KOF XV Test: The return of King and Beautiful Baston!

One could perfectly start this KOF XV test by listing all the visual faults that confirm that SNK has still not reached Capcom's level of control, and even less that of Arc System Works, in terms of 3D tools, here. In this case UNREAL ENGINE. But we will not make the affront to resume the narrative structure of our 2016 KOF XIV test, since we prefer to return to the hard with the gameplay and the novelties / changes of mechanics operated in 2022. Without a surprise, SNK relies on the foundations of Kof XIV that many had greeted at the time, thanks to its great technicality and the sensations of yesteryear. A team of 3 fighters, always without Striker (yet established between Kof '99 and Kof 2001), but a decisive choice in the order of the characters, able to reverse any situation. In fact, the more one loses his characters at each round and the more the "Super" bar increases, allowing to cumulate up to 5 gauges for the last in the running, which will allow him to trigger the most powerful attacks, and incidentally. who do the most damage. From the outset, so there is a strategic dimension to the composition of his team, but also in the order of the characters, knowing that in front of it is impossible for us to know what the opponent has chosen.

Aggressors of Dark Kombat

Then it's the big unpacking on the ring, with this gameplay that has always characterized the Kof series since its beginnings, and which turns out in total opposition with that of Street Fighter for example, namely the speed, even the aggression, on which the Foundations of the gameplay is based. KOF XV, like the previous episodes, is a baston game that goes quickly, very quickly, to the point that sometimes appeals to its instinct than at Mind Game. It is possible to accumulate both, but we then pass into the pro-players box. Everything is done so that we never stay static, from the effective run (established from Kof '96) to the Backdash and other front / back rollars to dodge attacks or go into the back of the opponent, passing through Different types of jump, the recoverings of course (which consists of making a roll to receive instead of hitting the floor after taking an attack) and this multitude of possibilities of combos that sometimes give the head. Super, Super Ex, Climax, Cancel, Dream Cancel, Rush Combo and now Shatter Strike, as much to know that to master Kof on the tip of the nails, it will have to ask a few long-term leave to hope to bring out all the quintessence of his gameplay. There is a shortcut however: having followed the evolution of the series since its beginnings in 1994, but still need to have had NeoGeo at home when you were a child / teen. But that, it was not given to everyone...

Everything is done so that we never remain static, from the effective run (established from Kof '96) to the backdash and other front / back rollars to dodge attacks or go into the back of the opponent, passing through The different types of jump, the recoverings of course (which consists of making a roll to receive instead of hitting the ground after taking an attack) and this multitude of possibilities of combo that sometimes give the head.

The Shatter Strike Well

KOF XV|KING|Trailer #12【TEAM ART OF FIGHTING】

KOF XV does not take the risk of shaking Kof XIV's mind, which was in all ways a big menu Best of Golden option that all the koffers demanded for chandeliers, and finally the reintegration of the Strikers so that The formula is perfect. Even the "Rush Combo" that had been proposed in Kof XIV to make the game more accessible to the general public is still relevant. You will be able to spam the Light Punch to release a series of 4 sequences like a real expert, without anyone seeing you online and comes to spit you out. That said, SNK still brought a small novelty of gameplay in this KOF XV (as if things were not complex enough for the average quidam), offering more perspectives in the attack game. This is the "Shatter Strike", an order that resumes the basics of the famous Cd (or Blowback Attack) but with a quarter-circle before running. The difference with the CD is that the Shatter Strike will allow "Stun" the opponent by putting it on his knees, and thus give the time to have a maximum of combos. The counterpart is that the use of a Shatter Strike costs a superbar, but if it is possible to place it, we then get a half-bar as a reward. A mauve / purple halo then surrounds the character to indicate that the manipulation has passed. Where this Shatter Strike becomes interesting is that it has both offensive and defensive properties. Offensive, because it allows to stun the opponent and leave it to his thank you as we have already said, but defensively, because if the Shatter Strike is very tied with an adverse attack, he acts as an cancel ATTACK. As much to say that this new mechanics changes the game badly. As for the rest, we find all the game System of Kof XIV, with the cancels, Dream Cancels and Just DefenDed that we had detailed in 2016 and that you can reread here.

