By: MilkyPink Mar 9, 2011 | 26 Comments
I know I was 2 weeks off since my last blog post...
But I've been awfully busy with my life outside the internet with this job I have, they are purposely not letting me HAVE A LIFE anymore. && I am awfully sad about it. Kinda miss the almost free life I once had. lol. I am actually in the process of looking for a better job with better hours. Trying to find a job out there is not easy, especially when those that know you already have a job are not accepting you. -______-
But either way, as soon as I get my life back in place (especially with that job.. and find a better one -_-), I should be back on here a bit more often. But for now, those that requested those wallpapers. Here they are and I am terribly sorry for making you wait...
P.S: GOUKIJONES. Thank yooooooooooooooooooooooooooooooooooooooooooooooou! For the package! I got the game and it's great. :)! I love the stickers too! I am trying to find a place to put them. lol
Almost 7 minutes of video
This game always brings a major roster, who are you looking forward to playing again? Anyone you are dreading fighting again? How many of you have never played the series or have given up on it?
The backgrounds seem sub-par compaired to the rest of the stuff we've seen lately though.
Not to concerned with this one, but that doesn't mean I won't get it at some point.
King of Fighters: The Movie looks like the worst videogame movie ever.
Ray Park, Maggie Q, a white Kyo, Terry being a random old which guy in a puffy vest...what do these all have in common? Possibly one of the worst looking movies of all time. Did we really need an American King of Fighters movie? I'm glad SNK knows how to protect its properties.
someone "fixed" the live action
Hilarious video uplaoded by theswitcher, where liveaction KOF's Terry Bogard is dubbed over with in-game Terry, enjoy :)
(by the way, anyone enjoy the movie? some aspects were cool but, it was kind of painful all together)
Jalexbrown reviews King of Fighters '96, now available on PSN.
Let’s start with a little history lesson. SNK released their first fighting game, Fatal Fury: King of Fighters, in 1991. The following year they released Art of Fighting. After that they released Samurai Shodown in 1993. Then, in 1994, they released what would begin their most popular fighting game series: King of Fighters. It was named after the subtitle of the first Fatal Fury game, rotating around the same tournament featured in SNK’s inaugrial fighter. The series would get an annual release every year until its mysterious absence in 2004, ten years after its initial release. Because they were releasing a new game every year, they simply titled each with the year of its release. So here we have King of Fighters ’96, originally in arcades and on the Neo Geo, now available on PSN. Has this game survived the test of time? Read on to find out.
The gameplay in King of Fighters ’96 will be pretty familiar to fighting game fans. The objective is to beat the hell out of the other guy or the other team of guys depending on which mode you’re playing. You can do this with regular moves in you’re not too good at the game, but if you want to be a top-tier player then you’ll have to know the ins and outs of the game’s many special moves and techniques. The special moves are pretty balanced, although I felt that projectile attacks were a bit more useless than in other fighting games. If you’re a more defensive player, you can master the roll-in/roll-out technique to evade attacks and set yourself up for awesome counter moves. On the whole it feels pretty fair; it definitely seems more skill-based than luck-based, and mindless button-mashing won’t get you far even against a CPU opponent.
There are 29 characters in King of Fighters ’96 (including hidden characters), and amazingly there are no palette swaps. This was an amazing lineup for the time, and even by today’s standards it’s a pretty fair number of fighters. The characters also feel unique from each other. Some are big, bulky guys that move slow and hit hard; others move faster but don’t strike so hard; and all of them have their own special moves. If you’re a fighting game fanatic, you’ll get hooked trying to find the best strategy for each fighter. There’s a pretty amazing variety here for a game from 1996.
(A very good selection of characters.)
There are two ways to play King of Fighters ’96: one-on-one or three-on-three. One-on-one fights work exactly how you’d expect – beat your opponent a number of rounds to win. Three-on-three is a bit more awesome, though. Each side will have three characters; when one side beats a character, a new character will be brought out for the next round. The goal is to defeat the entire opposing party before they can beat your party. There is no tagging in or out, though. It still feels a bit like a one-on-one fight except with different fighters every round. It should also be noted that, if you're the winning fighter, you'll start the next round with only a little bit more life than you had at the end of the last round. It's an interesting touch that means you can't rely on just being able to play well with your first character.
Each character has a special move that can be performed when their special bar fills up, and there’s a super special move that can be performed in the special bar fills up and their health falls too low. These are the moves that turn the tides in the midst of battle, so learning to use them can become quite important on higher difficulty levels and especially against a live player.
The controls in King of Fighters ’96 are surprisingly smooth. I was able to do special moves with minimal effort, and I didn’t notice any sort of input delay. I will admit that it took a while to get used to the fact that square is the select button on menus, but it’s a minor issue and you’ll quickly get used to it. I personally took preferance to the d-pad over the PS3’s analog stick, but if you have a fighting stick that would definitely be ideal.
