveled thus far since Mr. Karate is
considered on par with Akuma. Who knows how many characters it'll have
at final release?
Well,
hope you've enjoyed this look back and forward at the legacy of this
uh, temporarily lost campany.
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So,
Who Do You Want in YOUR King of Fighters?
The thing
about producing multiple installments of about a half-dozen fighting
games, then introducing a sort of 'all-stars' edition like KOF, is that
a lot of potentially interesting characters and possible team combinations
slip through the cracks. So, here's a few suggestions I mostly came
up with tossing names back and forth between me and my friend Jake:
The
Rhythm Team: Athena Asamiya leaves Kensou and the old guy to
hire Copeira dancer Bob Wilson and the ever fun-kay Duck King as her
backup dancers.
The
Fatal Fury Outtakes Team: Blue Mary, Ryuji Yamazaki and Billy
Kane formed one of the best-loved special teams when they made their
KOF debut in 1997. I propose we give some of the other annoying niche
characters in on the game, by teaming up the ill-fated Rick Strowd (to
get payback against Vanessa for stealing his movelist), Hon-Fu (because
1, he's Yamazaki's nemesis, and 2, a blast to play with in Real Bout)
and Alfred the Aviator (who hasn't officially been in anything since
RB2.) At best, we get another '97 Team; at worst, another USA Sports
Team.
The
Samurai Shodown Team: If they can time-warp the Art of Fighting
characters twenty years forward to be in KOF, what's stopping them from
snagging Haohmaru, Nakoruru and Ukyo and dropping them in 2003? For
that matter, why not have grown up Rock Howard show up with J. Benet
and Hokutomaru?
The
Throwaway Team: Pluck Lenny and Rody from Art of Fighting 3,
and team them up with Jack from Art of Fighting 2. You'll never win
a match.
The
Metal Slug Team: C'mon. There's an Ikari Warriors team, and
none of their games were even any good.
The
All-Kyo Team: Classic Kyo, the evil Kusanagi from '02, and
Biker Angst Kyo. Wait, you could actually do that one in '99.
The
Axis of Evil Team: Orochi Kim Jong Il, Cyber Saddam Hussein,
and Omega Rugal. Why not?
KOF
2002 Cameo Checklist
- Cambodia:
Kim Su Il, Baedal (Kizuna Encounter)
- Holland:
Wang Koh-San, Sokaku Mochizuki
- Japan:
Kasumi and Ryhaku Todoh (reunited at last!), Eiji Kisaragi, Geese Howard
(?),
- Korea:
Jae Hoon(?), Jhun
- China:
Bao, Cheng Sinzan (with wife), Li Xiangfei, Hon-Fu, Tung Fu Rue, Chonshu&
Chonrei (also: the cop harassing Tung looks familiar, but I can't quite
place him)
- Mexico:
King, Shingo(? There's a flustered looking guy standing next to King
who kind of looks like him, but probably ain't), Duck King, Bob Wilson,
Lucky Glauber, Brian Battler, the Aztec guy from MotW, Heidern (on TV,
yelling) Also: Yamazaki on a wanted poster. (This is a very
busy stage.)
- Italy:
Krauser, Mr. Big& his girls, Heidern (on TV again- what, did he
buy public access time to yell at the camera?)
Capcom
vs SNK: Round 2
After the
success of the spastic, synapse-burning Marvel vs Capcom, an idea brewed
deep inside the minds of one side or the other.
SNK Exec:
"Hey! We both make popular fighting games, so why not have our
guys fight each other instead of tangentially-related liscensed characters?"
CC Exec:
"Sounds fun, but only on the condition we get to reduce the movelists
of your characters down to the level of our guys."
SNK Exec:
"But... our hard-won integrity- oh hell, we need the money."
So, Capcom
vs SNK was born. And if it proved anything, it's that for all the similarity
of the games' concepts, the two fighting engines were rather incompatible.
The control scheme was set to SNK's four-button method, costing the
World Warriors two buttons, but on the other hand, the KOF cast lost
meaty portions of their repetoires to make things easier on characters
like Cammy who only have three moves to start with. There were also
the Grooves, which mainly influence the way your meter builds. SNK Groove
is the old school method of holding down buttons until your meter is
full, with unlimited supers when your life flashes red. Capcom Groove
is the SFA3-esque multi-stock system (and my favorite, though I mainly
use SNK fighters. GO FIGURE!)
The ratio
system was devised as a way to set up teams of fighters with supposedly
equal ability. The going rate for your Kyo, or Ryu (ya know, heroes)
was 2-point- your typical boss was a 3-pointer, secondary fighters are
1-point, and hidden cheapo bosses are a 4. Some genious decided however,
that Yuri and King were only worth 1 point, something I take glee in
since it lets me have two of my best characters with 2 points left over
for whoever. And most of the time, I can take out a 3-point fighter
like Yamazaki without losing Yuri. So nyeeeh, ratio system.
CvS 2 boasts
a bigger roster, more grooves, and six button control map. Other than
the expected graphical upgrades, it's pretty much the same deal as before,
give or take a lame-ass ratio system.
Rock Howard's
in it. That's cool.
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