Original Release:
1998
Game Details:
1-2
Players
Standard
controller
VGA
box
"The
following game was not officially released for Sega Dreamcast. It is emulated
using NEO4ALL RC-4 developed by chui. This is an evaluation of the emulation of
the game as well as the game itself.
Using Team RDC's release you can play this game as though it is a commercial game with only a brief loading screen."
Using Team RDC's release you can play this game as though it is a commercial game with only a brief loading screen."
-Comrade Snarky
NOTE: This is my first ever review for a RDC (NEO4ALL) release. I'm glad its on a game I've enjoyed in my gaming palette.
Gameplay
The King of Fighters 1998: The Slugfest (also released to
the consumer market as Dream Match Never Ends or the Dreamcasts case, Dream
Match 1999) takes the foundation that
was laid out from the previous installment (KoF 97) and further refines it to
create one the tightest, most polished gameplay experiences the series has ever
saw before its release. It removes the series signature story presentation (as
the Orochi Saga story arc came to an end in previous year) and opts for a story-less
dream match like setting where nearly every character (either living or dead by
accounts of the games official canon) introduced up to that point were all
assembled for the first time while the role of the game’s final boss is
fittingly given to the staple series boss (and quite dead) Rugal Bernstein. The games 4
button layout remains the same since the series inception back in 94. The game
borrows the innovative formula of KoF 97, where the user is given the choice to
choose from 2 distinct game mechanics. Extra Mode emulates the old KoF engine
and play style established in 94 and throughout 95 (Manual meter building gauge, Side
Stepping Dodge maneuver, Dash), while Advance Mode provides a more diverse
engine that borrows some elements introduced in KoF 96 with the newly designed
meter stock gauge introduced in 97 (Meter gauge that builds and stocks up as damage
is inflicted or sustained, Evasive Roll maneuver, Running). Additionally the
game also provides users with multiple versions of some the veteran cast members,
in which their fighting styles resemble older styles of play, thus effectively
increasing the character selection. New to this installment is the handicap
that is given after a member of a team has been defeated. For example, In Extra
mode, for every team member that you lose, your gauge gets shorter and shorter
for faster chances of building super meter, while in Advance mode, an addition
power stock limit is given for every member that is lost in your team (you start off
with 3 stocks with the possibility of building a maximum of 5 stocks). Such a handicap
makes for some interesting comebacks and a chance at rising from the ashes of certain defeat.
Story
It all began in 94, kept on rolling in 95, this is how plays
in 96, it came in 97, and now comes and here we go, KOF is here again, nothing’s
gonna stop us 98!!!
Graphics
KOF 98 set a benchmark for the series on the aging Neo Geo
MVS hardware back in its day. Characters sprites remain as large in size as
they had been introduced in KoF 97 but many sprites where further refined to much fan
praise (most notoriously the “New faces Team” which really animated terribly in
KoF 97). Backgrounds (while less ostentatious then the ones that fans were
treated to in the previous game) still look quite impressive. Character
art got a massive overhaul, displaying some of the most impressive artwork
stills the series has ever received up to that point in the franchise.
It’s important to note that the original Dreamcast release
of this game (KoF DM 99) was a visually updated port which included new
character artwork for the EX characters, and new fully animated intro
sequence and most noticeably 3D polygon based backgrounds seen during gameplay. Alas,
even with all these additional visual updates, the release disappoints by not
being VGA compatible whatsoever. With this RDC release, this is about the
closest that dreamcast and fans can hope to get to play this game in a VGA signal on their Dreamcast consoles.
Sound
I've always had this thing about my dislike for the game
announcer in the KoF series when it’s portrayed by a female so it’s natural for
me to say that I find the announcer in this game rather annoying. Audio effects
are spot on and the soundtrack is like a nostalgic trip down memory lane as each team
and characters receive some of their most memorable tunes in this game.
Conclusion
KoF 98 has to this day remained one of the most legendary
points in the long running franchise, (One that took SNK and Eolith about 4 years worth to produce a sequel that surpasses it or one that stands firmly proud besides
this respected installment). Here’s hoping RDC releases KoF
2002 in the not too distant future considering they've been on a roll with King
of Fighters on the Dreamcast platform.
7/10