![]() ![]() The King of Fighters XV is the return of a long running franchise, yet feels like it was just invented yesterday. There's an easing into this type of play too with all sorts of small appreciated options such as setting slots for more than ten different teams before heading online, fun lobby setups (that even account for breaks), and further smaller quality of life adjustments have been made that should make it a great choice for pro tournaments. There are a few experiences such as Story Mode (which amounts to a variation of the traditional Arcade mode with just a few cutscenes leading to a boss battle) and other options to toy around with, but the real mileage is finding the characters you like the most and putting in the time to figure out all of their nuances and tricks in the heat of battle. Like its competitors, The King of Fighters XV is primarily built around the multiplayer experience. There is a bit of trouble with the weaker connections here and there, but that's also par for the course when playing on a connected that isn't directly hardwired into your router. It's all held together by a rollback netcode which is a pretty big deal for fighting game aficionados as the quick adjustments remove much of the input lag. I've only had a couple of hours worth of rounds by the time of this review, but its online experience feels just a speedy, hard-hitting, and solid as even some local couch matches have been. But if you're just interested in having a few rounds with friends, the roster will definitely keep you experimenting. Some are better fit for more experienced players given their inherent difficulty to pick up (like Angel's rhythmic command scheme, for example), and are there for those who really want to dig in. You can mix your teams according to whatever characters' playstyles appeal to you the most, and it's a wide variety of both visually and mechanically appealing characters. 3 matches, and the roster is stacked with 39 characters all organized into their series canon teams (which can result in different interactions and cutscenes in the story mode). The King of Fighters XV's core is built on 3 vs. The learning curve might be steep, but there is an impressive variety in which routes to take. Adding to this impact is all of the impact effects themselves as each hit looks flashy, feels solid, and there are a lot of fun looking super moves that also include a new kind of visual fidelity with the more cinematic supers. The brand new additions look great too as they all seem to bounce right off of the backgrounds. Characters returning from XIV and prior entries have been tweaked so that their models might share some similarities, but have been adjusted to better fit the 2.5D aesthetic. What you will notice first and foremost is that The King of Fighters XV looks fantastic. The hard hitting fun of SNK's long running franchise is here in plentiful amounts, but it's all been evolved into a new package that's got something for everyone to really dig their teeth into. ![]() Thankfully, this was confirmed to be the case years later as The King of Fighters XV is the fully realized vision of the older titles that has been updated in all the right ways for a whole new generation. The right bones were there, and the spirit of the franchise was still intact, but it was clear that XIV was the test for an even greater project to come. ![]()
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