Over the last decade, Capcom and SNK have had the kind of rivalry for the hearts
of 2D beat-em-up fans which you would only see in characters in their games. Ken
and Ryu, Kyo and Iori, Capcom and SNK. Ask anyone even remotely interested in
such games and they will most likely have an opinion as to who is best. And a
grand rivalry it was, for it has resulted in many a great 2D beat-em-up title.
But in October 2001 one giant fell, hard.
Rather than winning on the strength of its games, Capcom had won on its corporate
savvy, following the pace of current gaming technology and keeping its genres
diverse. SNK however, relying on its Neo-geo line of consoles and 2D only games
fell on hard times and ultimately closed its doors altogether. Fortunately, all
was not lost; Playmore, another Japanese gaming company, came to the rescue and
is now essentially the new SNK of Japan. Along with several other companies, it
is staging an SNK comeback and putting to use the licenses and rights for the
much fabled King of Fighters series. Just as Capcom is looking to quiet down on
its 2D games, Playmore is set to release old and new KOF titles that its fans
adore.
If you have read the King of Fighters '99 Evolution review or have played the
game then I'll start by saying that KOF 2000 is basically the same with a few
improvements and a few disappointments. You've not read the KOF '99 review? Shame
on you. Read on.
For those new to the series, unlike its Capcom counterparts, the King of Fighters
series of games follows a consistent storyline through two trilogies. With '95
through to '97 following the Orochi bloodline saga and '98 Dream Match, a break
away from the storyline, KOF2k is the second title to follow the NESTS saga
as the world's best fighters attempt to halt the plans of a terrorist group
intent on world domination.
From the menu screen the player has four game types to choose from; Team single,
Team versus, Single play (with striker) and Single versus, all of which are
self-explanatory. Following the same format of previous titles, the default
game mode, team, allows you to select a team of fighters rather than just fighting
on your own. The character select screen is split into teams of 4 characters
whom share the same goals consistent with the NESTs storyline. As well as choosing
three characters to fight with, there is the opportunity to pick a fourth fighter,
known as a striker (introduced in KOF '99) whom you can call upon during a fight
to make a strike against your opponent. Any character can be chosen to be a
striker, but there is also an extra striker available for each playable character,
as well as the "another" strikers which require a code to use in game.
Basically, a striker rushes on screen, makes an attack, hangs around for a bit
- normally giving a short gesture - and then promptly leaves. In its previous
incarnation, the ability to call upon a striker seemed rather useless, as the
character took too long to appear on screen and often ended up either having
no effect or being struck by your opponent thus rendering them useless. This
has been resolved in 2k, you can now call a striker from anywhere on the screen
rather than predetermined positions, including the air.
The large roster of strikers present means you can pick a striker to match
your fighting style. This proves to be important because strikers can be used
to start an air juggle or to link together two combos which couldn't normally
be linked together. Further uses can also be found such as calling a striker
after being knocked in the air to prevent being hit by further combos from your
opponent. The only problem with a striker is making sure you call them at the
right point; otherwise your striker may fail to hit your opponent or in turn
get hit by your opponent (although this itself can prove useful). Unlike '99,
strikers are now valuable attackers who should not be wasted.
However, when the going gets tough, it's much easier to fall back on a desperation
move (super moves) or to use the available counter mode and armor modes, functions
also carried across from '99. Both modes are time limited and will use up all
three power bar "stocks" that you have built up. Upon activation,
armor mode will allow you to sustain hits whilst making an attack without suffering
from the hit animation, effectively countering any attack against you whilst
you are making an attack. There is also the added benefit of incurring less
damage from any attacks made against you whilst blocking. Counter mode, on the
other hand, allows you make as many desperation moves as you can fit into the
time available, as well as providing you with the ability to cancel a desperation
move from any attack.
Renowned as being a more technical game than the majority of beat-em-ups produced
by SNK's rivals (SF3 excluded), KOF relies upon the player's ability to make
the most of their chosen characters abilities rather than relying on damage
heavy combos. Still present are the dashes, counters and guard cancels present
in its predecessor as well as the emergency escape which was excluded in '99.
Also this year, Razzs (read 'taunts') have the effect of restoring one striker
attack at the expense of a power bar stock, rather than last year where it seemingly
had no effect. A technical game needs responsive controls and this game doesn't
disappoint, there is never a moment where the on screen actions are delayed
from the button presses. Speaking of which, four attack buttons means it's fine
to play on a Dreamcast joypad, although veterans will prefer an arcade stick.
With 35 fighters and 35 "another" strikers, 2000 sports one of its
largest line ups so far. Amongst the usual fighters, six more characters have
joined the fray. The new line up consists of Vanessa, a female boxer; Ramon,
a wrestler; Seth, a bodyguard, Kula; the elusive anti-K'; Hinako, a female sumo-wrestler
and Lin, a mysterious ninja.
Of all the new characters, Vanessa tends to stand out the most, a striker last
year and now playable this year. It's rare for boxing to show as a fighting
style in any beat-em-up, let alone the 2D range, and when it does show it's
not too popular, usually meaning powerful moves but slow movement and a boring
move set. Fitted out with a short shirt, tie and trousers with suspenders, the
smooth look would all be wasted if she didn't have the moves to match, and she
does. All buttons result in punches (unsurprisingly) and it would seem that
her move list is a tad limited, with few special moves. However, her ability
to shift quickly and vast range of punches makes a good all-out offensive character.
Also worthy of mention are Lin and Kula. As well as being a well balanced character,
Lin has number of deadly moves in his line up, amongst which can be found teleports,
ranged attacks such as venom spit and a very fast multi-chop. Kula is exactly
what it says on the tin, she not only looks like K' with the light hair and
leather suit, but also plays like K' with her freeze attacks. Players that prefer
the more balanced characters such as Kyo and K' will find Lin and Kula very
much to their liking.
Graphically the game suffers a bit from Neo Geo origins on both the Arcade
MVS system and Home AES systems, which have used the same low resolution for
11 years. The game was originally based on the MVS system to cut costs and was
cheaper to produce on an existing format. They already had experienced developers,
so it was easy to program for and arcade owners need not pay for a new board
and cabinet. Because this is a straight port, not much has changed; it falls
behind Garou: MOTW, Street Fighter 3 and Guilty Gear in turns of graphics quality.
Having said that, Neo Geo games have always been about game play over graphics
and I doubt many fans will have cause to complain. However, Playmore have passed
over the '99 style 3D backgrounds for 2D backgrounds which are a bit bland and
less colourful, not only compared to the 3D ones but also to earlier KOF incarnations.
Characters are as well animated, from the taunts and win animations to the
heavy breathing and slight animations, such as clenching and unclenching of
fists and movement of individual digits on hands. The personality of each is
conveyed superbly and it's not often you'll feel like you're using a version
of another character as encountered with SF and its offspring with the Ken,
Ryu, Sean, Akuma situation.
A 60 Hz option is available for those with a Japanese Dreamcast and for those
using a PAL Dreamcast with DC-X disk. Unfortunately, those with chipped machines
will find the skip the 60 Hz option is bypassed, resulting in black borders
and slower gameplay.
It's a shame to see that Playmore haven't added much in the way of extras.
There is a gallery of game art and an extra Puzzle game which is used to obtain
further pictures. Whilst fun to play, the game ultimately becomes very tiresome,
which is irritating as the puzzle is used to unlock secret backgrounds. Extra
backgrounds appear based on which "another striker" your opponent
is using. And since the computer never chooses the other strikers, the only
way to see them is in two player and although you can see them in practise mode
as well, there is little point in doing so. The survival modes, present in '99,
have also been removed, which could lower the replayability factor of the title
for some.
As for sound, the original soundtrack provided sounds awful; somehow, something
seems to have been lost in the transition from arcade to Dreamcast, with instruments
sounding muffled and for want of a better word 'twangy'. It's disappointing,
because thus far the original soundtracks have always provided the best music.
Trust me when I say switch soundtracks from the get go, you really won't want
to hear the original tracks and the arrange soundtrack is easily as good as
that of KOF '99. With the Ikari, Hero and Kyo themes standing out the most,
personal preference lies with 2000 soundtrack as a favourite, but like the games,
every KOF player will have their favourite soundtrack.
Whilst it doesn't add anything new to the genre, KOF 2000 is an excellent port
that deserves a place any KOF fans beat-em-up collection, with game play and
game mechanics as solid as in its previous incarnations. As far as the NESTs
saga is concerned, the advances in the storyline covered shouldn't be missed,
seeing as this is the middle of the saga. Those new to the genre would do better
to look elsewhere for a less technical fighter and, if not already owned, KOF
'99 is a better choice in terms of longitivity even, though it lacks the larger
line-up. SNK did a better job overall with their last port, but if KOF 2000
is anything to go by then I can't wait for Playmore to port KOF 2001.
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