Tag Archives: SNK

SNK 40th Anniversary Collection Review

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These days it seems about any game company that’s been around for over a decade has a collection to sell. It seems like every new device that comes along will be guaranteed to have a version of the Namco Museum or a compilation of Atari classic games on it.  And that isn’t a bad thing. There are a lot of fantastic games from yesteryear, going all the way back to gaming’s infancy. But due to whatever reasons, these collections don’t always come out so great. Sometimes they’re barebones. Sometimes they’re altered for the worst.

PROS: A great selection of classics and a fair number of extra features.

CONS: Some of the games’ controls had to be changed and the compromises aren’t great.

WHY NOT BOTH?: Some titles here come in a couple of versions.

That doesn’t seem to be the case with this one. SNK’s collection is quite good. One thing right away that I appreciated about it is that it takes the focus off of their NEO GEO platform. In the past, SNK has had a number of great NEO GEO compilations. It’s no surprise as it was arguably their most popular platform. But some people often forget SNK has been around for far longer than the NEO GEO and this collection celebrates that fact. Most of the games here are pretty big classics. Particularly in the realm of run n’ gun games and beat ’em ups.

SNK 40th Anniversary Collection gives you some of the more popular arcade games of their time. You get all three of the Ikari Warriors games; Ikari Warriors, Victory Road, Ikari III: The Rescue. You get Guerilla War, P.O.W., and Time Soldiers all of which were known for their 1980’s B Action film influences, and the twin knob shooting action that made many of them famous. They also give you TNK III which was one of the earliest games to do so.

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Other highlights are the inclusions of Athena, Psycho Soldier, Street Smart, and BEAST BLASTER. I was also happy to see that the compilation includes the arcade version of Vanguard, and it even references the Atari 2600 port in it. Strangely enough not by name. But this is where the collection of games goes beyond simply dumping ROMs in an emulator and calling it a day. This game includes multiple versions of many of the games. In the case of Crystalis, you’ll get both the Famicom and NES ROMs. In the case of Ikari Warriors, you’ll get the Arcade version and the NES version. All of the games are emulated very well and most of them will include a variant version be it two localizations or two platform versions.

This is a really nice feature and one I’ve found myself using fairly often. Well except in the case of the Ikari games since given the choice the arcade games are vastly superior to their NES counterparts. Another really nice thing is the game has scans of the different regions arcade fliers, home version box art scans, and more. They also go into some level of depth when talking about the history of each of the games in the collection.

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Frankly, it’s very easy to recommend this one to anyone who grew up with these games in the arcade or newcomers who want to see what came before. Although I do have a few minor complaints about the package that I’ll get to momentarily. Another inclusion that should probably be a prerequisite at this point is the list of visual options. You can enable different borders on the screen, change the aspect ratio, and you can put on filters to simulate a vintage TV or monitor. Digital Eclipse which also did the Mega Man Legacy collection for Capcom, has done great work here as well.

However, there are a couple of things that just didn’t make sense to me. I don’t know why SNK couldn’t mention the Atari 2600 or NES or Famicom in the documentation by name. Especially since you get Crystalis in both NES and Famicom formats here. Plus, with Vanguard being acknowledged prominently on “The biggest console in North America” old geezers like me are going to know the VCS version is referenced while newcomers are going to be left to guess. Not a major problem, but it just seems a bit weird.

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Second, is that some of the styles of a game genre don’t translate well to a d-pad or a thumbstick. And one such style is the light gun, rail shooter. This was true when Operation Wolf was new, it was true when House Of The Dead 2 was all the rage, and it’s true now. SNK brought back Beast Busters here. And I’m glad it’s here because it was an esoteric game I remember playing a lot in the arcades as a kid back in the day. When more popular games were taken up it was one of the ones you and your friends gravitated to because no one was mesmerized by it the way they were by one of the beat ’em up machines at the time. It’s a fun game. One that I was elated to see presented in this collection.

However, it is a light gun game and the movement of your thumbstick or d-pad cursor can never match the movement of your eyes and hand. As such, playing it in this collection is MUCH harder. As of this writing, I see no option to use a mouse with this game on PC or a motion control option on the Switch. These options would have been much better compromises. Even if it meant those versions would be more preferable as a result. Thankfully, you can just keep pouring in credits like you could in the arcade if your pockets were bottomless. But it would have been nice to have a couple of more control options for this one.

