Deadass, I’m a very casual fighting game player so the trailers didn’t have me very interested but it looks phenomenal here, might actually check it out.
The sudden camera zooms and accompanying echoey splash sound style for KOs are such a great old Art Of Fighting callback: I get nostalgic for that exact thing and have been wishing for a modern game to nod to this cool presentation a little harder than KOF. Wonder if old Fatal Fury had the same thing, but AOF is where I remember these simple impactful moments from. Old school SNK feel being kept alive beautifully 😄
The classic zoom effect is why I like to play around with KOF12. It’s not a good release but I already own it so dicking around in that game for novelty sake is fun
The shift from input difficulty to making the game more mechanically complex sounds like a really good choice. Also, the artstyle looks really pretty in actual 4k quality. This feels like a really good game for fighting game fans.
I feel like Project L is somehow responsible for this. Project L developers were really smart and took all contemporaneous takes on what makes modern fighting games feel off and updated them; now, everything new on most recent fighting games follow their guidelines. As Max said regarding to Terry's reveal on Smash: "Aw, man, this is why Smash it way too good. It's because they give a shit. They like, care, you know? This is all fighting games fan want, that Smash fans get. (..) Just to see the developers give a shit"
@@LuminescentShine oh here we go lol bro of course they can still be fighting game fans and want simpler controls. We gotta move on at somepoint and I have been playing Fgs for decades.
when will people realize that input difficulty is part of the balance of the game and is a crucial part of risk-reward? There's a reason combos are not exciting in recent FGs, and that we will never have another "evo moment 37" in modern FGs. That is just the simple and inevitable tradeoff of making FGs more "accessible"
One thing that I feel might be confusing for some new players is the Revving Up mechanic. Not because it's hard to understand, but rather because it's presented in a way that makes it look like it's a good thing to do. The gauge fills up (something that is usually attributed to good things or resources in fighting games), the "Revving Up" message looks more like a "Keep going" message than a warning, and it doesn't help that the slogan of the game is "Rev it up! Unleash your fury!".
Agreed. Until Max explained in this video, I thought it was similar to SFIV's Ultra Meter or something due to graphical presentation. The only other meter I can remember visually like this is the Stun Meter from SF3. (Granted, there are *a lot* of FG's I'm not familiar with.) Here the color is yellow, which is also associated with the Super Meter *that the Rev Gauge is connected to*. This visually implies a connection with something *you want* to fill. And when the Rev Gauge *is* full, it then affects a different meter visually disconnected from it at *the top* of the screen. And this one goes *down* as your condition gets worse. It feels counterintuitive. 🤷 That said, as someone else pointed out, once you know about it and its properties and spend time with the game you can (almost subconsciously) remember Rev Gauge = bad.
an easy way to solve that might be to actually switch the meters, make the character inflicting the guard crushes rev up a psychological side affect that also might occur is that it would feel like something powerful to use rather than a punishment, which would also generally feel better
Admittedly about power geyser being qcf qcf p, it's that way in the original Garou as well. Every characters super in that game is qcf qcf punch or kick, the exceptions are characters with unique desperation moves like Rock or Dong Hwan; so making those standardized makes sense
This is correct lol. Dong, Marco has triple Quarter circles for their old hidden supers, Jenet has the Just Defend into ABC, and Gato has the dp+A+B rekka thing IIRC Otherwise, supers were universal yea
@@condescending28 in a certain way, it seemed like SNK simplified the Super Special Move imputs in Mark of the Wolves like how Capcom did it in a certain way with Street Fighter III
I hope CotW can sell well, but I'm not expecting Street Fighter or Tekken numbers, much less expecting it to sell as many copies as Mortal Kombat. While SNK's games are popular in various regions like Latin America, China, South Korea and the Middle East, most of their popularity comes from the arcade versions, and plenty of people in some regions played pirated versions at that. But to be fair, if the game reviews well, has a decent amount of fighter in its launch and SNK gives it enough publicity, City of the Wolves could sell as well as Guilty Gear: Strive. It'll also help the fact that the game will come out in all major consoles, that the PS4 is included and perhaps it could come out on Nintendo's next console as well.
@@pablocasas5906 yeah obviously not, its not as flashy or mainstream directed (doesn't make the others bad) but I think FGC vets are gonna love this game
@@Dhampire1976Not exactly true KOF 14 and KOF 15 both look terrible especially when you look at KOF 13 in comparison so for them to have finally address that awful looking style in 14 and 15 is being celebrated heavily with this game lol
I also happened to notice Terry's hair not clipping as much on his jacket compared to the last build. I think this game is setting up to be extremely polished by the time it launches and I'm so excited for it!
