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Title
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The King of Fighters 2003
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Manufacturer
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SNK Playmore
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System/Year
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MVS/2003
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Genre
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Fighting
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Players
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1 or 2
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Ports
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PS2 and XBox
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The King of KOFs? Not quite.
Overview
Year after year, SNK has been carrying the 2D fighting flag high by
releasing annual episodes of the King of Fighters series. After KOF2000,
SNK's swan song, the series was passed to Eolith. However, numerous fans
lamented the lack of soul in the 2 instalments that followed.
Now, the series is back with (a revitalised) SNK, and it is once more a
swan song of sorts - it is the final KOF game on the NeoGeo hardware. Is
it also the greatest? Well, not quite. But it's a good enough effort and
a step in the right direction.
Graphics 8.5/10
KOF2003, to be completely honest, is one of the best-looking games on the
NeoGeo hardware. It manages to trounce the already visually impressive
SvC Chaos, and even edges out classic games like KOF'98 in certain areas.
The first thing you notice as you start the game is the fact that the
intro isn't a slide show like KOF2001 or KOF2002's. There's a good deal
of animation, definitely on the same level with the classic intros of
older KOFs like '97 and 2000. However, this is just par for the course.
The in-game interface is very well-done and consistent, although the
"sci-fi/high-tech" motif used since KOF2000 is starting to show its age
a little. The in-game art, once again managed by the adept Falcoon, is
good, though still not quite as good as KOF2000's.
Once you get into the actual game itself, however, the real graphical
changes become apparent. KOF2003 sports a good deal of redrawn sprites,
possibly more than any other KOF before it (except perhaps KOF'96). Old
characters like Robert, Terry and Yuri have all been redrawn with great
results for the most part, and the new characters Ash, Duolon and Shen
Woo have well-drawn sprites as well. Malin's sprite is kind of a hack job,
though, as she lacks frames in a lot of areas, but that could probably
be chalked up to her playing style or lack of space on the cartridge.
However, the abundance of new sprites means that the ones that weren't
redrawn stick out more than ever - in particular Daimon's and Leona's
sprites.
Two of the new characters, Tizoc and Gato from Garou: Mark of the Wolves,
have edited versions of their sprites from that game. While the results
are rather good in Tizoc's case, Gato's sprite looks rather shoddily
edited, and the timing on a few of his animations appears to be odd. It's
possible that this was due to the pressure for a 2003 release, but it
would have been appreciated had SNK Playmore done a better job editing
the sprite, especially when many talented sprite artists on the Internet
have already done so.
KOF2003's backgrounds are (thankfully) light years ahead of KOF2002's.
Where the latter looked pixelated and washed out, the former has good
colour variety and a decent (not excessive) amount of background animation.
The backgrounds in KOF2003 are also higher, like those in Garou: Mark of
the Wolves, and actually scroll up and down during moves like Clark's
Super Argentine Backbreaker. It's a rather inconsequential touch, but it
looks nice all the same, and does much to reduce the feeling of being
boxed in that permeated the earlier KOF games.
Other little touches, like the redrawn flash effect for DMs, as well as
the red flicker that fills the screen when an opponent is defeated, give
KOF2003 its own visual flair and style, distinguishing it from other KOF
games.
Overall, KOF2003 is VERY pleasant to look at, but some sprite-related
aspects could have been improved significantly.
Gameplay/Controls 7/10
The crucial question must be asked - does KOF2003 stand up gameplay-wise?
For the most part, the answer is "yes", although there are nagging problems
with the game that prevent it from getting a better rating in this
department.
First, however, here's the lowdown on KOF2003's gameplay system.
KOF2003 retains the 3-on-3 format of the classic KOF games, but tosses
the multiple round format out the window. Instead, rolling changes can be
made by pressing B+C or C+D when a "Change OK" light is lit up. In
addition, tag attacks can be done by doing QCF + BC or QCF + CD. This
results in the active character doing a quick attack, jumping out and the
called character jumping in with an attack of his/her own, after which a
combo may be done. Of course, this means that the knockdown attacks,
previously assigned to the C+D attacks, are out of the game, although
some characters retain those attacks in the form of command moves (like
Chang and Athena). When a character is KOed, he disappears from the stage
and the next fighter in the order jumps onto the screen immediately to
continue the fight. This ensures that fights remain intense and fast-paced.
In addition, KOF2003 implements a "Tactical Leader System," by which the
first person chosen on the character select screen acts as the "Leader"
for your team. The leader has access to his/her specific Leader Desperation
Move or LDM, which in many cases are just their old SDMs or HSDMs from
previous KOF games. However, unlike most HSDMs, the LDMs are actually
useful, and considering various characters' LDMs is an important factor
to consider when forming teams.
Most of the other KOF conventions remain unchanged - you press A+B to roll
forwards or backwards, you gain an extra maximum power stock when one of
your characters is KOed, you can still cancel your guard stance into a
roll or a knockdown attack, and you can super cancel certain special moves
for the cost of an extra stock.
The system works fairly well, for the most part. SNK Playmore has changed
the control scheme to require more precise inputs for a lot of cancels
and/or followups, and while these changes are somewhat disorienting at
first, they eventually grow on you and become second nature. The game
itself, as mentioned before, is very fast-paced, slightly faster than
KOF2002. The tag system is designed to be used offensively rather than
defensively, since tagged-out characters do not regain any life like in
other tag-based fighters. For instance, after a juggle, you can follow up
with a tag attack, tag in the next character and tack on a bit more damage. Alternatively, some tag attacks can be used as quick knockdown attacks to put the opponent on the defensive.
