The King of Fighters 2002: Unlimited Match Review

KOF medicine.

Version tested: Xbox 360

It seems my arcade stick skills are getting rusty. I used to play 2D fighters with an aptitude for meticulous motions and flawless timing, but since Street Fighter IV, the shift towards more lenient input recognition has made me complacent. It's not like I can't put together some decent combos, but when playing The King of Fighters 2002: Unlimited Match, I'm reminded of a less forgiving time.

A time when consistent super-cancelling wasn't achieved through rabid stick twirling and optimistic mashing, but instead demanded you buffer the motion perfectly within a strict window of opportunity – otherwise, there'd be no martial arts explosion at the end your epic combo. Unfortunately, this is something which has initially plagued my return to KOF, because Unlimited Match is both a tiger-kick up the backside for shoddy stick-work and a compelling revamp aimed squarely at SNK die-hards.

The original King of Fighters 2002 was a "dream match" instalment in a similar vein to last year's KOF XII. All the characters from the NESTS trilogy were pooled together for a non-canon slugfest, resulting in an impressive roster of 44 which included staples like Terry Bogard and Kyo Kusanagi as well as relative newcomers like Kula Diamond and K'.

Then, last year, Playmore exhumed KOF 2002 for The King of Fighters 2002: Unlimited Match on the PlayStation 2. This upped the running total to 59, and if we're counting character variations like the Orochi incarnations of Chris, Yashiro and Shermie – all with unique move sets – then the final tally tops out at a very impressive 66. That's ten more than Marvel vs. Capcom 2.

5

Yeah, that's right, 59 characters!

Still, what's the point of picking up a fighter which is eight years past its sell-by date? Well, just like barrelled whisky, KOF 2002 has aged very well. It's still sporting the classic four-button layout, but behind its streamlined exterior lies a technical fighting system which has been fine-tuned over many iterations.

Indeed, KOF 2002 ditched the selectable styles and Striker systems in favour of something more intuitive. You pick three fighters and then select an order in which to field them, and although you can't tag out, whoever goes last can stock the most Super Deadly Moves.

These form an integral part of the competitive composition and come in SDM, MAX SDM and MAX 2 flavours – with the former being your basic combo finisher whereas the latter is your ultimate coup de grace. Add onto this a powered-up MAX Activation state and all kind of rolls and blowbacks – most of which burn more meter – and you've got a methodical play style which rewards mind-games as much as flawless execution.

In the looks department, Unlimited Match is visually accomplished, but considering the original KOF 2002 ran on a 16-bit system that was released over 20 years ago, you need to have an eye for retro nostalgia to fully appreciate it. Plus, in terms of fluidity, this doesn't even come close to Mark of the Wolves. But when Unlimited Match has nearly five times the characters, this is to be expected.

What is surprising is Playmore's insistence on – once again – locking the aspect ratio to 4:3; although this is arguably the best way to experience Neo Geo's finest, the lack of a full-screen option feels like an oversight. Nonetheless, the 15 available stages are dripping with SNK fan-service and filled with every character cameo imaginable. And yes, that does include Duck King and Tizoc.

There's also a healthy selection of game modes which include Team Play, Single Play and an Endless survival mode. Plus, if you can make it past 60 consecutive opponents in Endless, you will allegedly unlock Goenitz from KOF '96. Although so far I've only made it to 24, so it could just be a massive lie.

The robust Practice mode sees the return of the command macro system from The King of Fighters '98 Ultimate Match. So if you're having trouble taking down the likes of Omega Rugal and Igniz, you can program in a one-button auto combo. This is obviously cheap, and thankfully doesn't make it into the online game, but to give novices something to fall back on it's an interesting addition. This also goes for the Challenge mode.

The 50 challenges start out as helpful tutorials designed to teach the basics of the various Guard Cancel and Anywhere Cancel subsystems, but before long you're tasked with clearing a boss rush while the controls are inverted as well as going toe-to-toe with the cheap-tastic Nightmare Geese. This guy can throw more fireballs out of the air per second then even Shin Akuma (unverified).

6

All the win quotes have been translated into English. And yes, before you ask, this is a screen from the Japanese version...

Fortunately all seven bosses are banned in the online player rooms by default. But if you absolutely have to see who would win in a fight between Original Zero and Clone Zero, then the option is available. Otherwise, Unlimited Match's online functionality is more or less a carbon copy of KOF '98 Ultimate Match and contains all the usual features like ranked matches and leaderboards.

In terms of netcode stability you'd also probably expect this to be the most lag-free KOF yet, but in truth Unlimited Match is about on par with Neo Geo Battle Coliseum. It doesn't compare favourably to the likes of BlazBlue, but if you can find a local match with less than 100 ping, then input latency is minimal.

But if Unlimited Match has one crowning achievement, it's that its fighting system still feels relevant and competitive. The original KOF 2002 was a series highlight and this remake treats the source material with respect while adding so much more.

This is why I'd rather play Unlimited Match than KOF XII: not because KOF XII was lacking (it was), but because in execution Unlimited Match plays like the king of King's. This doesn't mean you don't have to be a fighter fan to appreciate its many charms and nuances, but for the paltry asking price, this is clearly a lot of fighter for the money. Just don't expect a welcome return after frolicking with today's less punishing fighters, because this KOF is far from forgiving.

8 / 10

The King of Fighters 2002: Unlimited Match is available now on Xbox Live Arcade for 800 Microsoft Points (£6.80 / €9.60).

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Comments (37) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • rivuzu #1 2 years ago

    Oohhh, brilliant. I'll have to bust out my fightstick again! :D
  • muscleblade #2 2 years ago

    Great game imo. Probably the best KOF game to date.
  • jamhead #3 2 years ago

    "This doesn't mean you don't have to be a fighter fan..."

    Aaaargh. Double negative!

    /head explodes
  • Matt_Edwards #4 2 years ago

    "/head explodes"

    Wait till you read my upcoming Fist of the North Star: Ken's Rage review ;)

    ATATATATATATATATATATA!
  • jamhead #5 2 years ago

    ?..
    Fist of the North Sta... aaargh!

    *BOOM*
  • muscleblade #6 2 years ago

    @Matt Edwards

    You do love fighting games dont you? So do i.
  • seabassuk #7 2 years ago

    (to the next poster)

    You're Already Dead!
  • glottis0 #8 2 years ago

    Would be nice to see a screenshot of a fight, as well as the character select screen/win screen.
  • Ranger101 #9 2 years ago

    Oh Mai deh, Shindaeruh!
  • Ranger101 #10 2 years ago

    Looking forward to the Ken's Rage review... I know Matt's a fan of Hokuto No Ken, and I also know that Ken's Rage is abysmal.

    Heads will explode.
  • Ranger101 #11 2 years ago

    When in the Almighty's name are we getting BlazBlue? And is KoFXIII getting a console release? I demand answers Matt.
  • neonxaos #12 2 years ago

    While excecution in SFIV is lenient, combo linking is more stringent than ever. It's a strange tradeoff, resulting in good players absolutely ruining less capable ones. I'm a long-time player of both Tekken and Street Fighter, and I've never met anyone in Tekken against whom I had absolutely no chance, but if your opponent knows his links in SF, you're dead. I think older fighting games actually weren't that divisive.
  • AdamAsunder #13 2 years ago

    "....but considering the original KOF 2002 ran on a 16-bit system that was released over 20 years ago....."

    So it's 2023 now? What COD are we on? I'd seriously hate to be living in Russia about now.
    Edited by AdamAsunder at 11/11/10 @ 10:52
  • flanker22 #14 2 years ago

  • muscleblade #15 2 years ago

    COD 17: Future Warfare 4 from Bungie is just out.
  • jonsaan #16 2 years ago

    is that a screen from the Japanese version?
  • rivuzu #17 2 years ago

    Ohhh shhhh. I don't want Fist of the North Star to be poo. I really enjoyed the demo! I'll probably end up buying it out of sheer fanservice.
  • KujiGhost #18 2 years ago

    'Float like a butterfly, sting like a bee"
  • Shakey_Jake33 #19 2 years ago

    @AdamAsunder - He's right though, it was released for the Neo Geo, which came out in 1990. The console versions are ports of the Neo Geo version.
  • AdamAsunder #20 2 years ago

    @Shakey Jake

    Fuck, yeah my bad. I didn't read it properly.

    I haven't woken up yet.

    I'll be getting my coat.
    Edited by AdamAsunder at 11/11/10 @ 10:58
  • RobotRocker #21 2 years ago

    Isn't the netcode so bad that it's literally unplayable online in Japan?

    But then SNK's reaction to be asked politely by Ignition to use GGPO was allegedly "Don't tell us how to make video games". Pride before fall, etc, etc...
  • Rev.StuartCampbell #22 2 years ago

    Jesus fucking Christ, EG. Those were really the best you could do for screenshots? I found scores in two seconds with Google Images.
  • coderkind #23 2 years ago

    Every time I've tried to dip my toe into SNK fighters I've always concluded they don't feel/play as well as Capcom ones. I could well be wrong, but SSFIV is easily the best fighter I've ever played (haven't played 3rd strike that much...yet) with a ton still to learn in it, so I'll be skipping this I think.

    Erm, I have ordered the new BlazBlue however.
  • Retroid #24 2 years ago

  • Ranger101 #25 2 years ago

    @neonxaos - I think you're right. Capcom mentioned that games like 3rd Strike were inaccessible due to the complexity of parrying etc, and thats why Focus Attack and lenient input's were introduced... only to then include the most 1-frame links any SF game has ever had. Combos in Super Turbo are easier to do.

    What that has achieved is that it hasn't removed the dexterity bar (the fact that you could be someone simply because you could move your fingers quicker rather than your tactics being sound), but simply moved the bar higher, so that there are now fewer people who could reach that dexterity bar.

