SNK are an enigma in the world of video games. They have a huge fan base, they
have one of the world's most sought-after pieces of hardware in the NeoGeo, and
have a place in history as the company that went up against Capcom and showed
the world that Hadoken is not the only word in the world of 2D fighting.
Even now, with the NeoGeo a decade old, the respect shown to this company is immense.
Despite all this, and for a variety of reasons, SNK have foundered in the 21st
century, and have recently failed to halt bankruptcy procedures going ahead against
them - a sad affair, given the obvious passion and talent for game design present
at the company.
SNK started many 2D fighting franchises when times were better for them, and
while the most notable remains the King of Fighters series, the Fatal Fury games
were among SNK's first NeoGeo titles, and although the updates to the series
are not as well known as their other games, this, the most recent of the series,
is acclaimed by fighting gamers from around the world as one of the most accomplished
and playable 2D fighting games ever released, by any company. Following ports
of other games to the Dreamcast which were of variable quality, SNK have sensibly
chosen one of their most popular titles - and one which very few gamers will
ever have had the chance to experience first-hand. The myth of this game, and
the price it commands in its original format, will ensure that interested players
will buy it if only to find out what all the fuss is about.
Initial signs are not promising. SNK ports to date have hardly been notable
for the attractiveness of their front-ends, and sadly this fares no better.
A hideous background with an equally hideous font will ask you if it's OK to
load the system file - these days, we like our games to do as much as they can
behind the scenes and most of us select any available 'auto-save' facility -
sadly, this game doesn't even feature an auto-load facility, much less the by-now
standard auto-save. It's bad enough to have to opt to save data every five minutes;
it's unbelievable that you should have to opt to load it the same way. This
is an irritating oversight, and takes the edge off the title before you've even
gotten into the game. The main menu is no better looking, although the original
early-80's style music from the options screen will bring a smile to the face
of any gamer old enough to reminisce over it. There is no significant language
barrier here, although some of the choices in the options menu are somewhat
cryptic.
Getting into the game, things suddenly improve significantly. Loading times
are not too obtrusive (stage intros are removable for the most impatient of
gamers), and the game looks as good as it ever did - which is very good, almost
certainly as good as SNK have ever managed on their own hardware. The character
graphics and background art are excellent, the animation is absolutely outstanding
for an SNK title, and once again their knack for imbuing their characters with
personality makes the game shine that little bit more. That said, putting this
game in its proper context, the player can't help but notice how far things
have moved on in this genre in the last few years, and put next to a game like
Capcom vs. SNK 2, this title looks undeniably old-hat. Those who are, quite
properly, more concerned about gameplay will be able to overlook this fact easily,
but in terms of mass-market appeal (which, admittedly, this kind of title has
never been about) the general public are unlikely to be convinced by a game
looking like this in the 21st century - a sad but true reflection on the tastes
of the 'new' gamer.
To play, Mark of the Wolves is a great game - quick, smooth and technical.
At the risk of rousing the hordes of SNK fanatics, it would be fair to say that
there is a feel to this game which has been absent from other SNK franchises,
and it would be equally fair to say that the feel might have been inspired by
influences external to SNK. Despite being a Fatal Fury game, the fighting system
has been stripped down and rebuilt, and emerges feeling more like Street Fighter
3 than any one of the older Fatal Furies. It would be wrong to compare the games
directly, but Mark of the Wolves has a similar feel in that multi-hit combos
are easier to pull off than ever before, and the 'Just Defended' feature is
a lot like Capcom's parry system which was introduced with Street Fighter 3.
The 'Just Defended' is more natural to use than the parry system is, being activated
(as the name would suggest) by leaving it until the very last minute to defend
an oncoming attack.
Mark of the Wolves is still very much SNK's game, however - while one of the
characters certainly bears more than a passing resemblance to Capcom's shotokan
fighters, the majority of them are SNK through and through, and the new characters
prove that SNK are a long way from running out of ideas in terms of design.
The game shares the close-contact, minimal-projectile feel of many SNK fighters,
and other touches which we've grown to expect from SNK are present and correct
- the very well done stage intros, for example, and an ability-grading system
which is far fairer, more balanced, and more considerably more complimentary
than the one present in Capcom's Street Fighter 3. Unusually, given the lack
of interest shown in polishing the rest of the title, the Survival mode is an
interesting break from the norm, and the biggest surprise in the game, with
successfully landed blows providing icons which will increase your fighter's
health or time limit if they are walked over. This sounds gimmicky, and a retrograde
step for such a refined genre, but actually works surprisingly well, and should
ensure that players' interest is held long after the completion of the story
mode.
Gamers who are playing on a PAL machine should note that, similarly to SNK's
ports of their King of Fighters games, Mark of the Wolves will run in 50hz on
a system which is 50hz as native, which robs the game of much of its pace and
imposes borders on the screen; this will remind you of nothing so much as playing
Street Fighter 2 on a UK SNES ten years ago, and while SNK can hardly be criticised
for not optimising their game for a system it was never meant to be played on,
it's interesting to note that their conversion of Last Blade 2 didn't suffer
from this problem on UK machines. This kind of game suffers particularly badly
from the slow pace of an unoptimised NTSC to PAL conversion, so gamers without
a Dreamcast from an appropriate region should think twice about whether this
is the game for them - although it's a great game, it's considerably less impressive
when running at PAL speeds with squashed graphics and borders.
In conclusion, this is a difficult game to recommend to anyone but those already
smitten by the 2D fighting genre; as an introduction to this kind of game, new
players may find it too technical, and will certainly be disappointed at the
quality of the graphics and the lack of customisation in comparison to a game
like Capcom vs. SNK 2 or Street Fighter 3: Third Strike. In fact, seasoned players
might also feel slightly short-changed after being spoiled so much by, in particular,
Capcom vs. SNK 2, which scores over this title in several key areas. On the
other hand, like Last Blade 2: Final Edition, this is a chance for many gamers
to experience a truly classic title which is a rare sight in arcades, and the
purity of the gameplay, while being a million miles away from the latest Capcom
fighters, will be more than enough to satisfy those who like their fighting
games to challenge them. Owners of NTSC machines who are even slightly curious
about the game could do much worse than invest in a copy of it to see SNK at
what was probably their peak - owners of PAL machines would do better to buy
a Japanese Dreamcast to play it on first.
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