Back in my retrospective of The King of Fighters 13 I
briefly touched on The King of Fighters-i 2012. At the time I only knew some of
the details about it from associates who owned it, but having gotten an iPhone
of my own I’ve gotten much deeper into it to allow for a full review.
[Note that The
King of Fighters-i is the name of the iPhone version of the game. The Android version is titled The King of
Fighters Android, and as far as I can tell it is the same exact game.]
An update from their previous app game simply titled The
King of Fighters-i, KOFi 2012 is a portable app version of the core of KOF 13,
the installment tied with 11 as my favorite in the series. Even though I was looking forward to playing
a portable KOF 13, I set my expectations a little low. I had difficulty playing KOF ‘97 back when I played it on my sister’s iPhone, and porting a multi-gigabyte HD game to an app
without cutting a good amount of content seemed like wishful thinking.
To my surprise, even though compromises were indeed made, KOFi 2012
is an extremely impressive replication of the KOF 13 experience that’s fun regardless
of whether or not you’ve played the console edition.
The truth is, it would be easier to list what KOFi 2012
doesn’t have from what 13 does content-wise.
It’s a relatively short list with only a few noticeable omissions and
changes.
- The game’s main plot is absent. There is no story mode, no cutscenes, and the final opponent in the single player arcade mode is Ash. All the team endings from 13 (except for Ash’s) and some of the special ending artwork are kept in.
- Stages are static images and some of the flashier effects are left out, such as the full-team victory screens with the golden in-your-face spelling out of the word “winner.” Naturally the sprites aren’t quite as sharp either, but the animations are just as smooth.
- In addition to not being in the arcade mode, Saiki is also not playable, and one of the three DLC characters from the original , Mr. Karate, is not available. Playable Saiki and Mr. Karate’s stages, however, are.
- The giant “invitation” image you unlock by practically beating the game to 100% in 13 is not present.
- Character colors are not customizable. Instead, each character has two or three colors. For some, the third is their alternate outfit.
- There aren’t two different music tracks to select like in KOF 13. Instead, which track used is randomly chosen for each battle.
Aside from that, it’s all there and more. Every bit of the pre-fight dialogue, all the
flashy moves and neo max attacks, all the badass win poses and all the music
are present and accounted for. Even the
smaller things like replays and online icons haven’t been cut. You just need to get used to the controls,
which is not as hard as it sounds provided you don't try to use your thumbs.
The controls are simplified, but not dumbed down. Like other iPhone fighting games, the
joystick and buttons are all done with touching. However, instead of four buttons for punching
and kicking, there is one for punching, one for kicking, one for the evasive
roll, one for special attacks and one to activate hyperdrive mode.
The replication of KOF’s complexity comes from using the
buttons in conjunction with the touch screen control stick. Each character executes a different move with
each button depending on the direction the control stick is facing. For example, not moving the control stick and
touching the punch button with K’ makes him throw a weak punch, while moving
the stick forward and touching the punch button makes him do his one-inch
punch.
The special move button works similarly. Though you can use the motions from the game
for them, you can also use the special move button instead. When the control stick is neutral, it uses
the character’s knockback attack, but when the it's tilted in certain
directions, it makes them use special moves.
For example, tilting it forward and using the special attack button has
K’ use his trigger attack, down-forward has him use his flaming uppercut, and
back has him use his flying kick.
Because there’s no strong and weak attack buttons in this version, some
special moves only execute the version you would get by executing it with the
weak attack button in KOF 13.
The super special attacks and neo maxes are different. Super special attacks are used by
touching the super meter (in which secondary super attacks require a control
stick tilting) and neo maxes are activated by touching your character’s face on
the upper corner of the screen. EX versions
of moves are also useable by inputting the motions with the special attack
button.
All of it is simplified to make it easier for the touch
screen controls, but because all the moves are present it’s no less deep and it
most certainly feels as intense and bombastic as a King of Fighters game should
be. I may even go as far as to call it
ingeniously designed.
The content outside of KOFi 2012’s core gameplay differentiates
itself from its source even further. In
KOF 13 there are character colors, icons for online play and a huge gallery
containing all the cutscenes, music, voice clips, character artwork and ending
artwork you get for beating arcade mode with specific characters in a team.
KOFi 2012 has its own modest set of unlockables. In addition to the previously-mentioned team
endings, it also has a great many unlockables to be bought from the in-game
shop using coins you get from playing the game and by simply starting it up
every day consistently. The Rose shop
sells alternate colors, the stages from that game that came between KOF 11 and
13 that we don’t talk about, icons and messages for its online play and trading
cards. There are over 200 different
trading cards depicting teams and characters from KOF 13, 11 and 2002:
Unlimited match. With SNK’s excellent
artwork, fans of collecting should find them to be a nice side hobby in between
all the fighting, and they can be traded between other players locally via
Bluetooth.
Some of them have new sprites for older characters. |
Outside of the shop there are galleries for unlockable
promotional art from previous KOF games and, most enticing for fans, the
backstory mini-novels for every team.
Many of these backstories are important to know to understand some of
KOF 13’s story. They used to be posted
on Atlus’ official KOF 13 website, but it has since been taken down, so as far
as I can tell this is now the only way to read them. It’s a neat bonus for fans.
But you don’t have to be a fan to enjoy KOFi 2012 on the
whole. It appeals to both sides. For fans, it’s a strong conversion of one of
the best KOF games that they can play on the go and has new content for them to
play for (including achievements, for Game Center
users). For non-fans, it’s an easier to
learn, newbie-friendly, cheap alternative that spotlights the core of what
makes The King of Fighters such a great franchise and would probably work as a
good starting point. I commend SNK
Playmore for making such a great fighting game for a platform generally not
associated with them. As a fan of KOF, I
am both satisfied and impressed. I give
The King of Fighters-i 2012 an 8 out of 10.
THE KING OF FIGHTERS-A 2012
ReplyDeleteThat is the name of the Android version, yes. As far as I can tell there's no difference.
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