    The gap between people who can pull off consistent 1-frame links and those who can't is much larger than the gap in previous games of people who could parry or even pull off a hadouken/tiger knee. Capcom certainly did make SSF4 more accessible, but they also resultantly introduced a divisive tier of elites players who's sole distinction is dexterity. I agreed with David Sirlin's sentiments about Dexterity not being the factor that should decide the outcome of a match.
  • Retroid #26 2 years ago

    KoF & Capcom fighters have a different feel.

    All-in-all I prefer KoF and played it to death on the Saturn. Will have to pick this up as I quite liked the demo (once I worked out I could turn off the twatty graphics filtering).

    Got Tekken 6 & SF4 but really haven't played them much despite having both a Capcom fight pad AND a Tekken arcade stick :/
  • spiritsnake #27 2 years ago

    fist of north star is an ok game for an hour or two frolic,per game play session. i like the way the enemies explode,though i feel for me the pace of action is abit slow. it would have been "mind blowing" if the action was much speedier.
  • SlackMaster #28 2 years ago

    Fantastic game and much improved over the original KOF 2002. I remember not liking the original all that much as the music, colour pallet and backgrounds were awful. They have rejigged a lot of this and it really has paid off. KOF 98 is my favourite 2D fighter but was slightly broken. The XBL version of KOF 2002 is just as good but a more balanced fighting system so less cheapness online, although it still hasn't stopped kids disconnecting during rank matches before you beat them.
  • FinalBurn #29 2 years ago

    @Ranger101
    KoFXIII is coming to PS360 next year. Still TBA but recently confirmed by SNKP itself.

    About 2002UM: I didn't try it out yet... Does this port have the same graphic settings of Garou? I really like to play with original blocky visuals, with no smoothing or filtering of sort going on.
    And another thing (last one): does this XBLA version lack anything, compared to the PS2 port (the Tougeki one)? I mean... Less/different stages, extra things like galleries, color edit...

    Thanks alot guys.
    Edited by FinalBurn at 11/11/10 @ 15:50
  • HyperShadow #30 2 years ago

    This version doesn't have the Gallery option, but I guess it does have net play, which seemed OK if you can find anyone playing it.

    Still, I love this game so far, Can't really decide on a team yet. But I do wish the challenge mode would make what it was asking you to do a little more clearer (Anywhere Cancels? Doesn't mention that in the help section, had to go to you tube)
  • TRUTH #31 2 years ago

    I was really hoping they go HD and widescreen as they did with the excellent SNK Battle Colesuiem (a must for those HD 2D fighting games)...Why they only slightly improve the graphics here and not bother with widescreen is just silly for one of the best KOF games - they messed up with Samuari Showdown 2, Fatal Fury 3, KOF 98 and now 2002 - how on earth could you manage to get SNK BC right and everything else wrong!
    Edited by TRUTH at 11/11/10 @ 21:13
  • brigadier #32 2 years ago

    Even though I have no interest in this game whatsoever, I just had to read the review based on the brilliant sub-heading. :)
  • Slipstream #33 2 years ago

    Playing this and loving it. So glad to see all of the old faces return in a Dream Match/Ultimate Match. Chris, Shermie and Yashiro xD

    I've bought it and played it a bit, but by god I need to get me a fight pad, I simply cannot enjoy this game with the current 360 pad. What are the chances this new, rotating pad or whatever is fighter friendly?
  • headrush #34 2 years ago

    I used to love the old snk brawlers. spent like three years of pocket money on my neo geo cd. shame that on a flatscreen the visuals dont look too good anymore.
  • TRUTH #35 2 years ago

    NeoGeo Battle Coliseum is a quality 2D fighter to on XBA, a must for KOF & SF fans...Also SNK manged to go HD with widecreen!...If only they did that with Fatel Fury, KOF 2002, Samurai Showdown 2, Gaouri - as they all great games but just look dated and blocky with bad animation.

    Please SNK if your going to to do XBA games do them like NeoGeo Battle Coliseum - HD, improved effects and animation, widescreen.
  • DAN.E.B #36 2 years ago

    @TRUTH
    that pretty much sums up how I feel about all arcade ports on XBLA
    If they cant be bothered to update their titles with widescreen and HD
    Then they dont get my MS points
  • Remy #37 2 years ago

    Great posts by Ranger101 and neonxaos (again! hey Neon ^_^). It's a complete myth that SF4 increased accessibility overall. It only got people to be able to do the basic special moves more easily - everything else was much harder than in many other fighting games.
    The ONLY Street Fighter game to ever increase actual accessibility to higher level play is SSF2T HD Remix.

    Oh and yeah, there are far more characters to unlock than just Goenitz. This review feels very rushed and unfinished. The netcode in this game is complete ass btw, utterly ruins it online if you're actually into fighting games. Whilst you can (currently) find matches around 80ms from the UK, it uses local input-lag so you'll notice every single ms of lag. Just absolutely terrible way of doing things - but then SF4's is awful too :( The best netcode is easily GGPO and HD:Remix which use rollback netcode rather than local input lag.
    Edited by Remy at 12/11/10 @ 16:50