![]() ![]() Many people feel as though KOF: Maximum Impact plays like a Real Bout Fatal Fury game, but I have played very little of RB FF to say for sure (but I love Max. Fatal Fury, Real Bout FF, Mark of the Wolves, etc. I never had the chance to get too far into any of them, but there was many different games. The games did a lot of cool shit, gameplay-wise. Otherwise, I can only think of Just Defend, a little cool thing in Fatal Fury that is similar to SFIII's Parry you can block at the precise time to regain health, iirc. Later on, the series created a dodge system in place of the 2-plane system, and this system seems to be the basis for dodging in King of Fighters later on. First of all, it used 2 planes of combat on which you could battle, and/or cross over to attack/retreat. I felt like Fatal Fury was more akin to Street Fighter. Lastly, the game had the cool effect of showing progressively bruised/bleeding characters as they took damage through the fight. Graphically, Art of Fighting had amazingly large, detailed, and well-animated sprites not to mention zooming/panning camera effects. ![]() The game also innovated the Desperation Attack, a powerful move to use in desperation when your health was low. There was a 'soul meter' of sorts that depleted as you used special moves, and you could reduce your enemy's gauge by taunting. This thread begs for the wisdom of Neo Rasa.Īrt of Fighting, the series, introduced all kinds of cool shit that fighting games didn't really 'standardize' until much later. ![]()
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