SNK Fighting games: Forgotten gems or forgettable games?
I’d like to take this time to get something off of my mind
that I’ve been thinking about a long time (thanks for that, Stone Cold). I’m a big fighting game fan. I’ve been one since watching Street Fighter
for the first time in 1988. It got much
more prevalent with every martial arts movie I saw, every television show with
fighting, and every side-scrolling brawler I have played. Since that day, I’ve always had an eye for
fighting games. It wasn’t until after
the mid-1990s that I came across another video game company known for its fighting
games. I was first exposed to other
fighting game companies around 1994 with the advent of Mortal Kombat. After which, my family started renting games
from Blockbuster Video. The third game
we received was Fatal Fury for the SNES.
I was only used to seeing this game in advertisements, so I wasn’t sure
what to make of it. Upon playing the
game, I realized how different it was from Street Fighter II, but how it also
kept the same ideas in complex motions, different characters and styles, a
tournament, endings, boss characters, and the like. If there were any differences, it was that
the motions for special moves were even more complex than Street Fighter. Also, the game’s flow was a bit more rigid
than that of Street Fighter II. Still,
I found enjoyment in said game, if not for a long time. This would be the first of the fighting games
I was exposed to, and would play, but not the last.
As time passed, I made my way to the local arcade in my
neighborhood every weekend. I first went
there on occasion, but now, it became a regular occurrence. I looked upon the games there, and we had the
regular stuff like Mortal Kombat and Street Fighter, and new things like
Darkstalkers and X-men: Children of the Atom, but as I read up on more arcade
games in magazines, I saw that there were no SNK games in my arcade. I heard about Samurai Shodown, Fatal Fury’s
sequels, and even The King of Fighters 1994, which definitely piqued my
interest. But, sadly, no machines were
there. It wasn’t until a few years later
that I finally saw a Neo Geo MVS machine with actual fighting games in
them. The first MVS I saw and played had
Baseball Stars, Magician Lord, and even King of the Monsters. This time, I got to see Street Slam, World
Heroes 2, Samurai Shodown, and Samurai Shodown 2. All right, finally. Now, we can see some sweet SNK games. This machine lasted for a good amount of
time, swapping in games like Samurai Shodown 3 and Art of Fighting 2. There was still no King of Fighters, but I
managed. These would be the last games I
would see as the machine was removed and more Capcom games were placed in. Now, there are more than enough reasons as to
why this would happen. The machine was
wrought with issues. The machine wasn’t
getting many quarters put into it. There
were more appealing games coming out.
Whatever the case may be, that would be the last I’d see of SNK in
arcade form until college, where I’d see an MVS machine with Metal Slug, Metal
Slug 2, Metal Slug X, and a flying game.
Another machine came into play with King of Fighters 1997, but that
didn’t last long either. Unfortunately,
around this time, SNK had suffered severe restructuring as the parent company
owners wanted to move onto pachinko machines.
The developers would then move on to other companies, specifically
Capcom, until SNK resurfaced under the SNK-Playmore name. Financial problems ensued, but they managed,
but alas, that’s another story, along with its legacy to this point. The story today deals with SNK fighting games
in general. I find it odd that most SNK
fighting games are not touched or used as much in arcades. Is there a connection to such neglect? Is it fair?
Yes and no, not really. But
that’s the video game business. Not
every fighting game is going to appeal to you.
However, when dealing with SNK, the games in question can be pretty
appealing. I know I’ve probably used
this as a reference in conversations with friends and family, but I keep
referring back to Screwattack’s top 10 fighting games of all time. This list was made back in 2006 around the
advent of several new systems. Their
method was this: choose one game per franchise, place it on the list, and order
them from least great to greatest. This
was done to avoid doubles and to show a fighting game series’ peak or continued
growth. The series that were tallied up
include Guilty Gear, Dead or Alive, Soul Edge/Calibur, Tekken, Virtua Fighter,
Killer Instinct, Super Smash Brothers, Mortal Kombat, Capcom’s versus series,
and Street Fighter. Now, this sounds
pretty solid, and of course, all lists are subject to opinion. However, if you want to place some fact in
the choices made, I can think of at most two series that could have been
removed for two SNK series. To me, I’d
put in something from King of Fighters or Samurai Shodown for series needed to
be counted. The problem, unfortunately,
is that for everything that can be accounted for when talking of these series
and other SNK games, there’s some good, and some bad. It’s a mixed bag of things as it seems.
