![]() The rest is as you'd expect - SNK boldly challenged Capcom to claim command of the fighting genre in the '90s, and King of Fighters '95 is still incredibly fluid, entertaining and playable today. It may even be too hard, comparatively - introducing a new issue after addressing an old. ![]() No one could make that same comment here, though, as even when you ratchet down the difficulty selector to its lowest "Beginner" level, you can very well still have the snot kicked out of you. The King of Fighters '95 also amped up the overall difficulty considerably, addressing concerns that the computer's A.I. It seems minor, but it functionally multiplied the character select screen exponentially. '95 lets you mix and match, pairing Terry with Iori and Billy Kane if you want, or any other combination you can dream up. Every character was pre-assigned to a team of three, and you were forced to use those existing trios - so if you wanted Terry Bogard, you were getting Andy and Joe along with him, whether you liked it or not. It was an interesting twist on character selection when first seen in the '94 game, but it was also restrictive. King of Fighters' standard set-up is a three-on-three battle of brawlers, where each individual gets one life bar - and if he gets knocked out, he's out for good and replaced by the next teammate in line. ![]() One key issue that '95 addressed was mixing and matching in your team of three. After the example set here, KoF went on to have a new game once a year, every year, until 2003. The King of Fighters '95 kicked off a long line of yearly sequels to the original KoF concept from 1994 - it introduced new gameplay revisions and new characters, as well as the idea that once-a-year updates could work for something other than major league sports franchises. Value argument aside for a while, let's examine the game itself. ![]()
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