I'm also glad that SNK corrected the spelling on Marco's surname, in previous games his surname was referred as "Rodríguez", but Marco's is Brazilian and in Portuguese his surname is supposed to be spelled "Rodrigues"
I mean... yeah. Glad they changed it back. But also, my buddies and I would occasionally have long runs of back-to-back Butt-only matches in Mark of the Wolves. We'd call it "Mark of the Butts." Can't really do that now. 😢
@@DragonHeart613 it has been theorized that SNK changed Marco's name to Kushnood because there was mixed martial artist called Ricco Rodriguez and I supposed they didn't want a M.Bison/Mike Tyson situation like Capcom did. Keep in mind that Marco is not the only character from Mark of the Wolves whose name was changed for the international version, in Japan Tizoc is named Griffon Mask and sometimes he's referred as The Griffon. I don't know if that's a reference to a famous Japanese wrestler, Tiger Mask
Terry's Geyser already was ⬇↘➡x2 in the original Garou. I can say 99% of the regular supers were standarized into that motion too in the original. Only the "hidden" supers had different inputs (and Tizok's grab super iirc)
I play Mark of the Wolves from time to time and Terry's Power Dunk is also different in Mark of the Wolves, in other Fatal Fury and KoF games, except for Real Bout 2 and KoF '99, it was ⬇↘➡x2 + kick, but in MotW it was →➡↘⬇x2 + kick
One thing I really hope the devs catch onto is that tracking the rev gauge is actually not very easy or intuitive. SF6 drive gauge being a few bars with no numbers or anything is way easier to track than a 0-100% half-circle meter. The clarity of this can really be improved on.
Most of it is, really the rev gauge is the big new mechanic in the game, spg acts nearly identical to t.o.p, all the faint attacks and just defend is the same
Yes, he did. It's not the first time that a Fatal Fury adopted an element from the movies into the games. A good example would be how Nobuyuki Hiyama began vocing Joe in the games after voicing him first in the anime
With Terry and Mai's inclusion in Street Fighter 6, I can see a SF character included in City of the Wolves' roster, though if I had to pick one character I'd add Makoto from Street Fighter III
The amusement park stage looks like Raiden's stage from the original Fatal Fury, it would be cool if some stages from previous Fatal Fury (or even Art of Fighting) can return. I think Pao Pao Café could be an obvious choice, especially if Bob Wilson gets added to the roster
@@pablocasas5906 Pao Pao is a staple for sure! AoF is almost guaranteed to crossover in some way at some point now that they confirmed they are making a new one. It's easy cross promotion.
I've been going through the Fatal Fury, KoF, and Art Of Fighting collections and you can really see a lot of the elements that made those so visually aesthetic, even to this day present here. The large detailed characters with top tier animations and the bold, crunchy audio when you land a hit. The camera movement and zooms. I'll be honest I've mostly sat out of the SNK 3D outings as aesthetics are extremely important to me in a FG. I think this looks gorgeous. Terry and Rock look dope.
This game looked more than half done when the first trailer got released, I was so sure it will be releasing this fall (or even this summer) but then they say early 2025 maaaan. Game looks so cool, can't wait!
God I feel like Just Defenses should be kinda the standard for parries in fighting games going forward. Perhaps not the effect for each game but the input for performing it Timing a back (block) input just seems REALLY obvious to do when you think “how do i parry something control-wise” I know people will treat it as gospel and it can’t do no wrong. But I felt even something like SF 3rd strike’s parry system while it was a VERY GOOD one was inherently more not beginner friendly in the fact of the risk of getting blown up timing a forward input TO parry
@@saltyluigi4011Parries are always inherently risky by nature no matter the input. You’re sacrificing a stout defense for the chance in most cases to counter-attack someone off a perfectly timed parry. I more-so say 3rd Strike and in turn to a degree Tekken 8’s Low parry are of some more risk because you have to make the conscious decision to forgo blocking for a chance to parry by doing either a perfectly timed forward input or Down-Forward input for each respective game. I just feel naturally if you already blocking the logical thought process would be “If I time my block perfectly that should be a kind of parry of something. Like how Just Defends are here. They seem less risky by comparison in my thought process to the parries listed earlier
It was so seamless going from that Rock Super move into the Channel intro song. Nice editing! I can't wait for this game tho, looks like a dream to play!!
