A Kenyan family is seeking answers and support to repatriate the body of their 29-year-old relative, who was killed in Ukraine while fighting for Russia.
Clinton Nyapara Mogesa, 29, initially left Kenya for a job in Qatar in 2024, and his family later learned that he had then travelled to Russia.
On Saturday, Ukrainian authorities reported that he had died in a so-called “meat assault” – one involving high casualty numbers – in Donetsk, eastern Ukraine, after being recruited in Qatar. They said the Russians did not evacuate his body, and he was carrying the passports of two other Kenyans.
His death comes amid growing concerns about Kenyans being recruited to fight in the war in Ukraine.
Mogesa’s family told local Citizen TV that they had sold land to raise money for him to travel to Qatar in search of employment.
“His death has shocked us,” his brother Joel Mogere told the station. He said Mogesa was the last-born and “the breadwinner and the hope of this family”.
His mother, Mellen Moraa, said she was diabetic and that her son used to pay for her medication and take care of her, and said she did not know what to do.
“I plead with the government for help,” she added.
The government last month said that 18 Kenyans who had been fighting in Russia had been rescued and repatriated.
Last November, Kenya’s foreign minister said about 200 Kenyans were known to be fighting for Russia and that recruitment networks were still active.
Other African countries have reported cases of young people being approached with offers of lucrative jobs in Russia that later led to military recruitment.
Ukraine’s intelligence assessment estimates that more than 1,400 people from 36 countries in Africa have been recruited to fight for Russia.
Ukraine has in the past repeatedly warned that anyone fighting for Russia would be treated as an enemy combatant, with the safe route out being to surrender.
Ukraine’s intelligence agency on Saturday cautioned foreign nationals against travelling to Russia or accepting employment there, particularly informal or illegal work.
It said travelling there “carries a real risk of being forcibly deployed to assault units without adequate training and with little to no chance of survival”.
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[Getty Images/BBC]
Go to BBCAfrica.com for more news from the African continent.
Ready? Go! Virtua Fighter 5 R.E.V.O. World Stage officially launches today for Xbox Series X|S, marking its triumphant return to the Xbox platform after an almost 20-year absence. A lot has happened with Virtua Fighter over those many years, and the timing couldn’t be more perfect for Xbox players to get back into the ring to compete in what we feel is the most refined Virtua Fighterentry yet.
Not only did we add some long-awaited features that fighting game fans have been asking us for, such as cross-play support, rollback netcode, an expanded training mode, and the return of series antagonist Dural as a downloadable character. But we are also adding a brand-new single-player mode to the game – World Stage!
On that topic, we have asked the Legacy Virtua Fighter Project producer, Seiji Aoki, to talk more about World Stage mode and what it adds to Virtua Fighter 5’s enduring legacy.
“When we originally released Virtua Fighter 5 R.E.V.O. earlier this year, a lot of fans who bought the game really wanted to see single-player content get added to the game. The new World Stage mode was created in response to this. In a way, we wanted to prove to fans that we are always listening to them, and to that end, we wanted to make this new release the best Virtua Fighter yet.
“Perhaps the older Virtua Fighter fans may remember that in Virtua Fighter 4 Evolution, a game I worked on, there was this feature called Quest Mode which quickly became a fan favorite. There, you had to fight your way through these arcades inside this city. From there, you would then start to make a name for yourself by competing in local tournaments. The CPU players you faced were based on real-life player data taken from Japanese game centers (or arcades).
“World Stage mode was directly inspired by Quest Mode. Here, you will participate in this huge tournament where you can name your opponents and play against CPUs based on real-life professionals, with real names you may recognize!
“On top of that, the team spent a lot of time packing this new mode with plenty of content so they can stay engaged for a very long time. For example, there is a list of challenges featured in this mode that includes objectives such as climbing through the many ranks, that will unlock in-game items that players will be able to customize their characters with. There are also side tournaments that will feature their own unique rivals you can compete to win exclusive titles you can use online.
