![]() ![]() However, if you’re a “G” like I am in the game, you will know that there are ways around guard attack like changing the timing of attacks. ![]() ![]() If they don’t stab you in the frakking head with a chopstick, they’re breaking the controller. You want to piss off your opponent? Sit there and use guard attack all day. But being that all a player needs to do is patiently time attacks, pulling it off is as easy as Paris Hilton. Had they made it a bit more challenging to use, then I would probably give credit for its use. Guard attacks automatically avoid moves and counters with an attack that will knock the crap out of your opponent and you can, literally, guard attack anything – both normal and special moves, super moves and, get this… guard attacks… *cough* The biggest problem with guard attack is that it is so easy to execute. Newly implemented mechanics, critical counter and guard attacks, feel more like things they just added to make the game “feel” new rather than being necessary to the player. You would think that, in order to avoid any character mechanics problems, characters would, universally, be balanced and spontaneous and not disproportionate and repetitive. This is definitely one of those “WTF?!?” moments where SNK really made the game quite unbalanced, strategically. A large portion of the cast possesses only one super move (which is a asstard move, by the way), while a couple have two. While some characters were orgasmic to look at and play with, others made me want to punch my LCD TV a couple of times. Kyo, just like his former self in the previous KOF’s, comes back with his signature moves such as the flaming uppercut and the likes. Character design and mechanics were above my expectations (especially with characters like Kyo and Kim). There are aspects of the game that should be given credit to. Though the graphics are pretty to look at (character details and all), the pixilation will become very apparent except when the camera pans out (which will occur when fighters are at a distance from each other) – at this moment, everything looks appealing.īut we I can’t sit here and continue to point out the obvious deformations that SNK has molded out of KOFXII. Granted, the game does have an option to put up anti-aliasing filters, but they do the characters absolutely no justice. One of my biggest beefs with the graphical upgrade is the character pixilation when the camera is zoomed. Now, it looks like Terry’s been excessively drinking protein shakes while poor old Joe was tortured in a P.O.W. There was a point when Terry Bogard and Joe were almost similar in mass. Raiden is a fat dude with more cuts than Sylvester Stallone in Rocky III I mean, you’ll notice the difference in scale between fighters. Either that, or he wasn’t liking the way he looked in those skinny jeans from Old Navy. Compared to just about every other fighter, Joe looks like he was stranded in the ghettos of Somalia for a couple of years. For example, it you notice how our kickboxing buddy Joe seems to have an eating problem – maybe bulimia, or something, from the looks of it. Although, at first, the graphics look appealing, players will notice a couple of oddities in the game. And after a couple of years, SNK finally decided to take the chants of their fans into consideration by upping the artistic direction of KOFXII. For years, fans have cried and moaned about a graphical upgrade which would modernize the decade old fighting game. Of the biggest changes, however, aside from the dwarfed character selection screen and the spacious fighting arenas, is the graphical overhaul that The King of Fighters has gone through.
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