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There is a problem with attempting to write a review about a title
from a series of games. The reviewer has to try to produce his/her
review without it feeling to similar to another reviewer's take
on a previous title in the series, or in this case sounding too
similar to his own views on a previous outing. Hopefully, the person
blessed with reviewing Halo 2 for instance, should find enough has
changed in terms of both game-play and graphics to produce a fresh
review to follow that of Halo.
Look at the left of this column and read the genre. Now, everyone
think about it for a moment, think about the games that fit into
the term "Fighter". Done it? Good. This reviewer's grievance
is further compounded by the fact that the genre of Fighters is
pretty much a well trodden path. A step further and thinking about
2D Fighters, gamers will know exactly what the game entails before
the words have a chance to dwell in the mind. Take a genre such
as Role-playing games and it can be seen that there are many ways
to tackle the genre; Baldur's Gate, Deux Ex, Final Fantasy, Lost
Kingdoms, each bring a new aspect to their genre. However, we all
know the format for 2D beat-em-ups; Street Fighter, Guilty Gear,
King of Fighters. Designs and moves may change but the genre is
very specific, with many games following the same mould.
A fault of both SNK and Playmore to date has been that their DC
ports are direct conversions of their Neo-Geo counterparts. Thanks
to the Neo-Geo's ageing architecture, developers for the format
found that they had squeezed about as much as they could out of
their pride and joy a few years back. Hence, the past 3 to 4 incarnations
of the King of Fighters series have looked extremely similar, feeling
more like updates rather than sequels.
The seventh game in the series, unlike its predecessors King of
Fighters 2001, wasn't developed by SNK but by Eolith. The result
of this is a new graphical style to the intro and player selection
with essentially the same game-play at its core.
Following the same format as its last outing, the emphasis is placed
on team based combat. Players pick a team of four characters to
enter a match with; these characters can then be assigned as a normal
fighter or a Striker. A Striker, for those not in the know, is a
character that appears on screen and performs a one-off attack before
disappearing. This feature is utilized in both team and single player
modes, the difference being that in single player, three of the
members have to be Strikers. During combat, successful hits and
damage incurred builds up power stocks, with each full power stock
(up to four are allowed) allowing players to use a powerful Desperation
Move or Striker attack.
Each Striker present in a team adds an extra power stock, allowing
a maximum of three extra stocks with three Strikers. The game has
been balanced so that care must be taken in choosing how the team
is to be used effectively. A team of four fighters, for instance,
will find that they are unable perform Super Desperation moves and
are of course without the benefit of strikers. A team with one fighter
and three strikers will have the benefit of SDM usage and better
damage absorption, but the power gauge will take longer to fill;
a single round lost hands the match to your opponent. This ratio
system should be familiar to those who have played the Capcom Vs
SNK games.
For this particular outing, two new elements have been added to
the combat engine. The first is the ability to Super cancel. Even
though this is new to the KOF series, it has been present in other
fighters for sometime. Each character has at least one move which
can be cancelled into a Desperation move or Super Desperation move.
The wire damage system allows players to knock their opponent across
to the other side of the screen before bouncing back to them. This
can then be followed up with any move the player wishes. Any character
hit by a wire move becomes vulnerable to the follow up which is
inescapable. As such, the wire move is a good way to start a combo.
However, if the move is used as part of a combo or chain it will
lose its special properties. A wire move can also be performed as
a counter attack.
As per each of its former incarnations, the Recovery roll, Emergency
Evades and Dashes are present. However, unlike KOF2k the Taunt yet
again does nothing (in 2k it restored a striker stock at the expense
of a DM bar stock). This is because the Striker bombs have been
removed, due to a striker attack using up one full power stock.
The active striker system from KOF2k which allowed strikers to
come in at any time has also been abolished. In its place, the ability
to Striker Cancel has been introduced, allowing a striker attack
to be used again and again; this requires two power stocks and the
opponent to be on ground.
Because the King Of Fighters games use a two punch button, two
kick button setup, they are ideally suited to the Dreamcast pad,
leaving one shoulder button to call on Strikers and another for
taunting or a preset combination of punch and kick buttons. The
controls are responsive, with no lag present between the players
button presses and onscreen actions. As always, an arcade stick
is preferable to a joypad to make the most of a beat-em-up, but
the DC pad does an admirable job with well placed buttons and a
comfortable hold.