Let’s take a look at game mechanics. The mechanics of an SNK game are alike to
that of any Capcom fighting game, with various motions to pull off special and
super moves, a round system, and varying degrees of punches and kicks. However, when you get into specifics, the
games are very much different. SNK was
the first to add movements like dashing, sidesteps, and rolling into fighting
games. This was to improve on the
tactical side of fights. I should point
out that the creator behind Street Fighter left Capcom to create Fatal Fury for
SNK while a new team came in for Street Fighter II. The original creator, Takashi
Nishiyama, saw Fatal Fury as a spiritual successor to Street Fighter. He developed Fatal Fury around the same time
as Street Fighter II was being made.
Fatal Fury focused more on timing moves and storytelling while SFII
focused more on combos. This mindset
would be the template of how most of; if not all SNK fighting games would be
based. You’d see a lot let multi-hit
combos and a lot more well-timed special and super moves, which at times, were
combos themselves. There wasn’t anything
generally wrong with the approach as it did give the games a more strategic,
more cerebral feel like in a real battle.
However, these mechanics, albeit unique, could be seen as the game’s
biggest crutch. In an attempt to make
the games more realistic, the mechanics do not lend themselves to the game’s
flow. To do super moves, the motions are
very complex. Collision detection seems
to be a bit of an issue as well. The hit
boxes (areas where a strike is to connect) can be a bit tough to predict. Also, you have to have pinpoint accuracy when
rolling or sidestepping to dodge things.
Meanwhile, Capcom only relies on simple controls to do special moves and
super moves are usually done with a simple motion done twice. In fact, if you’re good enough, you can mask
these motions during other moves. You
can roll but as a means to safely fall to the ground, mostly. Also, instead of sidesteps, Capcom has
included the ability to counter moves while blocking, like advancing forward to
reduce block stun, parrying, or even countering with a special move. One would say that while SNK tried to keep
things as real as possible within the means of fantasy, Capcom decided to add
to the fantasy while removing more realism.
While on the subject of mechanics,
let’s take a look at the game’s balance.
When it comes to a fighting game, this is one of the toughest things to
achieve when you are a developer. When
you play enough of a fighting game, you can see the differences in the characters
right down to the last pixel. You can
even see the very specific design flaws that were not fixed upon final
completion of the game. When it comes to
character design, there will more than likely be one or more characters that
have better advantages and abilities than others, to the point of being
virtually unstoppable. Guile was grossly
overpowered in SF II, Zangief could out-grab anyone, and Ryu and Ken were the
stars of the game that stood as some of the toughest challenges on Arcade
mode. Then, there were the boss
characters. Because they were labeled
“The Grand Masters”, they had all types of balance issues, overpowered and a
struggle to overcome. They also couldn’t
be chosen. Once Capcom saw this, they
made another version of SFII called SFII: Champion Edition, where the bosses
could be chosen in battle. Also, people
could choose the same person as their opponent which was initially a balance
issue as well. Once you saw your best
character chosen by someone else, you had to concede and choose someone else
that you were or weren’t good with. This
was a problem Capcom fixed and has remained the gaming standard to this
day. Lastly, the characters’ power
levels, moves, priorities, etc. were tweaked to make them all playable and fair
in combat. Guile was severely toned
down, Zangief was as well, and Ryu and Ken were changed so Ryu was more
defensive with reserved strength and Ken was more offensive with all-out
strength. To this day, Capcom takes its
time to either correct the game’s balance or make sure it is balanced before
and/or after the game is released.
Sadly, SNK still has yet to receive the memo.
SNK games are still grossly
unbalanced. Certain stars are still
overpowered, especially the star characters.
Oh, and the bosses are much overpowered, as they should be. However, they can be too strong to the point
where it’s virtually impossible to beat them.