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Still, I do like this collection a lot overall. There is a nice range of games you’ll know, others you may not know, and the historical extras are all a nice touch. Some of these games may not have the panache SNK put into their later NEO GEO games, but they are a lot of fun and hold historical significance in the realm of arcade games. As well as versions for Nintendo’s original 8-bit powered juggernaut. Adding ROMs of ports to other platforms of the time would have been even better since players could have compared them and enjoyed their favorites. But I’m sure there are also some licensing and contract concerns that made that unlikely. Still, I enjoy firing it up a lot. Digital Eclipse even gave SNK the treatment they gave Capcom’s Blue Bomber by making the soundtracks of games playable in a separate player.

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It’s a collection that will skew toward the older crowd, but there’s enough here that anyone will find something they’ll enjoy checking out from time to time. Especially anyone who enjoys run n’ guns, shmups, and other arcade staples of the 1980s and 1990s. There’s also the knowledge that many of the characters that debuted in these games would show up in some of the NEO GEO’s biggest franchises. So even fans of The King Of Fighters or Metal Slug may want to look into this one if they haven’t already.

Final Score: 8 out of 10

GUNLORD X Review

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Turrican. It was one of the most beloved games to come out of the European home computer scene. Created and published by Rainbow Arts, the game would go onto see a multitude of sequels across many computer platforms. Most popularly on the Commodore 64, and Commodore Amiga. Future games would be made by Factor 5. Yes, *that* Factor 5. The series would eventually make its way to North America where it would gain most of its prominence on the Sega Genesis, and then the Super NES.

But whether you prefer one of the home computer versions or one of the console entries Turrican is an all-time classic for a reason. It blended action-platforming, and run n’ gun gameplay very well. Plus it encouraged exploration over simply running in any given direction. There’s a good chance if you pick up any one of the games in the series, you’ll want to spend a considerable amount of time trying to complete it.

PROS: A wonderful send-up of Turrican. Fantastic Soundtrack.

CONS: Some enemies blend into backgrounds. Small bugs.

X: Features some modern tweaks.

GUNLORD X is a love letter to the Turrican series. It is also a modern update to a 2012 release on the Sega Dreamcast which in turn was previously a game on the Neo Geo. Previously, I had only heard of the Dreamcast game but never played it. Largely because of the fact that it wasn’t a wide release, and became pretty collectible fairly quickly. I was informed by Mike of DYHPTG and XVGM Radio about the Neo Geo original, which as it turns out is also quite expensive these days.

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In any case, the folks at NGDEV have made a fantastic send-up of Turrican. GUNLORD X plays very similarly to the old Rainbow Arts and Factor 5 games. Throughout the game’s 11 stages you’ll find yourself trying to get to the end of each, blowing away hundreds of threatening enemies in the process. However, the game only becomes that much tougher if you treat it as a typical 2D action game.

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While the game does have a more standard stage progression, each of these puts a huge emphasis on exploration. As was the case in the Turrican games, you’ll need to go off the beaten path looking for secrets, 1-Ups, and items if you want any hope of having enough in reserve to make it to the end. The game also has a gem system similar to that of Giana Sisters: Twisted Dreams. Except that instead of giving you a star rating to unlock stages, these are needed to earn continues. So you’ll spend a lot of time trying to figure out how to get to those giant pink gems that seem just out of reach.

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This is where GUNLORD X can even feel a lot like a Metroidvania. While there is no massive overarching map that you’re trying to navigate, the stages do have branching paths. There are also plenty of secret rooms, and areas that are hidden behind walls that must be clipped through. One of the key moves in the game even takes a page from Nintendo’s adventure series. You’ll need to turn into a ball to get into crevasses, tunnels, or discover certain tiles you can pass through. You’ll have to spend a considerable amount of time finding hidden platforms or ledges to reach other spots or in order to solve puzzles.

