Deadass, I’m a very casual fighting game player so the trailers didn’t have me very interested but it looks phenomenal here, might actually check it out.
There is something very wholesome about SNK devs and SF devs continuing the legacy of them being joined in how their games function and practically innovating off of eachother. In alot of ways Street Fighter and SNK are like sister series
I adore that they're a bit closer as companies now too, with how SF6 is getting Fatal Fury characters as DLC. I don't think it's crazy to say that it's likely for Garou to get some SF characters too. And like Max has said elsewhere, if all of this goes well that's the first step to getting a new versus game. Finally feels like it's on the table as a possibility again at least.
@@21HandgunsNot exactly true KOF 14 and KOF 15 both look terrible especially when you look at KOF 13 in comparison so for them to have finally address that awful looking style in 14 and 15 is being celebrated heavily with this game lol
The shift from input difficulty to making the game more mechanically complex sounds like a really good choice. Also, the artstyle looks really pretty in actual 4k quality. This feels like a really good game for fighting game fans.
I feel like Project L is somehow responsible for this. Project L developers were really smart and took all contemporaneous takes on what makes modern fighting games feel off and updated them; now, everything new on most recent fighting games follow their guidelines. As Max said regarding to Terry's reveal on Smash: "Aw, man, this is why Smash it way too good. It's because they give a shit. They like, care, you know? This is all fighting games fan want, that Smash fans get. (..) Just to see the developers give a shit"
@@LuminescentShine oh here we go lol bro of course they can still be fighting game fans and want simpler controls. We gotta move on at somepoint and I have been playing Fgs for decades.
when will people realize that input difficulty is part of the balance of the game and is a crucial part of risk-reward? There's a reason combos are not exciting in recent FGs, and that we will never have another "evo moment 37" in modern FGs. That is just the simple and inevitable tradeoff of making FGs more "accessible"
The sudden camera zooms and accompanying echoey splash sound style for KOs are such a great old Art Of Fighting callback: I get nostalgic for that exact thing and have been wishing for a modern game to nod to this cool presentation a little harder than KOF. Wonder if old Fatal Fury had the same thing, but AOF is where I remember these simple impactful moments from. Old school SNK feel being kept alive beautifully 😄
The classic zoom effect is why I like to play around with KOF12. It’s not a good release but I already own it so dicking around in that game for novelty sake is fun
I'm also glad that SNK corrected the spelling on Marco's surname, in previous games his surname was referred as "Rodríguez", but Marco's is Brazilian and in Portuguese his surname is supposed to be spelled "Rodrigues"
I mean... yeah. Glad they changed it back. But also, my buddies and I would occasionally have long runs of back-to-back Butt-only matches in Mark of the Wolves. We'd call it "Mark of the Butts." Can't really do that now. 😢
Admittedly about power geyser being qcf qcf p, it's that way in the original Garou as well. Every characters super in that game is qcf qcf punch or kick, the exceptions are characters with unique desperation moves like Rock or Dong Hwan; so making those standardized makes sense
This is correct lol. Dong, Marco has triple Quarter circles for their old hidden supers, Jenet has the Just Defend into ABC, and Gato has the dp+A+B rekka thing IIRC Otherwise, supers were universal yea
@@condescending28 in a certain way, it seemed like SNK simplified the Super Special Move imputs in Mark of the Wolves like how Capcom did it in a certain way with Street Fighter III
One thing that I feel might be confusing for some new players is the Revving Up mechanic. Not because it's hard to understand, but rather because it's presented in a way that makes it look like it's a good thing to do. The gauge fills up (something that is usually attributed to good things or resources in fighting games), the "Revving Up" message looks more like a "Keep going" message than a warning, and it doesn't help that the slogan of the game is "Rev it up! Unleash your fury!".
