King of Fighters '96 |
Neo Geo |
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Review by Matt Paprocki |
SNK |
Fighting |
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Graphics: 9 |
Sound: 9 |
Gameplay: 9 |
Overall: 9 |
After two years, the King of Fighters series would change.
Casual players won't know the difference, die-hards will find it be completely new. The
gameplay hasn't been reinvented, just toyed with, and that creates wonderful results. ![]() Actual fighting has been reworked, swapping out the dodge mechanic with a roll. This allows for easier positioning, and it doesn't take as long to come out of it. Its implementation is flawless. Certain special moves have had their button maps switched, such as Terry's Rising Upper, which is now performed with a dragon punch motion instead of a charge. Continuing the need for change, the special meters used for those all powerful desperation moves now rely entirely on charging. This is the only truly aggravating change, as it stops matches dead while players desperately try to fill it. This works better as something that builds behind the fight. ![]() The animation has also increased, and this has an impact on the game. Certain moves have had their timing changed, and players need to adjust. It's a subtle way to keep players thinking, while trying to give them the fresh experience they want. This, along with a remixed (and added to) soundtrack, makes this a rare full upgrade for the series. While it's certainly debatable which entry would be the best from a 10-year run, '96 has a lot going for it. This is a brilliant update for those who have played every piece of this series. It's also a great fighting game, easily matching the best the console has to offer. On the Geo, that means something. |