There are four new characters and one returning character; Foxy,
Angel and K9999 join Kula to form the tenth team known as the NESTS
team. May Lee replaces Jhun on the Korea team and Heidern returns
to the Ikari Warriors team from his last appearance in KOF 98 to
replace Whip, who now sits on the Hero team.
Optional extras are presented in the form of the new Puzzle mode.
Players pick a character and then compete against other challengers
in the same way as a normal Verses game would be conducted, starting
with the easier players and working up to the game's two bosses.
The game screen is split vertically in two; each half shows the
chosen character and the puzzle, looking a bit like a cross between
a vertical Super Puzzle fighters and Tetris.
The rules are simple; each player has a series of blocks with varying
patterns at the "bottom" of their screen. The aim is to
eliminate all of the blocks by getting four or more blocks of the
same pattern to connect and hence disappear. This is achieved by
rotating if desired and then pushing a four block square or a two
block rectangle onto the pile of blocks below. Defeat occurs if
your opponent beats you to it or if your blocks pile up past red
line at the top of the screen.
As blocks are destroyed, the chosen characters power gauge increases,
allowing them to use one of two DMs or an SDM move on the opponent.
The result of which can add more blocks to the opponents screen,
decrease their power gauge or change the pattern on their blocks.
The puzzle mode makes for a much more interesting diversion than
that featured in KOF2k. Winning the Team game or the Puzzle mode
will unlock the Gallery and Survival mode seen on the main menu.
As mentioned above, graphically the game suffers from its origins
on dated Neo-Geo technology, using the same low resolution for the
last 11 years. For some, this will faithfully recreate the graphical
style they have come to know and love over time. To them, a change
may represent a step away from what could be seen as the heritage
of Neo Geo games design. Others will find that because this is a
straight port and not much has changed, it falls behind games such
as Garou: MOTW, Street Fighter 3 and Guilty Gear in terms of graphics
quality and as such is disappointing. However, it must be taken
into account that this is a port and a fairly accurate port at that,
to expect Playmore to alter the content of KOF2k1 is perhaps a bit
heartless. Instead, it would be better to wait until Playmore have
their own opportunity to control the development of a KOF title
on or off of the Neo Geo architecture. In which instance, any argument
for failing to take the opportunity to update the graphics may be
justified.
As it stands, the backgrounds and characters are as well animated.
The backgrounds in particular this year appear to feature more animation
than previous years with regards to the actions of spectators. However,
they still appear bland compared not only to the 3D backgrounds
of Capcom Vs SNK 2 and Marvel Vs Capcom, but also in comparison
to KOF '98 and '99. Worthy of note is the fact that Playmore have
seen fit to include the backgrounds from previous KOF games which
can be used during training and verses games.
The animation is still smooth and effective, with the slight animations
such as breathing, panting and pacing on the spot lending not only
detail but personality to each character. This reviewer will still
repeatedly use Vanessa's Machine Gun Puncher combo simply because
the animation of her shaking her tired hands and facial expression
never fails to be amusing. Even when characters share similar traits,
such as Kyo and K', each is portrayed in such a way that the feeling
that it's just another clone never rears it ugly head. Taunts, DMs
and the manner in which they move onscreen ensure that it's easier
to find differences than similarities between characters.
Unfortunately, the soundtrack this year is mediocre and uninspired,
with no arranged version in sight. This is a real shame, considering
both '99 and '00 had some very good tracks. Even though a decent
soundtrack isn't essential, it helps to put players in the fighting
spirit and even heightens some battles making them more dramatic,
boss battles in particular. No need to worry about such things here
though, there aren't any memorable tracks present nor are there
any tracks worthy of mention. Even Kyo has poor background music
this year. In its favour, at least it can be said that the music
isn't painful to listen to, so in that respect it can be simply
ignored.
The familiarity of these titles can be both a blessing and a curse;
whilst the games are comfortably easy to get into, they suffer from
the feeling that it's the same old territory being covered time
and time again. And with that feeling can come a lack of appreciation
for that title, as well as a generally shorter lifespan in terms
of game-play. Whilst the game suits its heritage perfectly, it is
hard to escape the feeling that the opportunity should have been
taken to produce a King of Fighters 2001 Plus rather than a straight
out port.
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