For some reason, I think City of the Wolves looks like a mixture between, KoF XV and XIII, the original Mark of the Wolves and Real Bout 2 and the latest Samurai Shodown. We could say that SNK developers are getting better at 3D modeling and design
@Maximilian Dood the Super Move level 1 and 2 almost in their entirety were like this in GAROU( if I remember correctly only Tizoc had a 720 type of grab super ): QCFx2 + P / QCFx2 + K for level 1 and QCFx2 + HP / QCFx2 + HK for level 2 . Only hidden suppers had different input... so they are staying true to original game. But also hearing you that QCFx2 + P + HP is hidden super move is very nice since it is easy input and then more people can have access to more characters rather than some 720+P or something. Anyways great review! :D
I don't mind the standardized super commands. I'll miss the variety and will always fondly remember learning Raging and Rising Storms with Geese Howard... but it's also nice to just pick up a new character and known how to do a move. You still gotta learn when and why after all. BUT~!!! I do wish they had gone with og Power Geyser instead of double fireball. Not for nostalgia, of SNK identity and flavor, but rather simply because I think the motion is much easier and intuitive for new players to learn. The upside to double fireball is that it applies to other games as well. But for someone who is totally new to fighting games? Quarter circle back, half circle forward is a much smoother and easier motion to learn. Plus psychology wise it stands more seperate from the double qcf since it's two seperate motions instead of a doubling of a motion you're learning to do for different results. Plus it can't conflict with DPs, etc. Wackier things aside, I really think the "standard" SNK motions of this and towards, HCF, are just better inputs then double qcf. But meh. This works too.
City of the Wolves, Sonic X Shadow Generations, Street Fighter 6 and its crossing over with SNK, feels like I’m in the Dreamcast Era. Just need Sega to drop more of those IPs.
Your voice is not annoying, and I find your commentary insightful. Despite watching you for years, I'm still learning Fighting Games via your knowledge.
Its good to see that this Arcade classic has been made as intended but with better quality than I've ever seen it. I am looking forward to Fatal Fury appearing in Tournaments, in Steam and on Arcades.
Im always skeptical of trailers and such and this is a great example. this footage looks miles better than what we saw initially in some of the trailers. Game is looking good
Max, this is the first time I've even heard of this game. I am so drawn into the precision of it and the way it looks.. I physically want my hands on this game to constantly test, jealous you played and am GLAD. You showed it.
I hope that Hokutomaru gets some new moves, because he inherited some of Andy and Mai's moves in the original Mark of the Wolves, but if Andy and Mai get added to CotW they'll have to differentiate all characters
@@hasdachatlogs I'd also love to hear Junko Takeuchi voicing Hokutomaru, especially since she voiced him before landing the role of Naruto, but it seems like Hokutomaru's voice in CotW first trailer wasn't Junko's. We have to remember that SNK has recasted all of their characters' voices since the release of KoF XIV, only certain characters like King, Benimaru, Athena, Shingo and Ash are still voiced by their original seiyū
@@hasdachatlogs it's just that I missed hearing Satoshi Hashimoto as Terry, Takashi Kondo does a good job, but Satoshi voiced Terry from Fatal Fury 3 up to KoF XIII and his voice was really iconic. Rock is now voiced by Yūma Uchida instead of Eiji Takemoto. Speaking about voice acting, I think it's pretty cool that City of the Wolves is the first major SNK with English voice acting, there were some attempts in the past with the Maximum Impact games, but I don't really count those. I wish SNK could dub CotW into Neutral Spanish and Portuguese, but I think that despite SNK's popularity in LatAm, they still want to capture the attention of the U.S. audience first, not to mention that dubbing a game into multiple languages is very expensive, Mortal Kombat is the only major fighting game that is dubbed into various languages since MKX, and that includes Latin American Spanish
19:32 that's me, I can't do double fireball motion. It's the one motion I never can get consistently so it sucks for me that they went with that instead of something like QCB>HCF
“After that first hour, you start to get used to the mechanics.” I think we need to translate fighting game player time to normal human time. In this case, one hour for a fighting game player equals 1 month for a normal human.
Trust bro, garou is one of those fighting games that are pretty simple to figure out. But of course you won't be an expert on the mechanics in a short period.
@ShinUltima is that an insult? Lol. He recently started playing snk fighters. I still own my neo and have played them all since release at the highest level. There's a big fucking difference. Capcom, our knowledge should be the same. Nrs etc he should have way more than I have. Snk, no contest.
Never played fatal fury or got to know it very well, except for like terry in smash, but this game looks so fking smooth. I'll definitely give it a try
Would be cool if there was an alien fighting game with all different species of aliens with vastly different designs and animations, stages would be different alien worlds of each species
Honestly this game looks exactly like what I’d hoped KOFXV would play like. Mark Of The Wolves has always been a favourite of mine, and this game seems to be right up that alley of interest for me. Definitely super hyped to see more of it and eventually get my hands on it too! 😁
He wasn’t lying, it does look even better than the trailers
Deadass, I’m a very casual fighting game player so the trailers didn’t have me very interested but it looks phenomenal here, might actually check it out.
