2009 was the beginning of Capcom’s golden age. It was when the far superior console version of
Street Fighter 4 came out and got more fans into the franchise, since digital
distribution of classic games wasn’t quite as available as it is now. This gave rise to the “09ers”. The newbies.
Capcom was hitting big.
It wasn’t just Street Fighter 4 either. Capcom was also making tons of master works
around this time, such as Resident Evil: The Darkside Chronicles, Devil May Cry
4 and Sengoku Basara: Samurai Heroes, the game with the distinction of having
the single greatest English dub in the history of the gaming medium and one of
the cornerstones of action gaming.
Capcom was the best company in gaming at this point in time.
However, that was all on consoles. Another arcade version of Street Fighter 4
wouldn’t come until later on, giving SNK their chance to swoop in with their
flagship franchise and claim themselves as the rulers of the arcades. Once again Capcom has to play catchup and try
to beat everything SNK comes out with with just one game. Let’s see if they do that.
The King of Fighters 2002: Unlimited Match(SNK): This is another
“last hurrah” game. It’s the last KOF
game to use the old sprite style and similar to KOF 98, it seeks to truly bring
everyone from its story arc in addition to everyone in the original KOF 2002,
including console-exclusive characters, but excluding K9999. Add in the alternate movesets some characters
previously had, like Kensou without his powers, and you have the biggest
character roster for any KOF game ever.
Zamn! |
What’s more, unlike a Super Smash Brothers game, where there
are a fair number of moveset clones, or Mortal Kombat Armageddon, where no one
felt distinct, every single one of these characters in KOF 2002UM has a wide
set of moves of all kinds, including the new level 2 and Max level super
attacks. It’s staggering how much there
is in this game. There are so many new
moves and modifications to old ones that some characters can feel different
from previous games, but they always have the core experience of playing each
of them so it’s not hard to adjust at all.
With all that said, The King of Fighters 2002: Unlimited
Match is one of the most newcomer-unfriendly games I have ever played. There are so many characters with so many
moves and so many different commands and conditional situations to consider (wall bouncing) that it can be overwhelming if you aren’t familiar
with the franchise. If a newcomer wants
to try out a King of Fighters game before getting into the story stuff, they
should play KOF 98: Ultimate Match, where there are only a few super moves with
2 levels each, more manageable movesets and a smaller, but still massive
character count.
Since in the original KOF 2002 there were so many cameos of
characters that didn’t make the cut who are now present, SNK had to remake
pretty much everything but the character sprites. Every background is brand new, much higher
resolution and is now jam-packed with tons of SNK cameos from Art of Fighting
to Savage Reign to Neo Poke-Kun. I have
never seen as many cameos in an SNK game as I have in The King of Fighters 2002
Unlimited Match and that is saying a lot.
Every character got brand new character select and victory
portraits with a new artist and they all look great, but also noticeably
pixilated and lower-res than the artwork they’re taken from. It’s strange because KOF 11, a game made 5
years prior, had high-quality scans of its character artwork. What happened?
KOF 2002UM is probably the very best KOF game for multiplayer
play and for some people it’s even the best KOF game ever. It provides countless hours of fun and it’s definitely
one of the best fighting games ever, but there are a few things that hold it
back for me. It’s another game where you
don’t get an ending unless you fight a true final boss and the conditions of
getting to the boss are so impossible and vague that I’ve only ever fought him
once. Players only get one chance to
fight this final boss and unlike SVC Chaos throwing a bone by making it easier,
the true final boss of this game is damn near impossible so no matter what
players will get slapped with a lame credits sequence, which has nothing fun to
look at, unlike either version of 98 or the original 2002.
I also find the music to be a little overbearing. The music tracks on their own are good, but
there’s so much heavy guitar and all the instrumentation goes hard at all
times, like anytime someone had a fun song the music director kept telling them
to make it rock harder. In previous
games there were songs that were whimsical, chill, jazzy or a mix. In 2002UM all the music is grandiose,
swelling and of course most are big on the electric guitar and sometimes what
sounds like a keytar. I like my KOF
games to have more musical variety.
The only praise I have is now out of the way. Fuck this game.
