When it comes to shonen manga, anime and games, there are few with as much knowledge and love as the Shonen Otaku. Join me as we look at all different varieties of action-packed media.
After beating Lego Batman 2, I have recently shifted my gaming focus to two Wii games: Harvest Moon: Animal Parade and Madworld.
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At first glance, one might say that the two are absolutely nothing like each other in any way, shape, or form whatsoever. After playing both, however, I have begun to notice distinct similarities.
This should fetch me some good money.
This should fetch me some good points.
Awwww. She gave him a gift.
Awwww. He "gave" him a gift.
Yum. Cake.
Yum. Ninja.
I can grind peppers here.
I can grind jerks here.
She's good with that axe.
He's good with that chainsaw.
Pretty...
Pretty nasty!
A nice, cheerful fairy here to help me restore the land.
A nice cheerful European here to help me horribly murder other players.
As I stated at the conclusion of the last article, SNK apparently went bankrupt following KOF 2000 and had to survive by
joining with little-known Korean media company Eolith.
Eolith didn’t exactly have the same kind of recognition as
SNK; in fact, it seems Eolith is only known for making KOF 2001 & 2002
along with a few mobile phone games here and there. Joining such a small-time company with
fighting game juggernaut SNK doesn’t seem like the best idea.
I wouldn’t go as far as to say King of Fighters 2001 suffers
from Eolith’s involvement (I can’t prove just how much they influenced), but I
doubt anyone can deny it’s not one of the best King of Fighters games.
If you guessed the plot is that some jerk is holding a King of
Fighters tournament and everyone is stupid enough to enter while an evil
organization is still at large, you’ve really been paying attention.
What attracts some of the entrants to the 2001
tournament is the arrival of a new team of NESTS agents. Kula and her mother Foxy have entered with
two of NESTS’ assigned operatives: the Mexican wrestling gal Angel and the polymorphic creation K9999
(pronounced “K four nine”).
There’s some kind of controversy surrounding K9999. Apparently he shares many
similarities with the character Tetsuo in the anime “Akira,” right down to
sharing the same voice actor. Perhaps
because of this, K9999 was removed altogether and replaced with a new character in the remake
of King of Fighters 2002, making him present in only two games.
I fail to see why he deserves the cold shoulder treatment
SNK and their fans seems to give him. Maybe it’s
because he’s not creative, but wouldn’t having a copy of a popular anime
character be kind of cool? I’m just
saying, if they had a character that was almost exactly like Jotaro Joestar,
I’d be all for him. I guess we already
have Benimaru though.
Hmmmmmm.....
The returning teams got the shuffle again for 2001. Most notably, Kyo and Iori both have teams
this time (finally!).
The special agents Vanessa, Ramon, and Seth recruited
Iori because they were short one member and he’s such a strong contender, and Kyo formed a new Japan team with
Benimaru, Shingo, and, returning after a 2-game long break, Goro!
Meanwhile, Lin and Whip (who formally left the Ikari Warriors in 2000) both joined K’ and Maxima, with
Whip’s spot on the Ikari Warriors team being filled by another returning
character, Heidern!
King swapped back with Yuri on the women’s fighting team,
and Kasumi was been replaced with Li, leaving the team with Li, Mai,
King, and Hinako.
The Korean team has an interesting case. Jhung Hoon got
into a rather embarrassing accident involving a cardboard Athena standee, so his place is taken by a new character named May Lee, a costumed self-proclaimed justice-enforcer. Personally, I don’t like her.
My biggest problem with May doesn’t come from her character
design or her difficult-to-use stance system, but her lack of
characterization. She appears in this
game, returns in KOF 2002, and then is never seen again.
At least the New Faces team from ’97 were memorable thanks to the role
they played in that game’s finale. May
just comes and goes. Seeing as how SNK designed her by Eolith’s orders, she’s probably not coming back either, leaving her a flat, forgettable character in the long run unless they decide to bring her back sometime in the future.
Along with the handful of new characters with new fighting styles, more returning characers' move sets were adjusted. Kensou got his powers back at the end of the
2000 tournament, and both Heidern and Robert have gone back to the usual
quarter-circles for moves instead of having to step back for a second first.
Also Ralf’s Galactica Phantom was made into a regular special
move. God help us all.
