The SP button alleviates this issue somewhat, but it’s a bit awkward to use in combo situations. Compared to, say, the various Street Fighter games as a baseline, the KOF games involve considerably more difficult commands for their specials and especially super attacks. For those of you stuck with touch only, the controls are as good as they can be, but they’re not really good enough. If you have an MFi controller, you can probably skip this next paragraph and add another full star to the score at the bottom of the review. You can rearrange the buttons and tweak the sizes in the options menu, and the nicest thing I can say is that they work about as well as any virtual controls are going to for this game. You can also choose to use an extra button called the SP button, which allows you to easily bust out special moves when pressed in conjunction with any direction. There’s a virtual stick and your choice of four or six buttons, with the extra two in the six-button layout acting as combined presses. The virtual controls used in the actual fighting are very similar to other recent DotEmu SNK ports. If you have a friend in the vicinity who also owns the game, you can slug it out via Bluetooth in the game’s multiplayer mode. A training mode has been added so that you can practice your moves against a CPU dummy with unlimited life. Everything looks and sounds perfect, with intelligent touch controls added to make menus and character selection easier to navigate. Like other classic SNK games on iOS, DotEmu has handled the chores here, and they’ve done their usual sensational job. There’s no story, and the boss this time around is Omega Rugal, an SNK boss if there ever was one. Aside from the roster changes and balancing, the gameplay isn’t much different from the previous year’s version, but that’s pretty typical for a fighting game sequel. KOF ’98 carries forward the Advanced and Extra modes from KOF ’97, offering different styles of building and using your super meter. Eliminate the whole opposing team and you win. If you finish off your opponent, your character’s health will get restored a little and the next fresh opponent will face you in the next round. This installment was from the era where you couldn’t tag in and out freely, instead choosing the order in which your fighters will appear. While some characters, like Iori or Kyo, definitely outshine others, such as Andy or Billy, the gap between the best and the worst is smaller than just about any other fighting game with such a large list of playables.Īs usual for the series, you pick a team of three characters and fight it out against other teams of three. What makes that number of characters even more impressive is how well-balanced the game is. If that’s not enough for you, nine of the characters even have alternate versions that reflect an earlier incarnation. As such, with a few notable exceptions, this game has every character from King of Fighters ’94 through King of Fighters ’97 ($2.99), rounding out the roster to an impressive 38 characters. The King of Fighters ’98 represents the first “Dream Match" installment of the series, where the story is set aside so that old and new characters can appear alongside each other, even if they’re dead or it doesn’t fit the plot. I feel like the series has never quite gotten its due from the general public, but it enjoys a strong reputation among fighting game fans, and The King of Fighters ’98 ($2.99) is arguably the best of the bunch. It also has long roots on handhelds, with semi-regular handheld versions dating all the way back to the second installment, King of Fighters ’95. Not only has it survived through 20 years and more than one company sale, it’s actually seen fairly regular releases throughout that span, proving to be just as prolific, if not more so, than its more well-known competitors. You really have to hand it to The King of Fighters series.
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