KOF 12 has the lowest character count in any mainline KOF
game. The first game in the franchise has
more characters than it does! 15 years
later and THIS is all it can offer!
There aren’t even proper teams! There
are a few characters traditionally on the same team, but most of it is more
like random characters with no actual teams for them. Fuck this game.
Where's K'? |
Gorgeous they may be, there are also only 6 stages. Again, that is less than the first game in
the franchise 15 years ago. Knowing
that, you might be asking how they made a proper arcade mode with only 6 stages
when KOF games after 96 traditionally have you fight about 6 or 7 different
teams before the boss. The answer is
they didn’t.
At the very least you would think the combat delivers, but
no. I hate this game’s combat. It’s not unplayable, but it feels simplified
and dumbed down, closer to the first 2 games; y’know, the ones that suck and one of which is the single worst fighting game ever made. I hate the way the camera zooms in and out on
the combatants like it’s an Art of Fighting game because spatial awareness in a
game franchise with different kinds of jumps and space-controlling attacks is
really important. I guess there aren’t
as many of those attacks to worry about though because most characters in the
game only have one super attack in a franchise where having at least 2 has been
the norm since 1997! This is right after
all the different super attacks everyone in KOF 2002UM had! There is also no guard canceling or super
canceling and for god knows what reason grabbing suddenly requires 2 buttons
because if it ain’t broke, try to fix it!
Fuck this game!
I hate the critical counter system unique to this game too. It feels like something that belongs in a
slower-paced game and the fact that it’s triggered with a basic heavy punch means there’s not a lot of control on when to use it. The idea of a move that leaves your opponent
wide open for a combo when you catch them with their guard down is a good one,
which is why Street Fighter 6 did it with Drive Impact and KOF 15 did it with
Shatter Strike over a decade down the line.
They work well in those games because there’s a deliberate command for
them so they aren’t thrown out on accident and they use up a meter resource so
they can be used anytime to mix up the combat instead of in KOF 12, where you
have a limited amount of time to use it with a simple punch button after a
dedicated gauge is filled. Maybe
critical counters were the start of the idea for those better systems, but in
this game it’s underbaked.
There's also clashes, which prevent cross-hits. It's something. |
Compounding the underwhelming combat, pathetic character
count and lack of super moves in a short time trial mode, the computer
opponents suck ass. Like with KOF 94, the
youtube user Thorgi’s Arcade sums it up well:
In the Japanese version Raiden is voiced by Daisuke Gouri right before he died. |
The King of Fighters 12 is the biggest disgrace in the
history of either company. KOF 94 is the
worst fighting game ever made, but how bad KOF 12 is is worse because of how
much higher the bar is set after 15 years.
To this day, anyone playing games at the time still remembers the sting
of SNK coming out with some alpha build and trying to sell it at full
price. Why would anyone be playing this
crap when The King of Fighters 2002: Unlimited Match did everything better in
the same year? Every time I see a
trailer for an SNK game that points out the new features, I see it as them
desperately trying to assure everyone “It’s not KOF 12! It’s not KOF 12! Please don’t leave! It’s not KOF 12!” How anyone thought KOF 12 was ok to release
is one of the biggest mysteries of the universe. Not even a completely insane madman who
engages in coprophagia would think this game was ok to put out! Let us never forget that SNK let this happen!
EPIC FAIL!
Moving on to 2010, my expectations are low.
The King of Fighters 13 (SNK)
How? HOW?! How how
how? There is pulling a 180 and then
there’s this. This game had to have been
created by a team from a mirror dimension or Bizarro World, where everyone
knows what they’re doing and nobody looks at a crappy alpha build and says it’s
ok. That’s the only way I can think of
how in one singular year SNK was able to go from making the worst fighting game
of the millennium to THE GREATEST FIGHTING GAME EVER MADE!
It’s perfect. Every
single thing about The King of Fighters 13 is perfect. The story is perfect, building upon the
previously established plot points from the last 2 canon games for an explosive
and emotionally satisfying finale. Best
of all, it takes the best part of SVC Chaos by having every single combination
of characters (including the bosses) have a unique pre-fight conversation,
giving the game even more story content!
