| System: Neo Geo | Publisher: SNK corp. of America | Release Date: 1998 |
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Genre: Fighting |
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Real Bout Fatal Fury 2 is the most awesome arcade Fatal Fury installment to date (2000 AD). Appropriately entitled "the Newcomers", the main draw of this is supposed to be the two new fighters Xiangfei and Rick. In the intro, they are featured in nice 3D rendered graphics, and they do not disappoint in the game itself. You can use Geese now, and a host of the other characters (from part 3 and the special edition). Apparently, Richard Meyer (part 1) has something to do with Bob Wilson (capoeira fella)... the others make a slamming comeback with some new moves, slight alterations, and overall improvements.
All the standard characters are listed here (you won't see Alfred - d'oh):
| Li Xiangfei | - | - | - | Rick Strowd |
| Terry Bogard | Ryuji Yamazaki | Billy Kane | Bob Wilson | Andy Bogard |
| Joe Higashi | Sokaku Mochizuki | Geese Howard | Cheng Sinzan | Mai Shiranui |
| Kim Kaphwan | Hon Fu | Wolfgang Krauser | Tung Fu Rue | Duck King |
| Blue Mary | Jin Chonsu | Laurence Blood | Jin Chonrei | Franco Bash |

The control system is more or less like that of RBFFS, but the moves are now more varied in number and effect. For some standard special moves, you can execute follow-up techniques with additional stick movement (eg. w/ Mary). The line system is limited to the stage design, as some are single planed (when you whack 'em to the next plane, they take damage, and return) and the others are standard. A fair amount of juggling is allowed (Rick), and you have to master the timing, as usual. What is probably unique here is the "Break Shot", where you can defend the beginning of any blockable attack, carry out the movement for ANY special move (limited by character) before the effect subsides, and then you hit them with an unavoidable reversal tech (shadow and gauge drain), making for a challenging game. (The "AI" does this often.)
Graphics for this 2D game are very effective. The stages are presented with many small details which are pretty hard to ignore... for example, take Sokaku's stage. The darkness, the dead tree, and the rain. When the raindrops fall, you actually see the individual drops hitting the puddles and creating circular wavesfronts, with minimal delay in gameplay. Your character image is reflected in the water when you are over it, and even the special moves. With Mai's stage, doing some special moves can whirl up some cherry blossoms with the wind effect you conjure, and well, the miming of real body motion is not entirely ignored (with Mai, anyway). Mary's stage has a nice alley feel, with the lights going out and all. The electric vibe in Yamazaki's stage is really... sizzling.
The point system is nice; you see the immediate score for your hit or combo. It is rather out of the way, though, so you concentrate on the fight most of the time. In the end, you are shown the record for your streaks (versus the computer). The signatures are based on the points accumulated; I'm not sure about the challenger system so far, as the fights are really riddled with minimal delay (i.e. who truly takes notice?).
The power bar has three different states of use, ranging from high power to super power and potential power (full super bar, and red life bar), just as in RBFFS. When the bar is full (only with super/potential), it drains at a constant rate, until you use the power; wait too long, and you have to restart from scratch.

There are few bad ideas in this game.One might be the extremely secretive power moves and the varying damage done by specials (not as terrible as with RBFFS, though). These hardly affect the gaming experience for average joes ('n' janes), but perfectionists can't help singling them out. On the other hand, those of you who value the taunt screens of other fighters will find fault in this practice where you are immediately directed to the next fight ("Get in the ring!"), and the versus splash screen is shown.
Krauser is not longer the big man in this game. Others have good power and are balanced, with Geese as the real man in charge. Bob Wilson is a good non-projectile character, with many avenues available for tricking opponents. Xiangfei is not really a Chun-li clone; she has a range of combos and powerful moves, and has definitely made her mark on the Fatal Fury scene (evidence: KOF99). Rick is way too animated to be a very flexible player, but he is still powerful. The others have their trademark moves, and a few new additions, which either make them balanced (Terry), or can make them up to par (Sokaku). Joe is a surprisingly good fighter, with all-round good offense.
When you complete the game, the credits are played with a few extremely funny comic renditions of the character in action (some exceptions to the hilarity rule, nevertheless). My favourites vary: Bob does a twirling kick on the ground (on his head) while Andy and the group cheer him on, then his hair starts to smoke. Pao Pao cafe is seen in flames next.. hawhaw! Next is probably Mai, where she is with Andy at the altar, and gets to the point of hugging him. Next thing she wakes up, sweating profusely and looking wild-eyed. You will have to find the others yourself (Geese's one is pretty sad, although he killed Bogard the ice cream man in the first place).

This is an excellent game in more than one aspect. When you get the dough, be sure to pick it up. If you see it in an arcade, try many pops... the girlies are not the only reason to play this game. The real magic of fatal fury is revealed here. It probably even has some appeal to you RPG freaks (the endings DESERVE a good laugh now and then)..
| Graphics:( 9.3 out of 10) | Sound:( 7.0 out of 10) | Fun:( 9.0 out of 10) | Addiction:( 7.0 out of 10) | Total |
| Awesome graphics have been added to the RBFFS standard. New screen flashes, BIG supers, magnificent stage designs (Alfred, Sokaku) and highly animated characters all make this a visual feast. Rick has been overdone slightly... one minor flaw. Yes! Accuracy to two significant figures! ;-) | Damn. The soundFX have been improved since the last attempt, and the sucky background tunes are still there. It was made for the noisy arcade, where music doesn't count much. Yucko. (Then again, I seem to be hooked on classical string instrumentals.) | Booyah! This is a worthy Street Fighter supplement. There are alot o' fights, few pauses (no point summaries to wait out), great single player matches, and even fun competition. I smile when I play this fast action slamfest. | Some readers may not be able to discern the difference between this part and the previous; it will be made clear now. This game is extremely fun, but does not draw money as Evil Ryu does. This is more like the type of game you will attend to when the SF crowd is too thick to penetrate. Great fun when you start and hard to part with, but getting started is rather touchy. | 32.3 out of 40 |
Review done by LChrysler for EmulaZone exclusively. No part of this compilation may be duplicated in ANY form without permission from the Zone.