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THE MAKING OF RB2 TM THE NEWCOMERS

Retro Gamer

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Issue 279

REAL BOUT FATAL FURY 2

- WORDS BY WILL FREEMAN

THE MAKING OF RB2 TM THE NEWCOMERS

FAST, BEAUTIFUL, AND CHARISMATIC, FATAL FURY REAL BOUT 2: THE NEWCOMERS REMAINS AN ICON OF THE FIGHTING GAME GENRE. WITH AN UPDATED VERSION RECENTLY LANDING ON STEAM, IT'S TIME TO RETURN TO ITS CREATION - AND SPEAK TO THOSE INVOLVED IN THE ORIGINAL AND THE NEW PORT

When the first Fatal Fury game made it to arcade machines in 1991, it marked a significant moment in the history of the iconic outfit SNK. In time, the Japanese firm would go on to stand as one of the most important developers and publishers of fighting games globally. And it unquestionably owes much of that success to the birth and evolution of Fatal Fury.

Adopting the conventional template for head-to-head fighters which had only really been cemented in the previous couple of years series opener Fatal Fury: King Of Fighters was designed by Takashi Nishiyama, creator of the original 1987 Street Fighter. Having left Capcom, as his former colleagues worked on Street Fighter II, Nishiyama joined SNK, with a vision to make a game that offered a spread of characters that were more easily empathised with, and a story that players could feel and connect with a little more. A fighting game, he believed, could be about more than combos, blocks and special moves, bringing heart, narrative and worldbuilding.

Fatal Fury: King Of Fighters was unquestionably visually impressive, delightfully fluid, and certainly charismatic. It brought mechanical depth and nuance, but felt more fun and playful than many of its rivals. It was also a relatively stripped back affair, featuring just three player characters in the original version, along with a fairly contained scattering of enemy fighters. In time, however, the series would grow and evolve, expanding its combat complexity and cast diversity, organically establishing a game world that was loud, boisterous, and charming. Fatal Fury has always had a glint in its eye that made many other fighting series seem a little too staid and stony faced.

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BROKEN SWORD II REMASTER TAKES SHAPE

Charles Cecil talks us through Broken Sword: The Smoking Mirror Reforged

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Blippo+

We speak to the designers of an indie game about retro TV that's out of this world

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PORTABLE SONY PASSION

Forever Arcade's Jay Drury loves his handheld gaming, especially Sony's brilliant PSP

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Fables of the 360

Iam starting to come round to the idea that the Xbox 360 is the greatest console of all time.

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Silent Hill 4: The Room

WHERE GREEDY LANDLORDS ARE THE LEAST OF YOUR WORRIES

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SUPER MARIO BROS

It may not be the oldest trick in the book, strictly speaking, but learning how to access the Warp Zones in Super Mario Bros was a formative experience for many of us.

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Issue 279

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ACHIEVEMENT UNLOCKED

TWENTY YEARS AGO, THE XBOX 360 INTRODUCED A TANGIBLE WAY TO SHARE YOUR GAMING ACCOMPLISHMENTS WITH THE ACHIEVEMENTS SYSTEM. WE LOOK BACK AT HOW IT CAME TO BE AND HOW IT HAS PERMEATED THROUGHOUT THE YEARS, EXPANDING, CHANGING AND INFLUENCING GAMING CULTURE

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Possible mission

When I was 11, Impossible Mission for the Commodore 64 lived up to its name - it was digital cruelty at its finest.

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The Lord Of The Rings: The Third Age

NOW WITH ADDED ACHIEVEMENTS

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Issue 279

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