Unfortunately King of Fighters ’96 just doesn’t look as good as Metal Slug 2 on a high-def television. It’s incredibly pixelated, and while it does manage to remain some of the same charm that Metal Slug 2 does, it’s simply less excusable when games like Street Fighter 2 were looking so good before this game’s release. There is a smoothing option that you can turn on, and I did think that it helped slightly with the pixelated fuzziness in some areas. Performance, on the other hand, is exceptional. There was no noticable framerate dipping and the game constantly felt smooth.
(It really isn't very pretty, is it?)
The sound is a mixed bag. The music is perfectly acceptable and the sound effcts are adequate for this era, but the voice-overs are beyond annoying. The annoying digitalized Asian voice when the round ends or begins is just laughably bad. Half the time I’m not even sure if the names were being pronounced correctly because it sounds like it’s been ran through so many sound filters.
Much as with Metal Slug 2, I wasn’t able to find a single match in King of Fighters ’96. It’s a shame, because this is the kind of game that needs online for longevity. Nevertheless I did have a good time playing with friends, and the computer offers 10 different levels of difficulty to keep you busy. The difficulty levels do become noticably better at higher levels, and you’ll have to be a top-tier player to not at least sweat during a computer match with the highest difficulty level. The AI does add a little bit of longevity, but hopefully by the time you’ve mastered the AI you’ll actually be able to find an online match.
If you’re a fighting game fan that’s never tried a King of Fighters game (like I was), this is a great way to see the series in its root days. And if you’re a fighting game fan that, for some reason, missed this even though you did play other King of Fighters games…well, shame on you, and you should definitely add this game to your PSN collection. Either way you win, because King of Fighters ’96 is quite simply a great fighting game.
(I'd like to thank Goukijones and Gouki.com for giving me my copy of King of Fighters '96 for review.)
SNK has announced when the 02: UM will be released.
The King of Fighters 2002: Unlimited Match is finally getting a Western release. The game is hitting Xbox Live Arcade this fall. But when?
The game will be released on November 3rd and priced at 800 Microsoft Points. It's a hi-def port of the arcade game and features new characters, updated stages, new moves and more. The arcade original is a favorite with hardcore SNK fans — some even prefer it to the recently released King of Fighters XIII!
I myself personally loved the KoF Series. I remember when i went to a convention (Metrocon, I speaking about you), I would go to the game room and they actually had the game (the PS2 Jap Ver.). there, I constantly had fun with the game, using my faveorite set of characters (Terry, Athena, and Kusanagi), I would have awesome matches with other attendes. I also managed to get this game myself (by imporing, of course), and took the time to try out all teh characters. It's one of the games I would be playing whenever i have a couple of friends over, and it will always be one of my favorite KoF games around.
Just a short list of Fighting Game Systems (Bells and Whistles) that worked.
Guilty Gear X2. Reload, & Accent Core (Guard System)
Probably one of my favorite guard systems ever invented. For one if you just blocked all day you opened yourself to major damage and even turning normal hits into counter hits. Also if a combo went on forever the damage scaling kicked in on the gauge reducing the damage to an absolute minimum. You also have bursting which if done at a perfect time filled your Overdrive guage to max. You had dead Angle Moves as well that may have done little damage but its a get out of face card.
CvS2 Grove System
This game offered choices on your style. So you didn't have to just settle for one method of play. You can pick the Groove that best suits your style. From Parrying to Charging your guage to a pissed off rage mode. So many choices than just one.
King of Fighters 11 (Judgement System)
A game where I've seen the game count not who has the greater life but who's performed the best in the fight. So if you ran out of time having more life doesn't neccessarily mean you win. Actions like blocking, countering, combo length, etc are what this system is looking for. There's even some infinite combos where the judgement system will count against you.
Dead or Alive Series (Counter System)
In some cases I don't like this system but its a rather fair system to play with. Landing counter hits really showed as in stagger hits leading to longer combos and more critical hits. But that's not where I'm focusing. With the proper timing and parry you could counter any incoming move being thrown at you. If you miss timed it you were punished for it.
Psychic Force 2012 (Life = Power System)
One of my favorite fighters of all time. Generally as a comeback method the more damage you take the more Psy power you have to use at your disposal. Making comebacks very possible.
Tatsunoko vs Capcom (Barouque system)
A personal favorite method of mine. A custom combo system at the sacrifice of some of your life. A good trade off instead of just instantly pulling infinites with ease.
Bloody Roar Primal Fury/Extreme (Beast System)
Build your meter to go into beast mode and have more moves opened up to you. Build it to max and you got a limited time of super beast mode. This wasn't bad at all with the guard system to dodge almost any moves (Although you did it by mashing guard). But getting hit hard enough and emptying the Beast Meter turned the character back to normal. As well as being able to transform mid-combo. Even more so as an added desperation move you can just go to super beast mode (forgot what its called and I don't have the book) at the cost of some of your life.
Those were some of the bells and whistles I liked about most fighting games.
Those were just a few bells and whistles I liked about games.
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