For this KOF installment, the super modes were taken out, presumably to make way for the new system. I hope players said goodbye to the special
strikers in 2000, because they do not make a return. Instead, strikers work on a system of
give & take.
In this system, every team starts out with one maximum super
stock. When selecting characters, they
can choose up to 3 team members to use as strikers. For every team member the player uses as a
striker, they get one more maximum super stock and more
health. That means you can take the most
common strategy the computer uses and have 3 fighters with one striker (like
the last 2 games), or fight with one character and have 3 strikers. In order to choose which striker to use in
battle, you have to tilt the control stick in a certain direction when you call
for one.
The combat itself was tightened for the 2001 installment. Combos are a bit easier to make, and the game
has a faster pace overall. It may be
difficult to notice for some, since it uses the same control scheme and the
changes aren’t to a drastic degree, but it’s there and it builds upon an
already invigorating fighting system.
A minor and cosmetic, but important addition to the KOF franchise 2001
introduced was the character-specific win quotes. If you beat a character with a certain
other character in the final round of a match, the winner may say something
exclusive to the loser on their victory screen.
The bosses at the end of the game show this off by having a special win
quote for each of the pre-set teams.
Like the special character introductions, they’re a great way of adding
a touch of characterization and relationship establishment. It would be more effective if the
localization was better though.
After beating the Ikari Warriors
It's perfectly functional and has a good character selection, but what makes KOF 2001 “not one of the best” is mostly due to its
presentation. Since KOF '96, SNK excelled
in creating music and artwork. By those
high standards, 2001 is like a kindergartner’s project.
First the stages; It’s not that they’re awful on their own,
but after the colorful and dynamic backgrounds of 2000, the stages took
a step back and reverted to having washed-out colors, a lack of detail, and repetitive looping animations akin to the earliest games in the series.
The returning details of the tournament being broadcasted is welcome.
That weak artwork is also present in the character art. Some look decent enough, but many have
distracting cartoonish proportions and facial art, and all of them don't have the same shading details as the other games, which I don't think was a stylistic choice.
He's not THAT bad looking.
How do you get Mai's hair color wrong?!
But that’s not nearly as difficult to forgive as the music. Gone are the epic, rocking, minute-and-a-half-long solos of previous games. Instead, KOF 2001 has repetitive,
looping, synthesized crap.
The music is something in which I feel Eolith was trying to inject
their own personal touch. Maybe it works
for them and some other people, but for a King of Fighters game, it sticks out
from the other soundtracks like a blemish.
Long-time fans expect better than this.
The only good themes are reserved for the villains.
And speaking of the villains, the game finishes off the
NESTS saga with a showdown with the men in charge. The finale alone honestly makes the game worth
playing in my eyes, as it is the best-presented part of the entire thing, as
well as simply audaciously awesome. What happens at the end of King of Fighters 2001 is a perfect example as to why I love the series so much.
Don't bother trying to find a copy for yourself though. King of Fighters 2001, like 2000, is more or less impossible
to find. There’s a PS2 version of it
that’s bundled with 2000, but it’s extremely rare and goes for unreasonable
prices you can only expect from scalpers.
The PS2 version has a few notable improvements from the original Neo
Geo version. The stages in the PS2 version
look significantly better and less washed-out, and the character art from the Neo Geo version is
replaced with better, but still questionable artwork.
Too bad you'll never find a copy!
Winkawaks.
The NESTS saga already had mixed reactions with its shift in
focus I detailed in the ’99 post, so KOF 2001’s shoddy presentation and
debatable new characters didn’t really help things. Still, it could have been far worse, and it wrapped up the NESTS chronicles,
meaning the story could move on.
But before that, SNK gave the NESTS chronicles its own
sendoff with King of Fighters 2002. It
wouldn’t be fair if the Orochi Saga were the only storyline to get a final farewell.
After winning the tournament, the sponsors are gracious
enough to give you a victory celebration in their own private blimp. If Yu-Gi-Oh has taught us anything, it’s that
blimps are great for one-on-one fighting.
But there’s something very strange about the blimp. There’s nobody around but your team.
Suddenly, the front of the blimp detaches and reveals itself
to be a rocket as it blasts off into space!
This weapons cartel somehow has technology even further
developed than NASA, and they are using it to kidnap four people. Never mind that the blimp should’ve nosedived
if there was a giant hunk of metal weighing it in the front.