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As a result, you can’t really approach the game like a Metroid game or a traditional action game. The combat is far more hectic and fast-paced than in Nintendo’s acclaimed series. The platforming is very much an homage to the home computer games of the 1980s and 1990s. There is a very European computer platforming feel in this game. You’ll have to make very calculated jumps that require you to be right on the very edge of a platform in order to make it to the next. Again, like Turrican. Floaty, meticulous jumps. On paper, when combined with some of the firefights you’ll get into it might sound like an insurmountable amount of chaos. But with the brilliant level design on display, it really isn’t. This is an action game that doesn’t rely solely on your reflexes. Instead, you’ll need to be very focused on everything else going on around you. If you pay too much attention to enemies, you may not notice a trap. If you pay too much attention to a trap, you might not see that one tiny enemy hiding on a ledge.

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There’s a little bit of give and take. You don’t necessarily have to be the fastest shot or the absolute best jumper. But you do need to be aware of what is going on around you at all times. You have to give yourself some time to plan. But you also need to think on your feet sometimes. Instinctively you might want to blast everything in sight. But sometimes that might end up destroying your only path to a gem that might have netted you another continue in a particularly tough section.

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But it isn’t all branching paths, secret rooms, and hordes. GUNLORD X breaks up things with shoot ’em up sections and some auto scroll stages for good measure. Be that as it may, even in these stages you’re going to want to keep an eye out for those hidden gems. Sometimes that means looking for any kind of variance at the risk of potentially becoming crushed. The shoot ’em up sections are shorter stages than the rest of the stages, but they’re still challenging in their own right. While I wouldn’t call these Bullet Hell sections, there is still a ton of stuff to avoid and shoot down.

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GUNLORD X is by no means an easy game. but it isn’t an insurmountable one. There are plenty of tools the game gives you to get through even the most troublesome areas. For one thing, there are a wide variety of guns you can pick up. You’ll start with a standard issue gun, but upon shooting your first invisible platform you’ll find little cards jettison. If you pick one up you’ll change guns. There are all types, and as you play through sections multiple times (which you probably will because you likely won’t get through it on an initial playthrough) you’ll learn what weapon suits the predicament the best. There’s a spread gun that isn’t that powerful but can clear waves of low-level enemies and projectiles. There’s a flame thrower that takes down targets fast at the cost of not covering every angle. There’s a green laser that has a high fire rate. There are also rocket launchers, a blue beam, and more. You can also drop bombs when you’re in your *Not* Samus ball mode. There are also some generous health pickups and shield pickups. Be that as it may, you can’t afford to get careless. Three hits and you’re dead.

 

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The arsenal also includes a laser beam that can clear enemy projectiles, and destroy enemies themselves. Over time during continuous use, it becomes weaker though. There is a meter at the bottom of the screen that depletes as you use it. When you stop using it, it will slowly recharge. You use it by moving the right thumbstick in whatever direction you want. You’ll find many times you’ll have to stop firing your main weapon to use it, and then go back to using your main weapon. It’s a very handy tool in that you can go through most walls with it, which lets you get a jump on some of the tougher regular enemies.

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Of course, the major stars of the show are the enormous bosses. Some stages have one, others have multiple bosses, and others do not have a boss at all. Still, when you do go up against one it won’t be enough to simply memorize an attack pattern. Certain weapons do a better job against certain bosses. This gives the game a dash of Mega Man, and Contra spices into the proverbial brew. Fortunately, you won’t have to defeat the entire gauntlet of a game in a single sitting. The game has limited continues, but it does let you start on the last stage you’ve reached. This is something of a Godsend when you’ve made it to the end of the game only to reach a fail state.

Completing the game will unlock a speed run mode where you’ll try to complete the game again, as fast as humanly possible for your personal best record. I’m sure that this mode will attract a lot of hardcore fans, and runners since everything else in the game is just so good. The game also offers a couple of visual options one can tweak if they wish. It has a scanline filter you can turn on or off. If you leave it on, you can also fine-tune the look of the scanlines so that you can make them as authentic looking as you want. You can also render the game in 4:3 or a 16:9 aspect ratio and the game will let you put borders on or off when using 4:3. Generally, I found I left the scanlines off as I like the crispness of the pixel art. I also played in the classic 4:3 aspect ratio since that would have been what the original versions ran under.

