Wednesday, November 20, 2019

The King of Fighters: Allstar Review

Every big franchise seems to have a licensed “gacha” game these days.  There’s one for Senran Kagura, Fire Emblem, Marvel, Love Live and Castlevania.  While some decry such games for being exploitative and microtransaction-ridden, I’ve always thought the collection aspects combined with a solid core gameplay looked fun, but both the licenses and core gameplay didn’t hook me most of the time.  There just wasn’t a gacha game I could get into unless you count Yu-Gi-Oh: Duel Links.

KOF Allstar got all the hooks to catch my interest: it’s a beat-em-up with collectible characters utilizing the KOF license developed by the mobile company Netmarble.  Obviously I’m a huge KOF fan, I’ve enjoyed action mobile games with touch controls in the past and I’ve read both good and bad things about Netmarble.  The idea of a beat-em-up based on a fighting game franchise where only two fighters are going at it at a time may seem like an odd idea, but KOF has always had characters fighting gangs of enemies, it was just rarely shown.  I had some careful optimism.

In preparation for the global version, I played the Japanese version for a couple of weeks, both because I was excited to play and so that I could write about any possible differences between the two.  I couldn’t utilize every one of the game’s features as my Japanese isn’t expert level, but from what I can tell the only substantial difference is that the new content for the global version is coming out much quicker because it has a year of updates from the Japanese version to work with.  Now that I’ve gotten to play the global version, this review can be written proper.