The graphics are perfect.
There are 31 characters, each lovingly detailed with the best spritework
ever crafted on top of a variety of gorgeous and lively stages with SNK cameos
to spot. Stages not only look good, but
there’s even lighting and shadow effects used on the sprites, something I don’t
think even Blazblue does. The story
cutscenes are fully animated, but in such a way that it still resembles the
still image cutscenes of the previous games only now in sharp HD glory.
The music is perfect.
This might have the very best soundtrack in any fighting game ever. It’s loud, triumphant, blood-pumping and
varied, with saxophones, piano, guitar and combinations of all 3 for the
different moods of different teams. All
the music is perfect for fighting to and ingrains each battle into my memory.
Finally, the combat is perfect. It has the perfect amount of feedback and
control. Not too tight, but not too
lose. You can feel the flow of the
combat, where every hit feels like it hits hard and yet it’s still fast and
exciting. EX attacks and overdrive mode
add a big new dimension to what every character can do and now everyone has a
crazy powerful, screen-filling Neo Max move that adds an even bigger explosive
light show, but without needing a long animation for any of them. Landing the finishing blow to the sound of
god’s shotgun firing in an echo chamber after a brilliant trading of
high-powered blows is the most satisfying thing one can experience in a
fighting game and that is how KOF 13 does things on a regular basis!
I can’t even criticize the requirement to get a certain
score for the true final boss like with some of SNK’s other games because the
score requirement isn’t that hard to reach if you know what you’re doing and in
the console version you can just set the time to 99 to boost the score so it’s
a non-issue.
There is no zooming in and out with the camera, everyone has
more than one super move, there’s no critical countering, no English dub, which
means no godawful acting, and time trial mode is a side activity in the console
version of the game and not the main mode.
I should not have to point any of that out because it’s a given in a KOF
game, but the disaster that was the previous game necessitates it. Fuck that game.
Super Street Fighter 4: Arcade
Edition(CAP)
The swell in content from the original arcade version of Street
Fighter 4 to Super Street Fighter 4’s arcade edition is madness. Compared to the first version of Street
Fighter 4, it practically quadrupled the content! Not only has the character roster more than
doubled, but every single one of those characters now has 2 ultra attacks for
players to choose from!
The story is even better presented for this one. Just like the first Street Fighter 4 there’s an
animated prequel movie introducing one of the brand new characters and every
single character has an introductory cutscene and ending, with all of them now
being epilogues to the original Street Fighter 4 story on consoles, similar to
Street Fighter 3: Third Strike. If that
wasn’t enough, every character also got a rival fight like in previous games,
with well-animated in-engine cutscenes, or at least almost everyone did. The 4 characters added to the arcade edition
of the game do get rival battles, but Capcom must’ve gotten lazy because there no cutscenes for them.
Adding to the presentation is a voice cast of the biggest,
most talented voice actors in the business, many of whom would go on to immortalize
Sengoku Basara: Samurai Heroes as having the greatest English dub ever
made. Peter Beckman, Laura Bailey,
Travis Willingham, Christopher Corey Smith and Kyle Hebert make their
characters come alive with their energy.
They even replaced the announcer with Jamieson Price! You can never go wrong with Jamieson Price!
The gameplay is largely the same from the original Street
Fighter 4, which didn’t need any drastic changes, but the various balance adjustments
made over time make the game feel a little cleaner, for lack of a better
term. Street Fighter 4’s original arcade
version had its combat down and just needed more content, which Super Street
Fighter 4: Arcade Edition provides to an astronomical degree, making for one of
the finest, most polished fighting games of all time. That’s stiff competition for The King of
Fighters 13.
The Winner
You would think that with The King of Fighters 13 being the
greatest fighting game ever made SNK would have a slam dunk win, but they just
had to also make KOF 12. If KOF 12
didn’t exist, SNK would win with practically no contest, but KOF 12 was so bad,
such a disaster and so much of a permanent scar on SNK’s reputation that all
KOF 13 does is undo the damage it did instead of carry SNK to victory.
Even if one of the companies were in an unwinnable situation
I would still continue to the end just for the fun of it, of course.
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