Did I mention this finale is audaciously awesome?
Once the ignition starts, your team is greeted by a new face in a
familiar getup who wants to see your power for himself.
This is Zero. The
real one. The one in 2000 was a
traitorous clone.
I like to think that the Zero in 2000 was genetically designed
from creation to look like Ling, which is why he never took his “disguise” off. Furthermore, I believe the original Zero
wasn’t mentioned by the clone because the clone thought he could kill off the
original and take his place. That’s what
I’m going with, anyway.
Since he's actually loyal to NESTS, the original Zero isn’t alone.
He is the only boss in King of Fighters with his own team of strikers. One is his black lion Glaugan, and the other
two…
On the left is our old “friend” Krizalid, apparently saved
or cloned or something after ’99. On the
right is Ron, the man Lin and Seth have been searching for. What we have here is a team-up of NESTS
biggest bad guys (not counting the trinity of CEOs shown later). You just know from that alone that this will
be good.
The strikers are what make the fight so
memorable. I read somewhere that SNK was
originally planning to have a 3-man boss team like in ’97. I don’t think that would have been as
effective, because it seems fitting for at least one boss to use the striker system
exclusive to the NESTS saga, and having Zero take the forefront commanding the
others demonstrates his high authority. That and the last thing I want is to
fight that S.O.B. Krizalid again!
A very nice touch is that even though they don’t fight, the
strikers get some of their own character intros and win poses. The best example is fighting Zero with Lin.
Lin: ロン!きさまのじゃきをかんじる!でてまえ!(“Ron! I can sense your
evil! Show yourself!”)
Ron: ここまでくれたな。。。ぼず。(“You have come this far… Boy.”)
And if you
lose with K’, Krizalid jumps in to say “しんぽのないものたちだ.” (“You haven’t improved at all.”)
This Zero
has much more of an intimidating and malevolent presence than his clone too. For example, rather than leaning down and
punching the ground to use a black hole attack, this one only needs to hold his
hand up to use a more whitish vortex.
His music
matches that malevolence. Ron, Krizalid,
and Zero all come off as condescending, and there’s something about his music
that says “I am superior to you.”
Even though the original Zero fights almost exactly like his clone, the strikers are a big addition to his arsenal. Glaugan jump slashes at you at long range and Krizalid typhoon kicks at very short range. But Ron is Zero’s favorite. When summoned, Ron strikes you with some kind
of invisible force that instantly breaks your guard.
Zero’s
favorite tactic is to use Ron the moment before he unleashes his screen-filling
super move so you can’t guard against it.
You’d
think that means the best strategy is to try and beat Zero to the punch, but
no. The best countermeasure against
Zero’s guard breaker is to….. Guard.
Zero’s
white hole deals its biggest chunk of damage in the initial two hits. Those will hit you while Ron is still
prepping to strike and you’re (hopefully) still guarding. That means Ron won’t hit you until the worst
is over.
If you charge Zero, Ron will probably miss, but Zero won't.
With his
constant use of strikers and special attacks, you’d think that at some point
Zero has to run out of super stocks, but no. He doesn’t have a super
bar. He can just use his strikers and
super moves whenever he damn well pleases.
That’s f^%#ing
cheating!
Not that cheating
helps him. Funnily enough, even with his
unlimited super moves and strikers, I find the original Zero to be a little easier
than his clone. You can chalk that up to
his AI, not just for its predictability, but its openings.
For
example, right after using his usual sarong swish, he stands in place for about
a full second without guarding, the perfect time to use a ranged attack of some
kind for a good sucker punch. That and
other exploitations make Original Zero easier to manage than the first one. He’s still difficult, just not as difficult if you take it slow and know what you're doing.
Finding weaknesses is half the fun with these bosses.
After
beating Zero, the ship starts to malfunction (for some reason). Zero takes his defeat with dignity and allows
you to jump onto a nearby space station’s dock while he stays and goes down
with the ship.
He's probably got another clone somewhere, considering they seem to be as easy to grow as fungus.
Your team finally arrives at the heart of the organization…. NESTS’ base of operations: a giant colony in the sky the military apparently never noticed.
I greatly question Heidern’s efficiency.
If you
don’t have anyone in the NESTS team in your team, you get a little extra
scene, in which K9999 and Angel viciously betray their teammates by stabbing
Foxy in the back. She and Kula have
outlived their usefulness.