Agreed. Until Max explained in this video, I thought it was similar to SFIV's Ultra Meter or something due to graphical presentation. The only other meter I can remember visually like this is the Stun Meter from SF3. (Granted, there are *a lot* of FG's I'm not familiar with.) Here the color is yellow, which is also associated with the Super Meter *that the Rev Gauge is connected to*. This visually implies a connection with something *you want* to fill. And when the Rev Gauge *is* full, it then affects a different meter visually disconnected from it at *the top* of the screen. And this one goes *down* as your condition gets worse. It feels counterintuitive. 🤷 That said, as someone else pointed out, once you know about it and its properties and spend time with the game you can (almost subconsciously) remember Rev Gauge = bad.
I hope CotW can sell well, but I'm not expecting Street Fighter or Tekken numbers, much less expecting it to sell as many copies as Mortal Kombat. While SNK's games are popular in various regions like Latin America, China, South Korea and the Middle East, most of their popularity comes from the arcade versions, and plenty of people in some regions played pirated versions at that. But to be fair, if the game reviews well, has a decent amount of fighter in its launch and SNK gives it enough publicity, City of the Wolves could sell as well as Guilty Gear: Strive. It'll also help the fact that the game will come out in all major consoles, that the PS4 is included and perhaps it could come out on Nintendo's next console as well.
@@pablocasas5906 yeah obviously not, its not as flashy or mainstream directed (doesn't make the others bad) but I think FGC vets are gonna love this game
Terry's Geyser already was ⬇↘➡x2 in the original Garou. I can say 99% of the regular supers were standarized into that motion too in the original. Only the "hidden" supers had different inputs (and Tizok's grab super iirc)
I play Mark of the Wolves from time to time and Terry's Power Dunk is also different in Mark of the Wolves, in other Fatal Fury and KoF games, except for Real Bout 2 and KoF '99, it was ⬇↘➡x2 + kick, but in MotW it was →➡↘⬇x2 + kick
I also happened to notice Terry's hair not clipping as much on his jacket compared to the last build. I think this game is setting up to be extremely polished by the time it launches and I'm so excited for it!
Yes, he did. It's not the first time that a Fatal Fury adopted an element from the movies into the games. A good example would be how Nobuyuki Hiyama began vocing Joe in the games after voicing him first in the anime
The amusement park stage looks like Raiden's stage from the original Fatal Fury, it would be cool if some stages from previous Fatal Fury (or even Art of Fighting) can return. I think Pao Pao Café could be an obvious choice, especially if Bob Wilson gets added to the roster
With Terry and Mai's inclusion in Street Fighter 6, I can see a SF character included in City of the Wolves' roster, though if I had to pick one character I'd add Makoto from Street Fighter III
One thing I really hope the devs catch onto is that tracking the rev gauge is actually not very easy or intuitive. SF6 drive gauge being a few bars with no numbers or anything is way easier to track than a 0-100% half-circle meter. The clarity of this can really be improved on.
Most of it is, really the rev gauge is the big new mechanic in the game, spg acts nearly identical to t.o.p, all the faint attacks and just defend is the same
This game looked more than half done when the first trailer got released, I was so sure it will be releasing this fall (or even this summer) but then they say early 2025 maaaan. Game looks so cool, can't wait!
City of the Wolves, Sonic X Shadow Generations, Street Fighter 6 and its crossing over with SNK, feels like I’m in the Dreamcast Era. Just need Sega to drop more of those IPs.
Your voice is not annoying, and I find your commentary insightful. Despite watching you for years, I'm still learning Fighting Games via your knowledge.
This all seems very cool. I'm glad that there's so many defenseive mechanics in a game made when offense and rushdown is so common in the genre. Sure hope they have good tutorials for all these new additions though. 😅
It was so seamless going from that Rock Super move into the Channel intro song. Nice editing! I can't wait for this game tho, looks like a dream to play!!
God I feel like Just Defenses should be kinda the standard for parries in fighting games going forward. Perhaps not the effect for each game but the input for performing it Timing a back (block) input just seems REALLY obvious to do when you think “how do i parry something control-wise” I know people will treat it as gospel and it can’t do no wrong. But I felt even something like SF 3rd strike’s parry system while it was a VERY GOOD one was inherently more not beginner friendly in the fact of the risk of getting blown up timing a forward input TO parry
@@saltyluigi4011Parries are always inherently risky by nature no matter the input. You’re sacrificing a stout defense for the chance in most cases to counter-attack someone off a perfectly timed parry. I more-so say 3rd Strike and in turn to a degree Tekken 8’s Low parry are of some more risk because you have to make the conscious decision to forgo blocking for a chance to parry by doing either a perfectly timed forward input or Down-Forward input for each respective game. I just feel naturally if you already blocking the logical thought process would be “If I time my block perfectly that should be a kind of parry of something. Like how Just Defends are here. They seem less risky by comparison in my thought process to the parries listed earlier
I've been going through the Fatal Fury, KoF, and Art Of Fighting collections and you can really see a lot of the elements that made those so visually aesthetic, even to this day present here. The large detailed characters with top tier animations and the bold, crunchy audio when you land a hit. The camera movement and zooms. I'll be honest I've mostly sat out of the SNK 3D outings as aesthetics are extremely important to me in a FG. I think this looks gorgeous. Terry and Rock look dope.
Im always skeptical of trailers and such and this is a great example. this footage looks miles better than what we saw initially in some of the trailers. Game is looking good
Can we all just take a moment to comprehend the astonishing fact that not only is Terry Bogard's own Fatal Fury series FINALLY making its long-awaited epic comeback but that Terry is also joining the roster of Street Fighter 6 and before that he was invited to Smash as well? W after W after W for The Legendary Hungry Wolf! Terry Frickin' Bogard is back with a vengeance! Now we just need him in Tekken 8 as well🤞🙏🤞
Don't take this as a bad thing as it would be cool if Terry got into Tekken 8. But if he did, I'd start to question which eldritch God is SNK sacrificing people to in order to get this many good deals to go through.
@Maximilian Dood the Super Move level 1 and 2 almost in their entirety were like this in GAROU( if I remember correctly only Tizoc had a 720 type of grab super ): QCFx2 + P / QCFx2 + K for level 1 and QCFx2 + HP / QCFx2 + HK for level 2 . Only hidden suppers had different input... so they are staying true to original game. But also hearing you that QCFx2 + P + HP is hidden super move is very nice since it is easy input and then more people can have access to more characters rather than some 720+P or something. Anyways great review! :D
I don't mind the standardized super commands. I'll miss the variety and will always fondly remember learning Raging and Rising Storms with Geese Howard... but it's also nice to just pick up a new character and known how to do a move. You still gotta learn when and why after all. BUT~!!! I do wish they had gone with og Power Geyser instead of double fireball. Not for nostalgia, of SNK identity and flavor, but rather simply because I think the motion is much easier and intuitive for new players to learn. The upside to double fireball is that it applies to other games as well. But for someone who is totally new to fighting games? Quarter circle back, half circle forward is a much smoother and easier motion to learn. Plus psychology wise it stands more seperate from the double qcf since it's two seperate motions instead of a doubling of a motion you're learning to do for different results. Plus it can't conflict with DPs, etc. Wackier things aside, I really think the "standard" SNK motions of this and towards, HCF, are just better inputs then double qcf. But meh. This works too.
Its good to see that this Arcade classic has been made as intended but with better quality than I've ever seen it. I am looking forward to Fatal Fury appearing in Tournaments, in Steam and on Arcades.
Max, this is the first time I've even heard of this game. I am so drawn into the precision of it and the way it looks.. I physically want my hands on this game to constantly test, jealous you played and am GLAD. You showed it.
Honestly this game looks exactly like what I’d hoped KOFXV would play like. Mark Of The Wolves has always been a favourite of mine, and this game seems to be right up that alley of interest for me. Definitely super hyped to see more of it and eventually get my hands on it too! 😁
For some reason, I think City of the Wolves looks like a mixture between, KoF XV and XIII, the original Mark of the Wolves and Real Bout 2 and the latest Samurai Shodown. We could say that SNK developers are getting better at 3D modeling and design