“In our eyes, this mode is an easy recommendation both for those new to the franchise and those returning to the game, so the team is really excited to see how players will react to it.
“Features like the World Stage mode and multi-platform cross-play support (a first for the Virtua Fighter franchise) are all thanks to our amazing community which has been supporting us all this time, giving us all this great feedback and comments that allow us to improve upon the game. We would love it if they kept sharing us their thoughts, and we will continue to appreciate their support as always.”
Virtua Fighter 5 R.E.V.O. World Stage 30th Anniversary Edition
SEGA
☆☆☆☆☆ 14
★★★★★
$49.99
Celebrate the 30th anniversary of the first 3D fighting series – this edition includes exclusive costumes, pre-production artwork, soundtracks, and more.
30th Anniversary Edition contains:
“Virtua Fighter 5 R.E.V.O. World Stage” Base Game
VF 30th Anniversary Swimsuit Costume Set
VF 30th Anniversary Soundtrack Collection
VF Pre-Production Artwork
DLC: Legendary Pack & Yakuza Series Collaboration Pack
VF 30th Anniversary Ranking Titles
The pioneer 3D fighting series continues to evolve as Virtua Fighter 5 R.E.V.O. World Stage arrives on Xbox Series X|S.
Virtua Fighter 5 R.E.V.O. World Stage takes the gameplay of Virtua Fighter 5 to new heights:
Rollback Netcode and Cross-play support let you take on any challenger, anywhere, across the globe in the most intense battles yet.
A brand-new single-player mode, “World Stage”: Challenge powerful rivals on a solo quest to become the ultimate fighter
Enhanced replay functionality and improved training tools.
Your editorial gathers the right “
Lessons of Trump’s Gaza Peace Deal” (Oct. 10). President Trump did what not only President Biden couldn’t but what all the European leaders recently calling for “cease-fire” never tried. The 20-point plan achieves Israel’s goals of the war, protects Palestinian interests, offers hope for a future without Hamas and sets the conditions for lasting peace.
As I boarded my plane out of Tel Aviv on Oct. 10, pure joy was in the air. It permeated every space, billboard sign and hotel. Israelis weren’t celebrating vengeance. They were relishing the prospect of peace, security and the end of a nightmare.
ANCHORAGE — Vladimir Putin is lavishing praise on President Trump ahead of their high-stakes summit in Alaska on Friday, thanking his host for “energetic and sincere efforts to stop the fighting” in Ukraine over three years since the Russian leader attempted to conquer the country.
Trump, at the White House, also expressed optimism ahead of the talks, telling reporters he believes Putin “would like to see a deal” after suffering more than a million Russian casualties on the battlefield.
Yet Russian Foreign Ministry officials said Wednesday that Putin’s war aims remain “unchanged.” And an aggressive Russian advance along the front lines this week provided evidence to military analysts that Moscow has no plans to implement a ceasefire.
It was a day of diplomatic maneuvering ahead of an extraordinary visit from a Russian president to the U.S. homeland, and the first audience Putin has received with a Western leader since the war began.
“It’s going to be very interesting — we’re going to find out where everybody stands,” Trump told reporters in the Oval Office on Thursday. “If it’s a bad meeting, it’ll end very quickly. And if it’s a good meeting, we’re going to end up getting peace in the very near future.”
Putin’s positioning ahead of the summit, and Trump’s eagerness for a deal, continue to fuel worries across Europe and in Ukraine that the Alaska negotiations could result in a bilateral agreement designed by Moscow and endorsed by Washington that sidelines Kyiv.
In London, Britain’s prime minister, Keir Starmer, hosted Ukrainian President Volodymyr Zelensky on Thursday, offering support for Trump’s effort while placing the onus on Putin to “prove he is serious about peace.”
“They agreed there had been a powerful sense of unity and a strong resolve to achieve a just and lasting peace in Ukraine,” 10 Downing Street said in a statement.