However, there are some nagging issues with KOF2003 that need to be
addressed.
First of all, KOF2003 implements a rather crude damage scaling system
where the first hit of any move that gets cancelled into receives some
penalty. While this might not be an issue normally, it does become an
issue when supercancelling into one-hit DMs. There doesn't appear to be
much point to this system, and it might have been better had SNKP opted
for a damage scaling system more akin to that used in the Guilty Gear
games, or better still, not implemented one at all.
Another problem is that the system changes have led to some rather quirky
gameplay tactics. For one, characters have a slightly longer delay time
as they get up before they respond to player input, and this can be abused
to good effect by characters with grapple moves. It is possible to escape
this trap by quickly jumping on wakeup, but not having it in the game in
the first place would have been a major improvement in itself. Another
problem is the fact that it is VERY easy to throw in KOF2003, almost to
the point of annoyance. Throw escapes arguably render this problem moot,
but it is still incredibly frustrating when attempting a complex combo
after a successful tag-in attack leads to nothing but your character
tossing the opponent far away.
However, the biggest problem with the game is balance. KOF2003 is NOWHERE
near as balanced as KOF2002 was. There are characters who have been nerfed
almost to the point of uselessness, and there are, or rather, is one
character who has to be put in a tier of his own simply because he owns
the rest of the cast for free (Duolon). This might seem inconsequential at
first - after all, arguably no fighter since Super Street Fighter II
Turbo has featured perfect balance - but it doesn't take long to see what
it does to the competitive appeal of the game. Most competition teams for
KOF2003 have a Duolon on them, and characters like Maxima and Whip are
rendered all but redundant due to the often senseless nerfs forced on them
by SNK Playmore. In fact, the general policy for balancing appears to be
"If it ain't broke, nerf the hell out of it." KOF2002 followed the same
route with regards to balance but the results were less apparent because
everyone was more or less nerfed "equally." KOF2003 does not benefit from
this - some characters have clearly been hit harder than others.
KOF2003 is definitely not the mess that SvC Chaos was gameplay-wise, but
there are a lot of things that should have been tweaked before release.
Sound/Music 7.5/10
KOF2003 fares reasonably well on the sound scale. Most of the characters
have had new voice samples added, and many have had their samples totally
rerecorded. Unfortunately, the results are mostly mixed. While characters
liks Mai, Ryo and Kyo use their voice samples from SvC Chaos (which were
very well done), others like King and Mary appear to have gotten the short
end of the stick. Their in-game yells sound rather forced and spastic, to
say the least. Therefore the voice work comes across as being rather
inconsistent on the whole.
The hit sounds have been carried over from SvC Chaos. The consensus still
appears to be that no-one likes them, and there is merit in this viewpoint.
The force and power that could be felt from the old hit sounds is lacking,
although sounds like the electric attack sound and the burning sound sound
very much better than before. Again, there appear to be mixed results.
The soundtrack fares similarly. KOF2003's background music is a good
improvement over KOF2002's and SvC's, but it's still nowhere near the
heights achieved by KOF'98 or KOF2000. There are a good number of very
listenable tracks, but there is also a significant number of rather bland
tracks. The instrument samples are also rather poorly chosen for the most
part - a lot of the tracks would sound better with better samples.
Hopefully, the use of the Atomiswave hardware will rectify this problem
for KOF2004, but it appears we're stuck with KOF2003's decidedly average
OST for now.
Replay Value 7/10
KOF2003 features a large number of new characters (6 in all), as well as
major gameplay changes for other characters (like K', Terry, Jhun and
Robert). Plus, learning the nuances of the new free shift system will
keep you occupied for a long time. The fact that the control scheme has
been tweaked quite a bit contributes to this end.
As far as single player replayability goes, KOF2003 fares well. Unlike
in SvC Chaos, unlocking endings is rather easy. Beating Kusanagi (the
mid-boss) with a DM or LDM unlocks a fight with Chizuru and Maki,
followed by a confrontation with the final boss, Mukai. Beating him
yields the ending for your team. Fail to meet the conditions and you
get sent to fight an alternate final boss, Adelheid, and you receive no
ending. The CPU AI is largely improved from KOF2002, and puts up a good
fight most of the time.
Competitive longevity is another matter entirely. KOF2003 is played
competitively, but as mentioned before, Duolon is pretty much a staple
on every team because of his annoying ability to beat entire teams
effortlessly. Nevertheless, it does have more value as a competitive
fighter than SvC could ever hope to have, although there is still a long
way to go in achieving the sort of balance that 2002 did.
!
Overall 8/10
So, should you give KOF2003 the light of day? It depends. The truth
remains that KOF2003 is the first KOF game in ages that doesn't feel
like a rehash of the previous entry. SNK Playmore has taken the series
in a bold (although not completely unexpected) direction, and have
attempted to shake up the preconceived notions of what a KOF game "should
be." For that at least, they deserve kudos. However, KOF2003 would
definitely have benefited from a few more months in testing, as the
majority of the problems with the game are clearly gameplay-related.
KOF2003 is by no means a bad game - but it's not exactly the KOF to end
all KOFs either. Better luck in 2004, SNK Playmore.
- by ShadowSonic
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