The shake up this time around accomplishes two things as a direct response to KOF 14: It gives you more viable options to perform outside of MAX mode (a big criticism of XIV was the importance of hit confirming into Quick MAX combos to even play the game at an intermediate level) and breaks up the MAX mechanic into distinctly presented halves for the sake of visual clarity. The King of Fighters has always carried a myriad of universal mechanics, shaking them up between entries but never leaving behind its identity of free form movement and resource management. The outright new addition to the formula is Shatter Strike, which costs 1 meter stock to perform an armored version of the classic CD or blowback attack which will put the opponent in a crumple state in front of you if it connects as well as refund half of the meter cost. Rather than muse at length about the changes made to the systems that carried over I will summarize the most noticeable differences: EX moves can now be performed outside of MAX for half of a meter stock, Quick MAX – a way to activate MAX mode by canceling out of normals into a combo-enabling run towards your opponent – now has its own unique visuals to present it as its own mechanic, and throws are now reversals inputted through holding a direction and C or D. It becomes difficult to talk about what KOFXV is all about because so much of the system is a direct response to its predecessor and if you did not play that game you will be missing the context. The sticking point in discussing gameplay is that KOFXV is not just the latest entry in the franchise, it is the direct follow up to 2016’s The King of Fighters XIV in many ways. Resource management is key during these battles, where each player has a power meter that can fill up to 5 stocks during the match to be spent on super moves or activating the series staple MAX mode mechanic. The King of Fighters XV sticks close to what the series is known for: 3 on 3 team battles where each fighter is brought out one at a time until a player runs out of fighters to use. I look forward to receiving feedback on how well I accomplish this mission, but for now I humbly submit to you my review of The King of Fighters XV. I also intend to make it my mission to speak to the topics that fighting game enthusiasts want to know about when considering a purchase – things like netcode, quality of life features, PC version and console comparisons will be covered here. I expect to be writing many reviews over time, and hope that this one gives you insight into what impacts my enjoyment of a fighting game. I can attempt to be objective but the matter of enjoying something is entirely down to personal likes, wants and tolerances to what I do not like or want. This component will cover online functionality, quality of life features, and any other components that are strengths or weaknesses of playing the game at length.Īny written review is an expression of reaction to the media being reviewed, based on what the writer likes or dislikes. Experience is the sum of the prior two parts in practical use.These factors will be considered for the overall user interface from start to finish. Graphics, sound, performance and accessibility factors will be considered here. Presentation, which will cover how it looks and sounds in motion.Not every game will be familiar to me or have some legacy behind it, so this may vary from first impressions to noting the key changes from a prior entry. Here we’ll talk about the battle system, consider the roster, enumerate the modes of play and discuss what’s new or different. This review will break the game up into 3 components: As such as I’d like to go over my review format. First, welcome! This is the first review I will be writing at SuperCombo, covering a major fighting game release.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |