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« on: December 25, 2025, 06:21:43 pm »
127. Fatal Fury: City of the Wolves (PS5)
Like most long time Fatal Fury fans, I was very excited to hear a new game in the series was finally being made after over two decades since the last installment. Not only that, but the game that proceeded City of the Wolves, Mark of the Wolves has remained the gold standard for the Fatal Fury series since its release in the late 90s. To say City of the Wolves had some big shoes to fill was an understatement, however if SNK has proven anything since the late 2000s, it's that they still know how to make some incredible games, albeit with a few stinkers thrown in here and there too. Of course, I preorder City of the Wolves as soon as I could and was counting down the days until its release...and then there were some last minute character announcements that really threw a cold bucket of water on my enthusiasm for this game.
Ronaldo and Ganacci as characters in a fighting game might go down as one of the most odd and most stupid decisions a publisher has ever made. But what made their inclusions even more of a bitter pill to swallow was the omission of two Fatal Fury staples, Joe and Andy, and making them paid DLC characters. This massive fumble on SNK's part was enough for me to cancel my preorder and deciding I wasn't going to buy this game until I could do so for under $30. Less than a year after City of the Wolves was released, I finally was able to pick it up for that price and see if maybe I was too harsh on this game initially. While I do think maybe my anger about a real life pro soccer player and some rando Bosnian DJ being made into Fatal Fury characters was a bit excessive, I have no regrets about waiting to pick this game up until it was much cheaper.
My main issue with City of the Wolves is how restrictive its gameplay is. Sure, you can play the game however you want to in terms of your style. However, the game is clearly designed for a specific type of play style, specifically a much more defensive one that heavily relies on counters, rather than just aggressively pushing your opponent. Especially with the KOF series and Fatal Fury, I absolutely prefer to play these games more aggressively, so needing to play more defensively to have a shot felt very weird for me. I played this game a ton and beat it with many of the characters, but the entire time, I still wished the game allowed me to play much more offensively and still be mostly competitive. And I mean, this kind of works against mid and lower level CPU controlled characters, but against experienced players and harder CPU opponents, you're pretty much screwed.
Despite City of the Wolves punishing more aggressive play styles and favoring more defensive ones, I thought the rev meter and SPG system were good mechanics, although I felt like neither tilted or balanced matches as much as maybe they should. This made them feel a little superfluous, but they still offered some fun variation to the gameplay compared to most other modern fighting games, SNK titles included. I also felt like character balancing was definitely considered heavily when making this game, but again, pigeon holing people into a few play styles sorta sucked a lot of the fun out of what could have otherwise been a much more enjoyable game to play.
While the gameplay of City of the Wolves does leave a lot on the table, the visual presentation mostly does not. City of the Wolves is a mostly detailed, vivid looking game with mostly great character designs, stages, and animations. This game heavily reminds me of Street Fighter IV's art style which is a huge compliment towards this game. Also, stages are pretty memorable for the most part, with a few being a little on the stale side. One issue I did have with the visuals has to do with the cutscenes that play out between matches. These are mostly done using semi-still images of the in game character models in certain poses as dialogue plays. Doing these cut scenes like this just felt a little lazy and also dampened my desire to unlock them all like I did in games like KOF 14 which had lots of hand drawn, fully animated cutscenes for many characters. There are some animated cutscenes, mostly character endings, but these still play out in a somewhat uninteresting way as montages of stills, rather than fully animated scenes.
While the visuals are mostly praiseworthy, the audio is not. In fact, City of the Wolves' audio is probably the game's weakest quality. The english voice acting us umm,,,not great, but luckily you can just switch over to Japanese audio which fixes this issue. No, my main issue with the audio is action the soundtrack which mostly just sounds stale and uninteresting. I don't think there was a single track in this game that caught my attention or made me go, "whoa! This song sounds awesome!" That's a real shame since most Fatal Fury games have great soundtracks, or at least a song or two that really catches my ear when I'm playing them. Unless I'm forgetting a specific older game, City of the Wolves might have the worst soundtrack in the series, which is really too bad.
I have to say, even with choosing to wait for City of the Wolves, I'm still a bit disappointed in it. By no means do I think this is a bad game, or even think it's unfun; rather, I feel like after a 25 year wait, this game just isn't as good as we all wished it would have been. It didn't even necessarily have to be better than Mark of the Wolves, just better than the majority of other Fatal Fury games. Instead, it's a game I'd place somewhere in the middle of the series in terms of how good it is. I also think if you are a more defensive minded fighting game player, who really enjoys punishing opponents with counters and reversals, you will probably enjoy City of the Wolves more than I did. I liked this game, but it's just too bad I didn't like it maybe just a bit more. (12/25/25) [33/50]