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So other than the added letter to its name and some visual options what does this offer over the Dreamcast or Neo Geo versions? Well as far as I can tell after seeing footage from the original some of the stages have been reworked. Some of these are longer stages than they were before and the game appears to have more bosses to contend with. There are also a few minor aesthetic changes too. A background scene or two have seen some edits, along with some grammatical errors seeing a correction. One disappointing change is a slightly toned down introduction cinema. Where an enemy was previously gunned down, they now narrowly escape. It’s baffling since the Nintendo of today allows for things like Mortal Kombat 11 to appear unaltered.

Violence reduction aside, things look absolutely terrific in this game. The pixel art is breathtaking, allowing for a lot of details even the old Amiga computers would have had to have been really pushed to pull off without losing a steady frame rate. The 16-bit palettes are only one aspect of this one. Everything just has an awe-inspiring look to it. The character designs, backdrops, enemy designs, and bosses look fantastic. And while the story is very much a simple B+ Action film staple of a hero rescuing their spouse, the world building is intriguing. By the end of the campaign, you’re going to want to see more of GUNLORD X. The game’s soundtrack is equally great, taking a lot of inspiration from the Amiga 500’s sound chip, and the Sega Genesis’ sound chip. Rafael Dyll‘s soundtrack takes a cue from Chris Huelsbeck‘s fine work on Turrican too. As with a lot of the other Turrican homages, this one features a really nice New Wave synthesized sound that fits the cold, harsh, dystopian world of GUNLORD X. Not only has this wonderful OST carried over from the original version of the game, but the added trailer tune by Fabian Del Priore fits right in with it perfectly. This is a soundtrack that is very memorable in its own right, and while inspired by Turrican, sets it apart from Turrican.

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Frankly, GUNLORD X is an essential download for any Switch owner who loves Metroidvanias, Run N’ Guns, or Eurocentric computer platformer games of the action variety. It’s a cut above many of the other retro-inspired indie games you can find on the Nintendo e-shop. Those who absolutely demand a physical cartridge might be disappointed that (as of now) this is a digital only release. Be that as it may, you get more than your money’s worth in terms of content, and challenge. Plus there are just enough additions to make it worth nabbing even if you decide to splurge hundreds of dollars on one of the original Dreamcast or Neo Geo releases.

There really isn’t all that much to complain about here either. As far as gameplay issues go, some enemies blend a little too well into the backgrounds. So sometimes you may take damage, or lose a life to something a couple of times before realizing why. Annoying, yes. But far too rare to dilute the overall experience. On the technical side, there are a couple of bosses that don’t seem to load in until you move to a very specific place in their arenas. Most notably the dragon, and the initial henchmen of the final battle. Weird, but it doesn’t really affect the game much at all. But it is something to be aware of if you’re going to attempt speed runs as you’re not going to want to lose five seconds because you stood on the wrong brick.

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Beyond these two complaints which could very likely find themselves fixed in a patch should the developers discover them I can’t complain. GUNLORD X is one of the best games on the Nintendo e-shop. It combines action, adventure, and platforming elements in a way that the average player will love. Turrican fans will especially love it as the best elements have all carried over. But it still retains its own identity thanks to the excellent visual and sound design. As well as the excellent level design. This game is awesome.

In short: GUNLORD X is a really cool game you really ought to check out.

Final Score: 9 out of 10

King Of Fighters XIII Steam Edition Review

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Many people don’t realize this, but fighting games have made their way to computers for years. From Karate Champ, to Street Fighter, tournament fighters have been around on computers almost as long as consoles. There have even been some exclusives, like Body Blows, One Must Fall, and FX Fighter. Some of these were wonderful games, while others were pretty bad. In terms of arcade ports, there were highs, and lows. There was a period of course where the genre almost completely disappeared from personal computers.

That changed when Capcom’s Street Fighter IV made its way to computers. Not only was it an excellent version that took advantage of beefy hardware, it opened the floodgates bringing the genre back to a level on PCs unseen since the late 1990’s. SNK has been one of the major fighting game developers to follow Capcom’s lead. In some ways the Steam Edition of King Of Fighters XIII goes above, and beyond.