The difference with the CD is that the Shatter Strike will allow "Stun" the opponent by putting it knee, and thus give the time to have a maximum of combos. The counterpart is that the use of a Shatter Strike costs a superbar, but if it is possible to place it, we then get a half-bar as a reward.

On the game modes, KOF XV gives the impression of having RAS content when you arrive on the main menu. It is in fact only an illusion, since all the online options are also displayed. Nevertheless, KOF XV ensures the minimum union: versus, history, training, tutorial, DJ station (to listen to the games of the game, which must be unblocked in advance), mission (to address the challenges that make it possible to learn the combos ) and gallery (for collectors). Then there are all the online options, between classified games, friendly, room, training too, videos to share or other players to watch and ranking. Some will find it light, but for a title that starts, there is largely what to do, especially as we remind you that the Roster offers 39 characters from the exit, which makes it one of the The most generous baston games on the market. So yes, we remember that Kof XIV proposed 50 at the launch in 2016, but it was clearly in a seduction operation at the time. In all ways, taking into account the philosophy of producer Yasuyuki Oda and the absence of key characters, there is a good chance to finish a figure around 70 belligerents in the end.

PLASTIC SURGERY

It's time to talk about Kof XV plastic, still below the other Baston games on the current market it is obvious, but there is clearly a good progression between Kof XIV graphics and those KOF XV. So yes, the artistic direction still lacks personality, even giving the feeling of being ultra generic, but 3D models have gained polygons, the animations have gained flexibility, and especially the whole is much more homogeneous and harmonious than Kof XIV who presented sacred disparities according to the characters. We remember that Team Fatal Fury was visually missed in Kof XIV, while this time, we have a Terry, Andy, Joe who have more mouth. It is not yet the panacea, it is reeded for those who think that we would be too indulgent, and it is well aware that some textures still swear. Same, for the visual effects that are quite uneven, with sometimes rather pretty effects and sometimes, rendering disgusts like Joe Higashi's whirlwinds that clearly do nothing. Regarding the scenery, SNK gave birth, trying to play on the nostalgic fiber of players who grew up with their game. There are indeed beautiful references, like the Beach Resort which refers to the first Fatal Fury, The Pao Pao Café (the Fatal Fury 3 and not that of Kof '94) which has been given to the taste of the day, the Esaka Construction site that refers to the team Japan de Kof '94, or the Sahara that pays tribute at Metal Slug. It is true that sometimes it lacks life and we are far from the ultra dynamic and living episodes, but there is best, and we feel the desire to please the fans of the Neogeo era.

So yes, the artistic direction still lacks personality, even giving the feeling of being ultra generic, but the 3D models have gained in polygons, the animations have gained flexibly, and especially the whole is much more homogeneous and harmonious than Kof XIV who presented sacred disparities according to the characters.

"The Isla Pas Bonitaaaaa..."

On the other hand, if there is one aspect on which SNK did a good job, it's all the Sound Design, with also beautiful references to the old episodes of Kof in 2D, but also to a lot of others titles of the Neogeo era. Obviously, you have to have grown up with SNK to see these Easter-Eggs, but they are there, with the type of the machine that is found in the menus, the return of the ultra impactful sound effects of certain blows, inherited from Fatal Fury 2 and Kof '94. Similarly, music side, there are obviously those that have been made for this KOF XV, but we also find all the old mythical themes of some internships, which has the immediate consequence of bringing us back into childhood. But that's not all, SNK has set up a whole system that allows you to customize each internship, but also the menus and selection screens, in case the default sounds do not like you. Even the hysterical voice of the narrator can be modified, which is a no negligible bonus when you come back with an exhausted day. Where Kof XV is disappointing not bad, it is at the history mode, which lacks a captivating narration, a strong staging and interesting characters. Isla for example, that we had already grilled to be the anti-shun'ei with his similar hands-spectra, did not convince us with his urban look a little off-topic, and decide to make a strong character was clearly not a good idea. Fortunately, the final boss Otoma = Raga caught up with the furniture, making us forget the pour of Kof XIV. Anyway, we all agree that since the end of the era Orochi, the story of Kof turns a little round. But hey, since when do we buy a baston game for its history huh? Because for the rest, KOF XV fulfills its specifications very well.

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