Trump said the Alaska summit, to be held at Joint Base Elmendorf-Richardson in Anchorage, is meant to “set the table” for direct talks between Putin and Zelensky that could include himself and European leaders.
Journalists stand outside Joint Base Elmendorf-Richardson in Anchorage on Thursday ahead of Friday’s summit between President Trump and Russian President Vladimir Putin.
(Jae C. Hong / Associated Press)
But addressing reporters, Trump suggested that denying Putin dominion over all of Ukraine — and allowing him to hold on to the territories he has seized militarily — would be concession enough from Moscow. The president had said in recent days that land “swapping” would be part of an ultimate peace settlement, a statement rejected by Kyiv.
“I think President Putin would like to see a deal,” Trump said. “I think if I weren’t president, he would take over all of Ukraine.”
“I am president, and he’s not going to mess around with me,” he added.
Russian state media reported Thursday that Putin had gathered his advisors to inform them of “how the negotiation process on the Ukrainian crisis is going.”
Trump, “in my opinion, quite energetic and sincere efforts to stop the fighting, stop the crisis and reach agreements that are of interest to all parties involved in this conflict,” Putin said.
But U.S. efforts to get Russia to halt the fighting have proved futile for months, with Moscow pressing forward in an offensive that has secured incremental gains on the battlefield.
“Putin thinks that he is winning this war militarily,” said Frederick Kagan, director of the Critical Threats Project, which collaborates with the Institute for the Study of War to produce daily battlefield assessments on the conflict. “He’s also confident that Western support for Ukraine, and particularly U.S. support, will break, and that when it does, Ukraine will collapse, and he’ll be able to take control of the whole thing.”
“It’s been his theory of victory for a long time,” Kagan said, “and it’s a huge part of the problem, because he’s not going to make any concessions so long as he’s confident that he’s winning.”
Russian incursions along a strategic portion of the front line, near a crucial Ukrainian logistics hub, spooked Ukraine’s supporters earlier this week. While serious, Kagan said that Russia does not hold the territory, and said that the conditions for offensive Russian operations had been set over the course of months.
“The Russians continue to have the initiative, and they continue to make gains,” he added. “The first step in changing Putin’s calculation about the war is to urgently help the Ukrainians stop the gains.”
Zelensky, after meeting with Starmer in London, said that he and the British leader had “discussed expectations for the meeting in Alaska and possible prospects.”
“We also discussed in considerable detail the security guarantees that can make peace truly durable,” Zelensky said, “if the United States succeeds in pressing Russia to stop the killings and engage in genuine, substantive diplomacy.”
Trump and Putin plan on arriving of the U.S. airbase within moments of one another, and are expected to meet on the tarmac before retreating into a private meeting.
30-year-old Paige VanZant is leaning more lover than fighter these days, and there is nothing wrong with that. According to TMZ Sports, the 8-5-0 record holder is no longer focusing on combat sports full-time. VanZant has shifted focus to her lucrative modelling career, thanks to sites such as OnlyFans.
She stated, “Fighting, I have to understand now, is just a hobby.”
The Illinois beer industry is rallying against legislation in Springfield that, if passed, could make making low-dose THC beverages illegal. The brewers claim the dispensary lobby is ramrodding a bill through the state Senate and House that would mandate breweries and distilleries that produce drinks like THC seltzers to operate under the same (and more costly) licensing requirements as dispensaries.
Introduced in April, the Hemp Consumer Products Act (Senate Bill 3926) presents far-reaching regulations that impact bars and taprooms, which began serving hemp-derived products in February. These products are derived from hemp rather than cannabis. Licenses would come with a $5,000 application fee and a July 1, 2026 deadline to apply.
An amendment to that bill, filed on Tuesday, May 9, which brewers say goes beyond the scope of public safety, and adds stricter guidelines for hemp-derived products. In a statement, the Illinois Craft Brewers Guild describes the legislation “as short-sighted and the monopolization of THC under the guise of legislation” and claims that the measures would “immediately prohibit thousands of Illinois businesses manufacturing hemp-based products, including craft breweries.”