Back
inside the colony, your team is greeted by the big trinity of NESTS. Igniz on the left, Misty on the right, and
the man named NESTS himself in the middle.
Supplementary material apparently says NESTS is the CEO of the cartel
named after him, yet for some reason it’s Igniz who goes on a villainous
rant and calls himself NESTS’ CEO. All
the while, the old guy is just sitting there like a statue.
Igniz
tells your team that the superhuman experiments Kula, K9999, K’, and
Krizalid are all useless to him now. As
is NESTS, as he believes he has the powers of a god, so he doesn't need them anymore. With that, Igniz disintegrates
NESTS (the guy) in the palm of his hand, and the space colony starts to lower down to earth.
He doesn't even react to any of this! He didn't get any lines! Is he asleep?!
I do not
understand how beating your team will make him a god. The game doesn’t make this clear. From what I can gather, beating your team
will prove his power as a god once and for all, and he will use that
power to rule the world…. I think.
But that
doesn’t make sense. If he beats your
team, all he’s proving is that he’s really good at fighting people. I already pointed out in the ’99 finale that countries like the U.S. have heavy militia, and he doesn’t imply that he has any kind of army at
the ready (though that could be what all those creatures in tanks that are shown are for).
Then
again, the military hasn’t exactly proven its competence in the King of
Fighters games, so maybe it is
important that you win.
You won’t.
You know
it’s going to be bad when I say he’s comparable to Krizalid.
You’d
think that Igniz’s music would be something pseudo-holy to fit with his god
complex, but it’s much more fitting for it to be a hard-hitting heavy metal
song to fit with you grinding your teeth whilst getting beat with a whipsword
like you’re in an S&M club.
Igniz
wasn’t overstating by a whole lot when he said he has the powers of a god,
because he is the most overpowered, cheap, heavy-hitting boss ever in a
King of Fighters game (though you could make the argument that Krizalid is harder)!
All of his
attacks are the pinnacle of damage and blow you across the room. He casually breaks your guard with one of his
most basic attacks. He constantly air
juggles you in the air with the same cheap whipsword special over and over. He uses his unavoidable super moves
constantly and without impunity because like Zero, he has no super meter!
What’s worse, one of these super attacks take off 90% of your
health! Sweet lord almighty!
He’s like
if Cell, Nobunaga Oda, the emperor of Brittania, and Deus Ex Machina (the Mirai Nikki one) all
combined to form one being of planet-shattering megapower!
I hardly
even have any strategies for beating Igniz, other than only fighting with your team's best character.
He is just that brutal! You’re
going to want to spend a lot of the fight crouching and guarding, hoping you
get lucky and time him out, with a continue bonus of course! There are some possible AI exploits, but you'll be fighting him at least 10 times to find any.
Oh god why?!
At least you’ll get to hear Norio Wakamoto’s voice a lot, because
like the preceding cutscene, Igniz goes on long speeches when he wins, which is all the damn time. He probably has the most voiced
dialogue in the game. It’s as if SNK and
Eolith were milking Wakamoto for everything they could.
われにけんをあてったことほめてやる。
There’s
one and only one badass that can handle an SNK boss of this magnitude...
After
losing (believe it or not, he can lose), Igniz limps over to his control panel, flabbergasted that he has been
defeated.
Lovable?
His panel
seems to consist of two hand scanners on either side of him. Putting his hands on them seems to
trigger a destructive mechanism of some sort, for Igniz believes that if he can’t be a god…
Igniz
tries to make the entire space colony crash into the earth instead of land softly! And there’s nothing your team can do about
it!
Thankfully
though, by some currently-unknown force, the colony safely lands in the ocean, and
everyone aboard (except Igniz, supposedly) is saved.
With their
bosses dead and their HQ gone, NESTS is no more.
Still, I
can’t help but feel we’re forgetting something.
Nah.
Say what you want about the game itself, but SNK and Eolith knew what they were doing when they were working out the final bosses for 2001. They put out all the stops and made one of the biggest finales KOF had seen yet, even if the villains weren't fully established and it ended with something of a fizzle.
But the end of one saga marks a fresh start with another. With NESTS
gone, a new evil had to take the stand, leading to my favorite villains in King of Fighters.
We’ll get to them in King of Fighters 2003.