@@TheFightConnoisseur Since you're a casual here you wouldn’t like playing it. It's too hard for you execution wise
@@k1anstation81 It's not that hard to combo EX-moves into EX-moves, stop gatekeeping.
@@sandwichenjoyer9334 tell that to the guy above, not me.
its almost as if trailers are almost always showing footage of an incomplete product and that youtube quality compression is a thing or something :D
The sudden camera zooms and accompanying echoey splash sound style for KOs are such a great old Art Of Fighting callback: I get nostalgic for that exact thing and have been wishing for a modern game to nod to this cool presentation a little harder than KOF. Wonder if old Fatal Fury had the same thing, but AOF is where I remember these simple impactful moments from.
Old school SNK feel being kept alive beautifully 😄
The classic zoom effect is why I like to play around with KOF12. It’s not a good release but I already own it so dicking around in that game for novelty sake is fun
The best thing it's that probably will be the next SNK revival
I think a new AOF entry is in development,IIRC.
The shift from input difficulty to making the game more mechanically complex sounds like a really good choice. Also, the artstyle looks really pretty in actual 4k quality. This feels like a really good game for fighting game fans.
As a FHD pleb, i really don't like the artstyle, it looks ugly with it's unnecessarily saturated colors...
I feel like Project L is somehow responsible for this. Project L developers were really smart and took all contemporaneous takes on what makes modern fighting games feel off and updated them; now, everything new on most recent fighting games follow their guidelines. As Max said regarding to Terry's reveal on Smash: "Aw, man, this is why Smash it way too good. It's because they give a shit. They like, care, you know? This is all fighting games fan want, that Smash fans get. (..) Just to see the developers give a shit"
@@poisonjam4564I wouldn't call them fighting game fans if they only want simple controls
@@LuminescentShine oh here we go lol bro of course they can still be fighting game fans and want simpler controls. We gotta move on at somepoint and I have been playing Fgs for decades.
when will people realize that input difficulty is part of the balance of the game and is a crucial part of risk-reward? There's a reason combos are not exciting in recent FGs, and that we will never have another "evo moment 37" in modern FGs. That is just the simple and inevitable tradeoff of making FGs more "accessible"
One thing that I feel might be confusing for some new players is the Revving Up mechanic. Not because it's hard to understand, but rather because it's presented in a way that makes it look like it's a good thing to do.
The gauge fills up (something that is usually attributed to good things or resources in fighting games), the "Revving Up" message looks more like a "Keep going" message than a warning, and it doesn't help that the slogan of the game is "Rev it up! Unleash your fury!".
yep
They'll realize it after a few rounds if they have some awareness that it isn't a good thing to over heat. It's going to say Over Heat.
@@condescending28 Yeah, but it shouldn't really be like that in the first place. It's unnecessarily confusing.
Agreed. Until Max explained in this video, I thought it was similar to SFIV's Ultra Meter or something due to graphical presentation. The only other meter I can remember visually like this is the Stun Meter from SF3. (Granted, there are *a lot* of FG's I'm not familiar with.)
Here the color is yellow, which is also associated with the Super Meter *that the Rev Gauge is connected to*. This visually implies a connection with something *you want* to fill. And when the Rev Gauge *is* full, it then affects a different meter visually disconnected from it at *the top* of the screen. And this one goes *down* as your condition gets worse. It feels counterintuitive. 🤷
That said, as someone else pointed out, once you know about it and its properties and spend time with the game you can (almost subconsciously) remember Rev Gauge = bad.
an easy way to solve that might be to actually switch the meters, make the character inflicting the guard crushes rev up
a psychological side affect that also might occur is that it would feel like something powerful to use rather than a punishment, which would also generally feel better
so so hyped for this game, terry is my favorite fighting game character.
Damn your eating this year, then. Can't wait to see how he plays in Street Fighter 6
Fatal Furry about to be LIT
Terry is pretty awesome!
Same with me my dude! Terry is the goat.
I Grew up in the middle of nowhere in Africa and Terry has been my favourite since I was a child.
Admittedly about power geyser being qcf qcf p, it's that way in the original Garou as well. Every characters super in that game is qcf qcf punch or kick, the exceptions are characters with unique desperation moves like Rock or Dong Hwan; so making those standardized makes sense
I was looking through the comments trying to find someone else that knew this :D
This is correct lol. Dong, Marco has triple Quarter circles for their old hidden supers, Jenet has the Just Defend into ABC, and Gato has the dp+A+B rekka thing IIRC
Otherwise, supers were universal yea
Yeah, they don't have a lot of hard inputs in Garou. It's usually left for KOF.