At times, SNK has taken cues from Capcom by re-releasing certain games
with better balance, more characters, and other gameplay tweaks. However, this has occurred either too little
too late or not at all. The first King
of Fighters game is an example of a game that needed better balance. If you didn’t have Team Mexico, Japan, or
Italy, you had your work cut out for you.
At times, I found myself being repetitive or “cheesy”, as it is known,
in order to win matches. The game was
finally balanced for the first time, about 5 or so years ago. By then, the game was no longer in arcades,
the original version was already released for certain compilations, and gamers
were just about uninterested in older games.
Meanwhile, Samurai Shodown has always been a subject for criticism when
it comes to the games in their series along the lines of balance. Samurai Shodown 3 may have done the most
damage along these lines.
Now that we’ve covered mechanics and
balance, let’s try to place them together and cover another aspect of SNK games
that leave us a bit peeved: difficulty.
What makes a fighting game challenging is the level of difficulty each
fighter has as you try to beat every pre-determined character before beating
the boss or bosses and finishing the game.
The characters get gradually more challenging the further you go on in
the game. This level of difficulty can
be tweaked through the option modes per game, but let’s not consider that for
now. On normal difficulty, certain
characters will be easier than others, either based on their position in the
rankings or with what priorities and skills they have. Considering game balance and the mechanics,
this can make certain battles a little more challenging than most, but not
impossible. I have gained the notion
that people find SNK games to be more challenging than necessary. If doing the moves are challenging, and
certain characters seem unbeatable, and both of these aspects are thrown
together in synergy, expect a lot of lost quarters and continues, even if you
do know what you are doing. This is one
such problem when it comes to boss battles in SNK games. Oftentimes, a boss will have a move that it
90% impossible to avoid or defend against.
If blocking doesn’t work, try to sidestep or roll, right? That works, if the timing was on point, and
detection of collision were on point.
But they aren’t. But, to be fair,
this can be heard as a common complaint from either someone who doesn’t play
enough SNK games or plays too many Capcom games thinking that they are all the
same. However, if this seems to be the
case, the gamer will more than often be turned off by the game in
question.
With all of these negatives abound,
you’d be hard pressed to say that these games are worth the trouble. In truth, it all lies on the tastes and interests
of the gamers themselves. Sadly, these
games may skew very far from those aforementioned tastes. However, that isn’t to say that these games
are generally unplayable or forgettable games.
If you look into the E.V.O. fighting game tournament each year, you see
a slew of games that are played competitively.
Of the games chosen, they are mostly newer games. If any older games are played, it is most
likely that SNK fighting games may make their way into the pickings. Regularly, older games are played
specifically for money at this tournament, away from the main bracketing. Over the years as I have followed the
tournament, I have seen a fair share of SNK games make it into the main
bracketing. They were mostly new, but it
was great to see these games showcased.
When I regularly catch tourney footage in Japan and elsewhere, various
King of Fighters games are recorded, along with The Last Blade 2 and Garou:
Mark of the Wolves. I still have yet to
see the return of Samurai Shodown or its games, but a man can dream. So, it’s easy to see that even though there
are a lot of things at fault for games such as these, they are still very
appealing, playable, and enjoyable to watch.
So, in the grand scheme of things,
where do SNK and its vast fighting game libraries lie? To me, they are gems, not quite forgotten but
not the utmost well received. You would
really have to have a taste for fighting games to enjoy these, if not a
distinct interest in SNK fighters, because this seems like an acquired
taste. I do know that these are mostly
seen played in Japan, but that’s not to say that Americans won’t play it. You just need to know where to look,
really. Perhaps this is what keeps games
like these off of lists of excellence.
Still, an honorable mention would be nice. So, to all my fighting game enthusiasts out
there, make the move to play some SNK fighting games. Go retro and get some game compilations if
you have the means. If you do have some
of the better fighting games, dust off that system you own the game for, and
pop them in. Variety is the spice of
life, and sometimes it’s a means to ignite a new found love or return to
SNK. Now, if you excuse me, I have a
grand total of 11 fighting games, within 2 series to finish off. Does anyone know of a faster way to….play
with every character and get all their endings?
Yea, I didn’t think so. Worth a
shot, I guess.
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