The regulations would administer a big blow to the state’s breweries, which are searching for ways to boost sales since the industry’s peak at the start of the pandemic.
“As craft beer has leveled out, a bunch of brewers in Illinois have seen sales of craft beer replaced by the sales of hemp-derived products,” says Ed Marszewski, co-owner of McKinley Park-based Marz Community Brewing. Marz sells the most THC drinks in Illinois. These are non-alcoholic; the state forbids selling drinks mixed with both THC and alcohol.
About 30 Illinois breweries — roughly 10 percent of the industry — make THC-derived drinks. Marszewski accuses lobbyists of stealthily “slipping in some pork.” There’s a feeling the bills were designed to get through the Senate with minimum discussion, part of larger omnibus legislation. The fear is the bills would be bundled with other legislation and arrive on the House floor for a concurrence vote where representatives could only vote “yes” or “no” without scrutiny.
Choom Lite is a non-alcholic sparking drink with THC.Central Park Bar
“The high-level goal, which is certainly applaudable — and I support 1,000 percent — is public safety,” says Glenn McElfresh, a cannabis lobbyist, advocate, and owner of Perfectly Dosed, a Chicago company that makes emulsions so breweries can manufacture THC drinks. (Hopewell Brewing in Logan Square is one of its clients.) “The secondary part of this, the part that hurts is it’s protecting the economic interest of existing cannabis business owners.”
Brewers, like Marszewski, point to bills introduced in February (Senate Bill 2790 and its House companion, House Bill 5306) as evidence they aren’t opposed to regulation.
McElfresh will testify Wednesday afternoon in front of state senators in Springfield to share his insights. Reps from the Hemp Beverage Alliance and Illinois Craft Brewers Guild will assemble on Thursday morning at Hopewell Brewing for a news conference to discuss the latest news.
The beverage industry argues that cannabis companies want to be the ones selling them to customers and controlling the market. There’s also disagreement about how the bills came into existence. Brewers believe that one organization, the Cannabis Business Association of Illinois, is behind the legislation. CBAI is a lobbyist group representing dispensaries and labs around the state.
“We share Leader Lightford’s goals to protect children, empower consumers, and strengthen our state’s legal cannabis industry,” CBAI executive director Tiffany Chappell Ingram says in a statement to Eater. “We appreciate her leadership on this important issue and look forward to continued conversations about the best way to rein in the proliferation of synthetic THC intoxicants that are currently sickening children, confusing customers, and undermining our state’s carefully crafted cannabis market.”
Tiffany Chappell Ingram, executive director of the Cannabis Business Association of Illinois speaks in April in Springfield.Brian Cassella/Chicago Tribune/Tribune News Service via Getty Images
The bills’ sponsor, state Sen. Kimberly Lightford (D-Maywood) tells Crain’s that legislators are in the process of negotiating with the hemp and cannabis industry to design a bill that “all sides can agree upon while ensuring our common goal to have a fair, just and safe industry remains.”
While McElfresh commends Lightford’s commitment to public safety, he claims that the CBAI and other cannabis industry lobbyists have failed to engage with brewers: “How many times have you included the Craft Brewers Guild or the beer industry in discussions?” he says. “The answer has been zero’”
Dispensary owners undergo a detailed background check and are subject to strict security requirements. There’s resentment within the cannabis industry that breweries aren’t held to equal standards and don’t pay the same in taxes.
Breweries feel the amendment would effectively crush any growth in their sector while allowing massive cannabis companies to thrive
“So far we are setting these huge companies coming into the space that have seemingly unlimited funds,” says Samantha Lee of Hopewell Brewing, comparing cannabis with the early, scrappier days of the craft beer industry. “It’s a very different approach and feel.”
Lee says Hopewell began serving THC drinks in February after collaborating with Fair State Brewing Cooperative in Minnesota. Minnesota has already been a battleground for low-dose THC drinks, as the state has seen the market soar. Marszewski notes that more than 100 breweries in Minnesota manufacture THC-infused drinks. So-called “Big Cannabis” doesn’t want to see the same success unfold in Illinois, Marszewski and Lee say.