Yeah lol, bout to say similar
@@condescending28 in a certain way, it seemed like SNK simplified the Super Special Move imputs in Mark of the Wolves like how Capcom did it in a certain way with Street Fighter III
i can feel it, this is gonna be SNK's BIG game sales wise in the modern era
Considering Capcom announced 2 SNK characters for SF6, I feel the same
Especially now with the numbers sf6 and tekken 8 brought in, the audience is larger than its been in years
I hope CotW can sell well, but I'm not expecting Street Fighter or Tekken numbers, much less expecting it to sell as many copies as Mortal Kombat. While SNK's games are popular in various regions like Latin America, China, South Korea and the Middle East, most of their popularity comes from the arcade versions, and plenty of people in some regions played pirated versions at that. But to be fair, if the game reviews well, has a decent amount of fighter in its launch and SNK gives it enough publicity, City of the Wolves could sell as well as Guilty Gear: Strive. It'll also help the fact that the game will come out in all major consoles, that the PS4 is included and perhaps it could come out on Nintendo's next console as well.
@@pablocasas5906 yeah obviously not, its not as flashy or mainstream directed (doesn't make the others bad) but I think FGC vets are gonna love this game
@@pablocasas5906It’s just the beginning!
Fatal Fury looks a lot better than KOFXV
Lowkey better than sf6 too
This just in: newer game made on newer hardware in mind looks better than older game made with older hardware in mind
@@dmtmediabrothers true
@@Dhampire1976Not exactly true KOF 14 and KOF 15 both look terrible especially when you look at KOF 13 in comparison so for them to have finally address that awful looking style in 14 and 15 is being celebrated heavily with this game lol
@@SSGKingEZ kof 13 is still beautiful
now i wonder how Terry will feel between this and SF6 coming up and I hope we get both of Terry's looks for it at the very least over there as well
They're definetely gonna charge for his Garou look in SF6, I just know it.
@@AtJoee230 lets hope
I hope so. Disappointed still a little his future look wasn’t a skin in Smash.
@@AtJoee230why wasnt it in the trailer then lol?
@@Hinokami777 they get costumes on down then lie I'm sure
I also happened to notice Terry's hair not clipping as much on his jacket compared to the last build. I think this game is setting up to be extremely polished by the time it launches and I'm so excited for it!
Glad Marco isn't called Butts anymore.
Garou without Dong and Butt makes me a little sad.
I'm also glad that SNK corrected the spelling on Marco's surname, in previous games his surname was referred as "Rodríguez", but Marco's is Brazilian and in Portuguese his surname is supposed to be spelled "Rodrigues"
@@pablocasas5906 Not to mention "Marco" isn't really that common of a name here in Brasil, it's usually Marcos.
I mean... yeah. Glad they changed it back. But also, my buddies and I would occasionally have long runs of back-to-back Butt-only matches in Mark of the Wolves. We'd call it "Mark of the Butts." Can't really do that now. 😢
@@DragonHeart613 it has been theorized that SNK changed Marco's name to Kushnood because there was mixed martial artist called Ricco Rodriguez and I supposed they didn't want a M.Bison/Mike Tyson situation like Capcom did.
Keep in mind that Marco is not the only character from Mark of the Wolves whose name was changed for the international version, in Japan Tizoc is named Griffon Mask and sometimes he's referred as The Griffon. I don't know if that's a reference to a famous Japanese wrestler, Tiger Mask
14:44 In Garou MOTW, Power Geiser is double qcf punch. Most/all supers in MOTW are double qcf
This game looks like it finished the art style that KoFXIV started.
That crush system is actually amazing & might be a new favorite mechanical among all current fighting games.
Terry's Geyser already was ⬇↘➡x2 in the original Garou.
I can say 99% of the regular supers were standarized into that motion too in the original.
Only the "hidden" supers had different inputs (and Tizok's grab super iirc)
I play Mark of the Wolves from time to time and Terry's Power Dunk is also different in Mark of the Wolves, in other Fatal Fury and KoF games, except for Real Bout 2 and KoF '99, it was ⬇↘➡x2 + kick, but in MotW it was →➡↘⬇x2 + kick
The oozing style this game has will keep it looking good 20 years from now. Gotta love style over realism.
One thing I really hope the devs catch onto is that tracking the rev gauge is actually not very easy or intuitive. SF6 drive gauge being a few bars with no numbers or anything is way easier to track than a 0-100% half-circle meter. The clarity of this can really be improved on.
That transistion was godly
Love the artstyle/graphics for this game.
I love how Max describes the mechanics of the game like a new discovery and they are quite literally the same as the good old Garou and i love it
Most of it is, really the rev gauge is the big new mechanic in the game, spg acts nearly identical to t.o.p, all the faint attacks and just defend is the same
FATAL FURY ❤is back
Just waiting on Gato and possibly Yamazaki 😊
yamazaki my goat better be in this game
@@ΚρανίΩno Yamazaki no buy, lol. Mary better be in it as well, as well as the kapwans or at least a kapwan.
