Multiplayer Monarchy-The King of Fighters XII Reviewed
The King of Fighters XII for the 360/PS3. Developer: SNK/Playmore, Publisher: Ignition ESRB: T
In the early 1990’s, the indisputable Holy Grail of console gaming was the NeoGeo AES. The $650 gold bundle allowed home players to experience arcade-perfect versions of Fatal Fury, Art of Fighting and Samurai Showdown, thus becoming the ambition of this teenage gamer. Unfortunately, every quarter spent playing 1994’s The King of Fighters, meant there would be twenty-five cents missing from my console fund. The following year saw the release of Sony’s Playstation, presenting an enticement too appealing to ignore. Subsequently, The King of Fighters ’95 was released for the system, making my pursuit for a NeoGeo system futile.
In the span of years between the release of the AES and the Playstation, the capabilities of console hardware increased, yet the core King of Fighters spite-based artwork remain largely untouched. As the series churned out annual iterations, the roster was expanded, and subtle gameplay refinements were added, culminating in the colossal 47 fighter rota for KOF XI.
The recently released King of Fighters XII relinquishes the immense selection of fighters for what many gamers have been longing for- a reboot of the venerable series. The Ignition-published title offers a magnificent hand-drawn, fluidly animated rooster that while smaller in number, is substantially more abundant in stature. Seeing the newly envisioned and drastically more stalwart Terry Bogard in action is invigorating; the trucker hat-clad protagonist is now half as tall as the screen, and intimidatingly muscled. It’s unfortunate the game itself, couldn’t have bulked up as much.
Gamers accustomed to a variety of single player diversions will find KOF XII’s solitary time-trial mode severely limiting. Players select three fighters from the game’s selection of 22 participants, who brawl against an equal number of CPU opponents. The title offers none of the tag-team strategizing of NeoGeo Battle Coliseum or Tekken Tag Tournament; each match continues until one fighter is knocked out. Once a warrior is eliminated, play is paused briefly while the next fighting is loaded. Without the benefit of a narrative or even character specific endings, the player is offered little motivation to preserve through the mode more than a few times. Those favoring a more tactical brawl that puts button mashers at a disadvantage will find KOF XII‘s gameplay to their liking. Each characters selection of special, super moves ensure that players have a variety of offensive measures in their battling repertoire.
Fortunately, the game’s multiplayer variations offer more depth than the shallow single player experience. Skirmishes with a friend in the same room are predictably gratifying, and are robust enough to initiate heated trash-talking matches. The game’s online mode skillfully recreates a diminutive arcade tournament, as eight players compete for supremacy. As two gamer square off, other contestants observe the struggle, and are able to add color commentary via the title’s voice chat system. Team battles build a nice sense of camaraderie as two three-man teams fight for bragging rights. While I experienced a number of fluid online matches, a number of brawls were impaired by an ample amount of lag.
The title incorporates a wonderful art aesthetic, which recalls the golden age of fighting games, while stubbornly refusing to employ textured polygons. Each character is lithely animated, and displays just enough pixilated charm to evoke their NeoGeo origins. Special moves flash and fade in high-definition glory, adding the proper amount of incendiary allure to each match. Being able to hear the voice tracks in English or Japanese is a worthwhile attribute that should be obligatory in any international fighting game.
A few additional quibbles demand attention. Why would the developers conceal the list of fighter commands in the pause screen, instead of mapping them to the select key? Although the game’s roster offers a diverse array of fighters from long-range brawlers to big, slow powerful beasts, the game only contains five backdrops. The decision to exclude fan-favorite Mai Shiranui (presumably for DLC) does little to reward long-time follows of the series.
Overall, a player’s appreciation of King of Fighters XII is directly correlated to how much time they will spend fighting other players. Although the title has been given a long overdue graphical make-over, the game’s single player mode feels woefully sparse. Still, that will matter little to the gamer with a room full of imminent competitors, or the player who seeks a challenge online. For those expecting a profusion of content, we expect thirteen to be your lucky number.
The King of Fighters XII was reviewed on retail Playstation 3 code.
I saw Gamespot gave it a 1.5 out of 5. I thought that meant garbage.
Tell Shane he needs to go back to 1up 😉
Blaz Blue>SFIV>KOFXII
I never really got into the KOF series. The move sets were always really weird to me.
Did you ever get a Neo-Geo now you made it big time, DE?
Need more female fighters, and yeah, not having Mai is a slap in the face. It’s like SF without Chun Li.
Dude, the graphics are a big pixelly mess. Sorry, but this game looks like shit.
My $20 copy of Street Fighters IV says, “HI!”
Good review. I didn’t think it deserved the low scores some outlets are giving it.
What low scores?
Thanks for not getting into the nitpicky talk about fighting games that always sounds super nerdy and bores me.
1Up: C – http://www.1up.com/do/reviewPage?cId=3175341&p=37
Gamespy 1.5/5 – http://ps3.gamespy.com/playstation-3/king-of-fighters-xii/1008627p1.html
Gave Revolution: C- http://www.gamerevolution.com/review/ps3/king-of-fighters%20XII
BlazBlue=12 characters, KOFXII=22
I’ll wait for the magic $20 price.
Most fighting game fans are giving the game a thumbs down.
The netcode has not been fixed. This game is still laggy as all hell and not worth $10.
This should have been $29.99 at launch.
Looks great in the screenshots to me.
So the net code is broekn, and there’s barely a single player mode, and you gave it a C+? WTF?
Bring me the head of Shane Bettenhausen 😉
I concur. Did SNK/Ignition even try out the netcode before releasing it and patching it later. Why would they do this? Day one fans get punished this way.
Well, I’m going to refrain from buying it until all these things get sorted out. I think that’s the best thing right now. Worst case scenario, there’s a price drop.
I’m sure they will fix the net code. Maybe they can add another SP mode via DLC. Free would be nice.
Is there at least a training/practice mode?
Broken games suck.
Good review. Wow, this game is getting a lot of hate!
Yeah, the article mentioned how hard it was to get in the command list.
Ignition promises to fix online, from what I read.
Like others said, I’m waiting for a fix/pricedrop.
Good review. I saw this at GS this week.
Wow, lots of controversy over this one.
I’ll follow the advice and wait for the next game.
Why are major releases having so much problem with netcode?
I was never a fan of the series, but I was hoping this one would be good. Too bad it sounds a bit meh.
I was pretty close to picking up a copy, also. While this review makes it sound fun, other sites are saying to avoid it.
I bought this yesterday, I don’t know what people are complaining about with the graphics. They look great too me. Pure, some matches had lag, but most didn’t. This is on PS3.
I bought my NeoGeo last year. Picked up an old arcade gut for next to nothing and I’m building a casing for it.
Cool review! Love those two player games.
Maybe gamestop will have a sale soon like they just did with Street Fighter 4.
Love that uppercut in the first pic.
Great, honest review. Also caught the Castle Crasher vibe.
Waiting for solid play before I pick thus up.