Playing in either ranked or casual matches is simple enough, but KoF XV requires you to select your team ahead of time, and it’s an oddly complicated affair. There are training and practice modes and a versus mode for coach players or just against the AI, but the real meat is in the online play. The story mode continues the tale of a strange otherworldly invader from KoF XIV and ends in a surprisingly interesting (if potentially frustrating) end boss sequence. The soundtrack is excellent, and the score is impressively varied, though the voice work is largely still all in Japanese. Long-time SNK fans will also appreciate the addition of a Metal Slug-themed area. The backdrops are still basically 2D to match the gameplay, but some of the new arenas are simply gorgeous. We could bring up Mai, the top-heavy ninja, but at this point, we feel only pity for the sheer amount of back pain she must be in at this point. A few iffy designs really stand out Angel seems to be a cowgirl-themed stripper and Shermie, well… I don’t know, except someone at SNK has certain distinctive tastes. There’s a bit of improvement in the outrageousness of some of the women fighters in particular. Character designs are largely the same as ever, with a variety of bombastic designs for the various hard fighting men and women. The fighters are still fully 3D, but the sharp, vividly colorful visuals and smooth animation lend a distinctive feel on the whole. It uses an almost cell-shaded anime art style for its characters. KoF XV takes excellent advantage of the Unreal engine. The action is intense, the controls are precise, and the range of characters, special moves, and fighting styles ensure there’s plenty of depth. No one expects a sequel like this to completely revamp itself, especially not in arcade fighting. The core gameplay and bulk of the impressive 39 character roster (across 13 teams) are all very familiar for anyone who’s played the earlier games. None of these additions make KoF XV feel particularly fresh. There’s also the Rush Mode, where mashing light punch causes a flurry combo attack. There are a lot of decidedly technical aspects to KoF XV like this, including a veritable avalanche of special move types: EX and Super Special moves, MAX Super Special Moves, Climax Super Special Moves… you get the idea. This, in turn, opens up the chance to start a combo immediately. A new Quick Max Mode has been added, which chains to Max mode activation by landing a hit immediately. Max strengthens a fighter’s attack and Guard Crush strength by using a leveled-up power gauge, which builds during combat. KoF XIV’s Max Mode returns with upgrades. The new Shatter Strike lets players counterattack with the classic quarter-circle forward. King of Fighters XV Review: Teamwork is What’s Gonna' Work The updates to the combat “systems” will probably only be noticeable to long-time fans, but the important thing for anyone else is there are more special moves than ever. It’s more polished and shinier, offering mostly mild enhancements and changes to the familiar fighting mechanics. #King the king of fighters xv upgrade#KoF XV feels more like an upgrade of the last game.
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