Yamazaki with the knife. I forgot to mention
It'd be interesting to see an older Yamazaki in the game
Get ready for blind Gato
3:45 Uhhh... did Terry just do the Hado Sempou kyaku from the Fatal Fury movies?
Yes, he did. It's not the first time that a Fatal Fury adopted an element from the movies into the games. A good example would be how Nobuyuki Hiyama began vocing Joe in the games after voicing him first in the anime
0:43 Terry asserting dominance with a Y-pose
The game is looking even better somehow.. Wish we can get some SF guest (Chun Li would look gorgeous in COTW style)
Chun li and Ryu in kof would be sick.
Gameplay wise, I'd prefer Ken and ibuki, though. Or Cammy and Gouki.
It should be Ryu and Ken or Ryu and Chun Li. Ken would be nice to make the pairing with Terry, but Ryu and Chun Li would make more sense.
With Terry and Mai's inclusion in Street Fighter 6, I can see a SF character included in City of the Wolves' roster, though if I had to pick one character I'd add Makoto from Street Fighter III
No please! leave that for KOF 16, a capcom team in KOF16 would be really cool°!
dudley please
These stages are starting to really look as close as possible to the SNK I remember.
The amusement park stage looks like Raiden's stage from the original Fatal Fury, it would be cool if some stages from previous Fatal Fury (or even Art of Fighting) can return. I think Pao Pao Café could be an obvious choice, especially if Bob Wilson gets added to the roster
@@pablocasas5906 Pao Pao is a staple for sure! AoF is almost guaranteed to crossover in some way at some point now that they confirmed they are making a new one. It's easy cross promotion.
The mechanics look so smooth, you just know crazy moments are coming for this game in tournaments.
Now I'm just waiting for the Kim boys
saaaaaaaame, dong hwan when
3:46 That's badass! 🌪️
I've been going through the Fatal Fury, KoF, and Art Of Fighting collections and you can really see a lot of the elements that made those so visually aesthetic, even to this day present here. The large detailed characters with top tier animations and the bold, crunchy audio when you land a hit. The camera movement and zooms. I'll be honest I've mostly sat out of the SNK 3D outings as aesthetics are extremely important to me in a FG. I think this looks gorgeous. Terry and Rock look dope.
I can't wait to ask ppl if "They're okay?"
5:51 OK! That was nasty! I'm getting hyped now.
Rock actually good in his own game something ain't right
The hit crush thing was included all the way back in Fatal Fury 2!! I remember using it as an anti air
This game looked more than half done when the first trailer got released, I was so sure it will be releasing this fall (or even this summer) but then they say early 2025 maaaan. Game looks so cool, can't wait!
Damn it looks good.
This game is 100% pure DOPAMINE rush, and I'm ALL FOR IT!
This will be my 1st KoF/FF game I'll be buying on day 1. This game looks super promising.
Same here. I've never been this excited for an SNK fighting game ever... including the 2D days. What a return to form. Holy shit.
God I feel like Just Defenses should be kinda the standard for parries in fighting games going forward. Perhaps not the effect for each game but the input for performing it
Timing a back (block) input just seems REALLY obvious to do when you think “how do i parry something control-wise”
I know people will treat it as gospel and it can’t do no wrong. But I felt even something like SF 3rd strike’s parry system while it was a VERY GOOD one was inherently more not beginner friendly in the fact of the risk of getting blown up timing a forward input TO parry
lmaoooo are you complaing that parries are risky because you tap FORWARD???
@@saltyluigi4011Parries are always inherently risky by nature no matter the input. You’re sacrificing a stout defense for the chance in most cases to counter-attack someone off a perfectly timed parry. I more-so say 3rd Strike and in turn to a degree Tekken 8’s Low parry are of some more risk because you have to make the conscious decision to forgo blocking for a chance to parry by doing either a perfectly timed forward input or Down-Forward input for each respective game. I just feel naturally if you already blocking the logical thought process would be “If I time my block perfectly that should be a kind of parry of something. Like how Just Defends are here. They seem less risky by comparison in my thought process to the parries listed earlier
It’s been a standard since samurai shodown 2, just for whatever reason games did not want to utilize it
That’s transition was crazy into the intro was amazing (you should totally add that into the intro)
It was so seamless going from that Rock Super move into the Channel intro song. Nice editing! I can't wait for this game tho, looks like a dream to play!!
This looks SO much better than KOF15, really hope that it reaches a large audience
I just watched the Mega64 podcast, and they talked about Fatal Fury and "meeting Max". Now that's a collab I'd love to see!