PROS: Everything from the console editions of the game. Performance options.

CONS: Buying it now means there isn’t a lot of online competition for you.

RUGAL: Is reduced to a cameo. But the game’s final boss also has SNK Boss Syndrome.

KOF 13 was in arcades back in 2010, and was ported to the Xbox 360, and PlayStation 3 a year later. The series goes all the way back to 1994, when SNK combined several of its fighting game franchises including Fatal Fury, and Art Of Fighting. Over the years it has added other SNK characters from a multitude of games spanning genres. Even the Ikari Warriors have found their way onto the roster.

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As is the case with Capcom’s Street Fighter, and Warner Bros’ Mortal Kombat the KOF games have a storyline. In most of them, there is an annual tournament in which the world’s greatest fighters come together to fight for supremacy. Usually as this is going on, there is an evil plot of sorts set in motion by a boss character. In the earlier games Rugal Bernstein was that boss character. In recent games he’s been replaced. Rugal was a character who was notoriously brutal. Players could easily spend ten dollars in quarters in arcade versions trying to beat him. On home editions over the years they could spend hours. Rugal’s insane difficulty led to the phrase “SNK Boss Syndrome”. To this day it’s parroted around whenever a boss in a game seems impossible to defeat.

Anyway, in this game a character named Ash takes Rugal’s spot, and continues the trend of SNK Boss Syndrome. But before you get to Ash you’ll go through several battles through either a traditional arcade ladder, or a story driven mode. Either one will have similar dialogue bubbles between fights, and cut scenes. The difference is that story mode ends the moment you lose a fight. So you’ll find yourself going back through the list of movies, finding the last one you watched, and restarting at that point. Arcade mode lets you continue on the spot. Story mode also opens up different paths through the short films depending on your character selection, and generated choices.

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What sets KOF apart from other fighting games is that you aren’t only choosing one character or a tag team. You choose a three member team. In Arcade mode you can choose any three people on the roster. In Story mode you’ll choose a predetermined team based on one of SNK’s many games. Most of them have a pretty healthy mix of styles, though some go more for grappling, ranged attacks, or speed. Instead of going 2 out of 3 rounds every fight you pick the order you will use your team mates. You go until either you defeat all of the opposing team, or until all of your characters are knocked out.  KOF XIII has a pretty deep fighting system as well. There are ways to have 1v1 fights too if so inclined, but really 3v3 is the standard in King Of Fighters.

You can set up all kinds of links, and combos in the game, and even use EX moves. This works similarly to Street Fighter, where you can do more powerful versions of special moves with your gauge. But beyond that is a robust cancel system, where advanced players can easily stop out of one move to combo into another, also at the cost of a meter. There is a Hyper Drive mode of this that has unlimited cancelling. Ironically within a time limit. Besides all of that, KOF XIII has finishers called Neo Max desperation moves. You can pull these off when you’ve completely maxed out your meters. Much like Street Fighter’s Supers, these will display quite the spectacle if you knock out all of an opponent’s energy when using one. The game also takes a page from Street Fighter III, and has a blocking meter. If you block too much, eventually it will deplete, and cause you to become stunned.

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KOF XIII also gives players a lot of content for their money. Besides the arcade mode, and its story mode variant you can play online or offline Vs. mode. Playing online gives you some nice filters. You can choose ranked or player matches. In the player matches you can choose regions, and preferred experience of opponents. You can also set up games with your friends, or allow people to challenge you in the middle of playing one of the single player modes. Ranked play lets you select a region for the game to pool opponents from. You can also choose quick matches where it will just pair you with the first available player.

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The game generally feels lag free online, and fairly smooth. At this point though, you might find it takes a while to find an opponent. That’s because the game is a couple of years old, and didn’t put up the numbers more popular fighting games had. That said, it isn’t a completely barren wasteland either, as a considerable number of people are still playing it. Most of them are going to be very formidable, since the bulk of the players are going to be made up of the core audience. Still, if you have a few friends with a copy you can enjoy the low latency in private matches.