The Illinois Brewers Guild notes that Minnesota generated $1.5 million in tax revenue from $15.4 million in sales from hemp-derived drinks two months after that state began regulating the industry in June 2022. The guild claims the state “could generate hundreds of millions of dollars in tax revenue if we follow Minnesota’s model.” Minnesota’s law does have loopholes.
The state’s beer distributors — often seen as representing the big breweries that compete with the smaller craft breweries — seem united with their smaller siblings. McElfresh says that’s uncommon.
“This is like getting dogs and cats to agree that loud noises are scary,” he says.
Amid steeply escalating school crime, drug use and fighting, individual Los Angeles public school campuses should be allowed to decide whether to station a police officer on campus, a safety task force said, a recommendation that, if adopted, would reverse wins by anti-police student activists but respond to calls by many parents to restore officers.
Recent practice in the L.A. Unified School District has been to keep police off campus. Instead, school police — a department paid for and operated by the school system — patrol areas around schools and respond to emergency calls off and on campus.
The task force, established by the Board of Education, has operated quietly during the current school year against a backdrop of rising fights on campus and difficulty controlling vaping and the use of serious drugs, such as fentanyl, which killed a student on campus in 2022. District data show a sharp rise in what the school system refers to as reported incidents.
The latest data leave out the two peak-pandemic years of 2019-20 and 2020-21 because students were learning from home for all or much of the time. But with that caveat, incidents under “Fighting/Physical Aggression” have climbed every year since 2017-18, despite declining enrollment. Incidents especially surged once students returned from remote instruction.
Before the pandemic, in 2017-18, there were 2,270 such incidents; the next year, also pre-pandemic, recorded a 2% rise to 2,315. Then came the pandemic and remote learning. After on-campus instruction resumed, these incidents increased 28% in 2021-22 and by 54% year over year in 2022-23.
Brenda Fernandez, an LAUSD staff member, listens in between writing down notes from parents concerned about school safety during a meeting May 2 at Patrick Henry Middle School.
(Michael Blackshire / Los Angeles Times)
Put another way, during the two full years since police were removed from campus, incidents of fights and physical aggression rose to 4,569 from 2,315, almost doubling. And as of April 15, with about two months left in the school year, the number was higher still — at 4,786.
It was on April 15 that tension at Washington Preparatory High School in South L.A. boiled over in an after-school confrontation a few blocks from campus. A student fending off at least five other students pulled out a gun and opened fire. A 15-year-old died.
In that incident, a nonpolice school-safety worker, part of the “safe passages” program, allegedly declined to intervene when approached by students just before the fight began.
“One student died because safe passages does not work,” said Diane Guillen, a leader on a key district parent advisory council. She said a parents group is going to have at least 2,000 signatures calling for a restoration of school police to present to the Board of Education at Tuesday’s meeting, when the task force’s recommendations will be presented.
The school board is not expected to take immediate action, but L.A. schools Supt. Alberto Carvalho is developing a revised safety plan, part of which may require the board’s authorization.
At an April meeting of the Board of Education, more than two dozen parents called for increased police staffing and the return of officers to campuses.
A chart from a Los Angeles school board committee meeting in April indicates that incidents among students involving suicide risk, fighting, weapons and illegal/controlled substances have risen steeply since students returned to in-person instruction after pandemic campus closures.
Any member of the public could participate in the task force, but most involved appear to have been district employees — including within the school police — as well as community members and parents who are not anti-police. The outgoing head of the school administrators union, Nery Paiz, also took part. No anti-police activists attended the task force’s April meeting.
Anti-police student activists and professional organizers working with them are likely to have a presence Tuesday at the Board of Education meeting. They typically have speakers at board meetings at least once a month and stage rallies at least twice a year. The anti-police effort also is backed by the leadership of the politically influential teachers union, United Teachers Los Angeles.