Are you ok? Rising STORRMMM
I really feel that this is how SNK wanted KOF14 to look like. The stages and presentation reminds me a lot of that game.
Glad to see they've kept on iterating and improving their art style since then
For some reason, I think City of the Wolves looks like a mixture between, KoF XV and XIII, the original Mark of the Wolves and Real Bout 2 and the latest Samurai Shodown. We could say that SNK developers are getting better at 3D modeling and design
Glad we have people like Max and Justin sharing fighting game reviews, very lucky very
From what I've seen on the website, the simple controls can't do breaks or faints. In the older build they couldn't even do SPG supers at all.
@Maximilian Dood the Super Move level 1 and 2 almost in their entirety were like this in GAROU( if I remember correctly only Tizoc had a 720 type of grab super ): QCFx2 + P / QCFx2 + K for level 1 and QCFx2 + HP / QCFx2 + HK for level 2 . Only hidden suppers had different input... so they are staying true to original game. But also hearing you that QCFx2 + P + HP is hidden super move is very nice since it is easy input and then more people can have access to more characters rather than some 720+P or something. Anyways great review! :D
I think every defensive mechanic you mentioned was in Garou.Glad they left all that stuff and added on it.This game is going to be special
I don't mind the standardized super commands. I'll miss the variety and will always fondly remember learning Raging and Rising Storms with Geese Howard... but it's also nice to just pick up a new character and known how to do a move. You still gotta learn when and why after all.
BUT~!!!
I do wish they had gone with og Power Geyser instead of double fireball.
Not for nostalgia, of SNK identity and flavor, but rather simply because I think the motion is much easier and intuitive for new players to learn.
The upside to double fireball is that it applies to other games as well. But for someone who is totally new to fighting games? Quarter circle back, half circle forward is a much smoother and easier motion to learn. Plus psychology wise it stands more seperate from the double qcf since it's two seperate motions instead of a doubling of a motion you're learning to do for different results. Plus it can't conflict with DPs, etc.
Wackier things aside, I really think the "standard" SNK motions of this and towards, HCF, are just better inputs then double qcf.
But meh. This works too.
City of the Wolves, Sonic X Shadow Generations, Street Fighter 6 and its crossing over with SNK, feels like I’m in the Dreamcast Era. Just need Sega to drop more of those IPs.
That faint cancel thing sounds WILD! It adds so much more depth to the game... Damn! This game is going to be hard af!
It was a mechanic on the previous Garou
Was in mark of the wolves as well but they probably made the timing easier to pull off in this one
Your voice is not annoying, and I find your commentary insightful. Despite watching you for years, I'm still learning Fighting Games via your knowledge.
Did I see that correctly? Terry has a super where he combines a Power Geyser with a tornado???
Yes, it's a reference to an OVA.
@@MeatOfJustice Yeah, wen a see, intantly take the reference, just missing the T pose for the move execution 😂
The Hyakkiokuseiken , yup although they definitely reused Goenitz's tornado from XV. This game looks incredible
Its good to see that this Arcade classic has been made as intended but with better quality than I've ever seen it.
I am looking forward to Fatal Fury appearing in Tournaments, in Steam and on Arcades.
Is this game the reason why half my season 2 characters are guest? Lol
@@manemane1ful no this is the reason my s2 characters are guests :)
It's so nice to see Kushnood again! Everyone looks great too!
We live in a great timeline.
I'm a Tekken player but there's something about this game that makes me really want to try it. Haven't felt that way with SF and MK
lol that intro smoothly transition from the fight. i thought Rock is still doing combos
This game is looking so hype. I love it. Can't wait. Thank you Max for giving us the deeper look!
Man it looks so good, the art style is badass, the animations are smooth, and the force behind hits are beefy.
i’ve been waiting for this
Im always skeptical of trailers and such and this is a great example. this footage looks miles better than what we saw initially in some of the trailers. Game is looking good
high/low crushes were in MOTW, supercombo refers to them as “universal anti-air/lows”. i wonder if they’ll bring feint cancels over too
Defensive mechanics getting shine in a modern fighting game sounds so refreshing 😌
first game I'm buying on release since rdr2
literally same
Max, this is the first time I've even heard of this game. I am so drawn into the precision of it and the way it looks.. I physically want my hands on this game to constantly test, jealous you played and am GLAD. You showed it.
Boy, Rock and Terry are really distinct design-wise.
man I love Marco, he's my absolute favorite of the Ryo's karate style.
Yaaas can not wait to see how nasty Billy and Hokutomaru are gonna be.
I hope that Hokutomaru gets some new moves, because he inherited some of Andy and Mai's moves in the original Mark of the Wolves, but if Andy and Mai get added to CotW they'll have to differentiate all characters
@@pablocasas5906 That's a great point. I bet they will change him up a good bit, yea. Ooooh cant wait to see!
