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楼主 |
发表于 2009-4-25 01:35
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Next is the game interface. We have our opening movie showcasing some
impressive frame by frame animation, along with some cool character
artworks. The menu screen looks much better than the plain blue background
for the Neo Geo version. The character select screen is gorgeous, with each
character panels and their team nicely positioned in a hexagon pattern,
while showcasing some very beautiful and impressive character artwork for
whoever you have highlighted. The order select screen and victory screen
looks very nice as well. One last neat effect is the zooming and "opening"
of the screen before the first match starts. Which can either get you pumped
for your fight or simply skip it.
Another minor graphical update are the special effects to some characters.
Many character's special moves have an added visual enhancement to make them
cooler to look at. A very good start to a true remake.
Sound 10/10
Another thing about KoF is that while its old background music were nice and
catchy, its quality was on an obvious downside, and I suppose we can thank
the Neo-Geo hardware for that. While 98UM had some nice arranged versions of
its original BGM, this game have completely redone every single BGM from
scratch. Not only do these sound great but its instrumental quality is the
best to ever grace a KoF game so far. Many popular soundtracks received a
great updated remix while many of the new characters added got a totally new
BGM. These music range from upbeat, to intense, to dark and moody, to epic
and much more. The music is so well done in this game that you may just find
yourself listening to them in the Sound Test over and over. Many characters
have also received new voice samples as well. Not a very major upgrade but
definitely better than the old version.
Gameplay/Changes 10/10
Before we talk about some of the changes in this upgrade, it should be well
noted that unlike it's original release, 2K2UM boast an impressive roster of
66 characters, arguably the largest roster in a fighting game up to date.
Many fans wished to use characters that have only appeared a few times in
other KoF games, and SNKP respond to them by literally including every
single characters from KoF99 through 2002. Even each series's bosses and
minibosses have made it in, along with the exclusive characters for the PS2
console release of the original 2002. Did you always wanted to play with
Jhun on the 2002 engine? Now you can. Lin, Hinako, Xiang Fei, Heidern? By
all means.
Starting with the system changes. KoF2K2 featured a system that lets you
freely cancel special moves from one another by sacrificing one gauge of
your super meter, called MAX mode. Press B+C to activate, a timer will
appear above your super gauge, it will slowly deplete itself, as well as a
percentage of it for each MAX cancel you do. You can also do a Quick Max
where you are able to cancel normals into MAX mode and continue your combo
with MAX mode active, which would use up two super gauges instead of 1.
Before the timer runs out, you can still activate a Desperate Move without
losing another gauge.
Aside from your DMs (Desperate Moves), each character have SDMs (Super
Desperate Moves) and HDSMs (Hidden Super Desperate Moves). SDMs are listed
as MAX Supers in your command list while HSDMs are listed under MAX2. DMs
uses up 1 super gauge, SDMs and HDSMs uses up 2 while HSDMs can only be
activated when you have only 20% or so life left and your life bar turns
red. Originally, to perform a SDM or HSDM, you had to activate MAX mode
first. One problem with this is that it made it very obvious that you were
attempting a SDM or HSDM soon, causing your opponent to be a lot more
careful and defensive. Because of this, unless you were able to combo your
opponent with MAX mode activated, it made most SDM and HSDM almost
unpractical to use. KoF2K2UM however now allows you to use your SDM and
HSDMs without going into MAX mode but doing so will cost 3 gauges instead of
two. While this may seems a steep price to pay, also makes every single SDM
and HSDM more practical to use, as without having to activate MAX mode, the
surprise can really punish a careless opponent.
The next major change is the characters themselves. While KoF98 was deemed
to be near flawless by the players, 2002 suffered from some balancing
issues. But unlike most other unbalanced games, the problem with 2002 wasn't
that the characters themselves were inferior to another, but rather because
many attacks in their arsenal, namely their SDMs and HSDMs, were almost
useless. KoF2K2UM have fixed this, many characters have their HSDM tweaked
to be either practical, or more useful. Many characters also gained DM
versions of their SDM, or their SDM simply was changed to a DM while they
may have gained new moves and new DM/SDMs. For example, Seth who was one of
the weaker and lesser used characters on the roster can now use his Counter
super as a DM instead of just an SDM. This alone makes him much better than
before, because as I mentioned earlier, you were forced to go into MAX mode
to perform a SDM, and no smart player would attempt anything rash especially
if they know what Seth can do, making it very hard to catch your opponent
with his Counter SDM. Now however, the element of surprise is there, making
Seth a much more formidable character than he was before. Another example is
the character Angel. In the original she could only use her DM inside her
unique UC Chain combos. In Unlimited Match however she can use them outside
of her UC Chains, as well as using her HSDM without connecting with her
counter SDM first. At the same time they fixed her infinite. The number of
changes in characters are very large, and it would be impossible to list
them all here. That will be something for you, the player, to experiment
with and find out. |
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