Although celebrating that action, activists wanted more — the complete elimination of school police — and are angry at what they see as broken promises and backsliding: The school police budget has crept upward, pulled along by districtwide salary increases and higher costs. Overall, police staffing remains at a reduced level.
Before the cuts, a high school typically would have one full-time officer and two middle schools would share one officer.
In the recently released data, the categories of “suicide risk” and “illegal/controlled substances” also showed small rises in the last year of the on-campus police presence — suggesting that all was not well even with officers assigned to schools. But as with the fighting, during the 2021-22 and 2022-23 school years, the district experienced sharp rises in the number of incidents.
In two categories, threats and weapons, the numbers were lower in 2018-19 but then rose over the last two years.
Cause and effect related to school police is difficult to determine because so many factors are at play. Student mental health issues, for example, worsened across the nation in the wake of the pandemic and there were widespread — largely anecdotal — reports of increased campus fighting. It’s hard to know the extent to which the L.A. Unified data reflect the lack of police, post-pandemic stressesor other factors.
It’s also hard to evaluate the consistency of incident reporting. The school system has long refused to release even redacted incident reports that would permit an independent assessment. Nor will the district release information about incidents in relation to specific campuses.
Marcos Tapia holds a card for the school safety meeting at Patrick Henry Middle School on Thursday, May 2, 2024, in Granada Hills.
(Michael Blackshire / Los Angeles Times)
Last year, student activists at Dorsey High in South L.A. said that they felt safer, more respected and better able to focus on coursework thanks to the removal of the school’s police officer and the addition of more counselors.
Last week, more than 100 parents attended a school safety town hall at Patrick Henry Middle School in Granada Hills. At this meeting, parents called for more police, but also acknowledged the complexity of the problem.
Several parents focused, for example, on what they said was ineffective behavior management by school staff, poor communication with families and the district policy to avoid student suspensions. Parents complained that children were being bullied and beaten — only to see the perpetrators continue at school and in their classes as though nothing had happened.
Avoiding suspensions is not meant to be the same as avoiding consequences. Ideally, students who are acting improperly are counseled and taught to take responsibility for their actions and to make things right through a “restorative justice” process. This is widely viewed as an alternative to heavy-handed discipline and suspensions that can interfere with learning and increase the number of dropouts.
But the uniform success of restorative methods has been called into question even by school board President Jackie Goldberg, who strongly supports these reforms in concept.
Carvalho said the safety dynamic is more nuanced than simply pro-police or anti-police.
“Good systems understand the culture within schools — are able to anticipate and solve some of these issues before they happen,” he said. “It’s about supervision. It’s also about engagement with parents. It’s also about providing kids an opportunity for outlets within their own communities.”
“We need to go deeper,” he said. “It cannot just be pro-police or against police. That is not an approach that alone will solve the issue.”
Marilyn Sands is a former 80’s Stand-Up Comic & Comic Booker. Sold Jokes to Joan Rivers & lesser lights. Was up one night & wrote 2 Madcap Screenplays & a Stage Play. Her hilarious book “CAN YOU PEE OUTDOORS” On-Line Dating Straight Lines is on amazon.com/dp/1733487409And, “OWNING THE STAGE, RENTING THE BALLS”!My Life as a Funny Girlis on amazon.com/dp/1733487417″Living proofyou don’t have to be a success to write a Memoir”!And yes, this bio is my OBIT too!haha
I’ve wondered if and when this would happen, but now the day has come. For those who haven’t followed the state of SNK on mobile over the years, the Arcade Archives aren’t the first time the former arcade giant has reissued its classics on iOS. Around a decade ago, it did several releases with Dotemu. Each one was hand-tailored to an extent and as such there were only a handful of titles released. Mainly the big hits. That of course included one of the more popular entries in the King of Fighters series, The King of Fighters ’98($2.99). Hamster has up until now intentionally been steering clear of those titles, but we finally have our first overlap with KOF ’98($3.99). So how does the new compared with the old? Let’s find out!