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Obviously offline play will give you the best performance. KOF XIII supports multiple controllers, and is pretty accepting of most of the mainline ones. Fight sticks, 360 pads, and the Steam Controller all seem to work without a hitch. The game has a decent options menu where you can rebind keys, and choose a resolution. But it still doesn’t give you the performance options PC gamers expect. You can’t really tweak the level of AA, or texture quality, or sharpness of the sprites. You’re getting the minimum in those terms. Which is a bit disappointing considering how good the underlying gameplay is.

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But there are still plenty of things the game does right. You get the typical art galleries, where you can look at concept art, game assets, and movies. But beyond that you’ll get a pretty nice color customization option. Much like the one in Capcom Vs. SNK 2, you can change the palettes, and colors of every character in the game to make your own custom look. This is pretty cool because if you main a certain character, you can add a flair of personality to them. It would have been nice to see a full blown creator like the ones in pro wrestling games. But considering the large roster of hand drawn sprite characters, this is still pretty good.

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SNK also gets credit here for a pretty nice tutorial mode. One that almost forces you to learn the different nuances of the cancels, combos, and EX moves. It will keep re testing you until you get it right. Even during the main game it will throw little challenges at you. “Roll dodge three times” “Cancel a move” “Land a three hit combo using normal moves.” KOF XIII feels like it wants you to be good. Even if it does sometimes also feel like you should pick up the complexity fairly quickly. You’ll need to be at least competent to complete the arcade ladder or story mode, even on easy. You don’t have to be a tournament level player. But you’ll need to be competent at the basics. Because the final boss once again brings the SNK Boss Syndrome as I mentioned before. Knowing some of the advanced tactics helps a lot in this battle, because the game throws everything at you. Seemingly instantly.

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If you have trouble even after the tutorial, you are given a nice practice mode. In it you can select behaviors for the A.I. practice dummy, and spend time trying to make sure you’ve mastered a special move. Or experiment with trying to discover new combos. Or trying to practice how to perform many of the game’s cancels, and other advanced maneuvers. Beyond that, if you really want more practice you can try your hand at Mission mode. This mode lets you either take on the roster with one character until you beat them all or lose. You can play it timed, or not timed. Aside from that, you can also take a single character through a number of challenge lessons. Some of them are for learning certain combos. Others are different feats. Mastering some of them will be pretty frustrating for beginners since they’re very dependent on exact timing. But if you have the patience, you’ll find that learning a lot of the stuff here can be handy when playing with other people.

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Getting back to the boss fight a moment, you can’t really mash your way to victory during it. Because you can’t jump in, and mount an offense. Even if you are pretty good at the game, this fight is going to give you a lot of trouble. But whether you can win on your 3rd attempt or 475th attempt beating the boss will feel like an accomplishment. If you find yourself invested in the characters, and lore, you’ll want to at least play enough to see the different character paths, and scenes. Of which there are many. KOF XIII has 36 characters in it when all is said, and done. Some of these you’ll have to unlock, while the others are DLC characters that are hidden behind others. You select the DLC characters by pressing Select when choosing Iori, Kyo, or Takuma.

Most importantly though the game manages to be engaging enough for both the devoted series’ veterans, and the casual player who may only break it out when friends come over. Even if some of the advanced stuff may be intimidating to a newcomer. Plus the game gives you more content than a lot of other fighting games. Some late comers may even want to pick it up now to practice up for the upcoming KOF XIV, though there will undoubtedly be changes to the fighting system. This special Steam edition not only gives you everything from the console releases, but incorporates Steam cards as well. Not something that screams “BUY ME” but they are there for the Steam card fans out there.

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Overall, KOF XIII is a great game to pick up if you want a really good fighter you may have missed. If you already have it on a console, I don’t know that you need to double dip for this re-release. But if you’re new to the series, lapsed, or never got around to it on your game system of choice, picking up the definitive version on your computer is a great way to go. Especially with its low system requirements. One final caveat is that despite the similarity with some of Street Fighter’s features over the years, you should not try to play it like Street Fighter. King Of Fighters is a different beast altogether. Which is why it is a series that has endured for nearly as long. Some of its biggest fans may not rate it as high as some of the earlier games in the series. But it’s also one of the nicer fighting games you can play on your personal computer in recent years.

Final Score: 8 out of 10