@@hasdachatlogs I'd also love to hear Junko Takeuchi voicing Hokutomaru, especially since she voiced him before landing the role of Naruto, but it seems like Hokutomaru's voice in CotW first trailer wasn't Junko's. We have to remember that SNK has recasted all of their characters' voices since the release of KoF XIV, only certain characters like King, Benimaru, Athena, Shingo and Ash are still voiced by their original seiyū
Yep yep gonna take some getting used to with these new voices. Or heck I might even mess with the English options for a bit. 😅
@@hasdachatlogs it's just that I missed hearing Satoshi Hashimoto as Terry, Takashi Kondo does a good job, but Satoshi voiced Terry from Fatal Fury 3 up to KoF XIII and his voice was really iconic. Rock is now voiced by Yūma Uchida instead of Eiji Takemoto.
Speaking about voice acting, I think it's pretty cool that City of the Wolves is the first major SNK with English voice acting, there were some attempts in the past with the Maximum Impact games, but I don't really count those. I wish SNK could dub CotW into Neutral Spanish and Portuguese, but I think that despite SNK's popularity in LatAm, they still want to capture the attention of the U.S. audience first, not to mention that dubbing a game into multiple languages is very expensive, Mortal Kombat is the only major fighting game that is dubbed into various languages since MKX, and that includes Latin American Spanish
Do recall Max, that in the original Garou, Power Geyser was also double fireball with punch.
I'm digging the visual effects. They look faster than what it actually is. This is good more competition in the market is gr8
14:40 garou 1 also had 2xhcf input for power geyser
Oh man, I can already see how much those new defensive mechanics benefit grapplers, I'm stocked
Nice! Can't wait for this game.
Trippy seeing Terry in this game with red palette next to Rock.
Rock had amazing light confirms in kofxv, i hope they bring that back. It's hard to be a mix character if you can't make them fear your low attacks
King.....7:09 "dont mind me im just enyoying my drink".
19:32
that's me, I can't do double fireball motion. It's the one motion I never can get consistently so it sucks for me that they went with that instead of something like QCB>HCF
Garou already had simplified motions for supers for all characters.
nice transition into the intro theme
all super moves being a double fireball was already in garou. with very few exceptions
“After that first hour, you start to get used to the mechanics.” I think we need to translate fighting game player time to normal human time. In this case, one hour for a fighting game player equals 1 month for a normal human.
He's a capcom fighter. So 1 hour for him equals to probably 10 minutes for me.
Trust bro, garou is one of those fighting games that are pretty simple to figure out.
But of course you won't be an expert on the mechanics in a short period.
You don't need to be good to have fun at a game though. Specially one like this, it's not Marvel.
@@bigshorty4855 Why you insulting Max like that?
@ShinUltima is that an insult? Lol. He recently started playing snk fighters. I still own my neo and have played them all since release at the highest level. There's a big fucking difference. Capcom, our knowledge should be the same. Nrs etc he should have way more than I have. Snk, no contest.
MAX!……nice….also, can we see your full intro when you drop the coin in the cabinet one time for the one time 🥺
Never played fatal fury or got to know it very well, except for like terry in smash, but this game looks so fking smooth. I'll definitely give it a try
Damn this gameplay looks amazing. I want to get my hands on this
OMG that Rock combo in the intro!! He looks sssoooo ssssiiiiicccckkkkk
No cap, for a moment from the thumb I thought that Rock was an alternate costume of Dante 😅
Rock's air SPG attack comes out after EX Rising Tackle. I'm going to guess the grounded one comes out of EX Hard Edge.
I’m excited to see how previous characters perform in COTW with its new mechanics. Especially characters like Ángel and Ash
It's great that the great fighting games of old are developing aesthetic and musical identity of their own
I hope you post those matches soon! Im very interested in analyzing them. This game looks amazing!
real Terry and real timeline came back 😁
Would be cool if there was an alien fighting game with all different species of aliens with vastly different designs and animations, stages would be different alien worlds of each species
I think this is going to be my first 3D SNK fighting game. It's looking really damn good.
MAN, Im excited for what theyre gonna do for Kain
Juri Han as a guest character. Feng Shui engine fits into this system too well and we all know Juri moves copies of games.
Honestly this game looks exactly like what I’d hoped KOFXV would play like. Mark Of The Wolves has always been a favourite of mine, and this game seems to be right up that alley of interest for me. Definitely super hyped to see more of it and eventually get my hands on it too! 😁
Max has become a hungry wolf for Garou (Fatal Fury): City of The wolves.
11:05
Every character can cancel into REV Blow from EX moves, not just Marco.