I actually wrote the TouchArcade review for The King of Fighters ’98 (Dotemu version) nine years ago. I’m going to borrow a bit from myself to introduce the game before we start making comparisons. Shaun of 2014, take it away!
“The King of Fighters ’98 represents the first “Dream Match” installment of the series, where the story is set aside so that old and new characters can appear alongside each other, even if they’re dead or it doesn’t fit the plot. As such, with a few notable exceptions, this game has every character from King of Fighters ’94 through King of Fighters ’97, rounding out the roster to an impressive 38 characters. If that’s not enough for you, nine of the characters even have alternate versions that reflect an earlier incarnation. What makes that number of characters even more impressive is how well-balanced the game is. While some characters, like Iori or Kyo, definitely outshine others, such as Andy or Billy, the gap between the best and the worst is smaller than just about any other fighting game with such a large list of playables.
As usual for the series, you pick a team of three characters and fight it out against other teams of three. This installment was from the era where you couldn’t tag in and out freely, instead choosing the order in which your fighters will appear. If you finish off your opponent, your character’s health will get restored a little and the next fresh opponent will face you in the next round. Eliminate the whole opposing team and you win. KOF ’98 carries forward the Advanced and Extra modes from KOF ’97, offering different styles of building and using your super meter. Aside from the roster changes and balancing, the gameplay isn’t much different from the previous year’s version, but that’s pretty typical for a fighting game sequel. There’s no story, and the boss this time around is Omega Rugal, an SNK boss if there ever was one.”
Alright, that seems adequate. Odds are good that if you’re reading this, you probably already have a decent idea of what The King of Fighters ’98 is. You might even own that previous version. So let’s get to the proper meat and see how Hamster’s KOF ’98 fares against Dotemu’s The King of Fighters ’98. First, I will say that the emulation quality is excellent on both. Once you’re in the game and playing, there’s very little to distinguish the two. The sound is a bit better on Hamster’s version to my ear, but only a bit. Dotemu’s version skips the attract mode and title screen, so Hamster’s version does offer a more authentic arcade experience. Both versions support external controllers, and that is the recommended way to play.
That will bring us to the first major difference: the touch controls. Dotemu’s version is customized to an extent, with context-specific touch buttons, an SP button for easy activation of special moves, and a choice between the standard four button layout or six buttons with some button combos. You can adjust the size and opacity of these controls, but since this is a fairly old app even the maximum size is a bit on the small side. You can’t move them around, either. Hamster’s version uses the same stock touch controls seen in its other Arcade Archives releases. There are no special buttons or combo buttons here, but you can move around the existing virtual buttons, chance their opacity and size, adjust the diagonal sensitivity, and even choose whether the input on the stick will be digital or analog. I’m not going to lie: Dotemu’s SP button makes it easier to bust out moves with touch controls, but Hamster wins in every other regard.
Indeed, broadly speaking, Hamster gets the win in options. Hamster’s version allows you to tweak a few specific gameplay settings where Dotemu’s just allows you change the difficulty level. Hamster allows you to fully remap controls; Dotemu’s does not. In terms of video settings, Hamster allows you to change the screen layout and orientation, turn the wallpaper on or off, whether you want to display “off-screen” graphics (things that the bezel of most displays would have hidden back in the day, and gives you a wild degree of customizability in terms of applying filters to the visuals. Dotemu lets you choose whether you want a smoothing filter on or off, and if you want scanlines. Hamster offers sound setting options; Dotemu does not. You can make a save state and resume later in Hamster’s version, but in Dotemu’s you have to start over every time. Hamster is the clear winner here.
The extras are where things get a little messier. Hamster offers its usual selection. You can pick between the Japanese and International versions in standard mode, and the standard Score Attack and timed Caravan modes are here. Each mode has its own online leaderboard to compete on. Multiplayer is available, but only on the same device using multiple external controllers. Over on Dotemu’s side, you have a standard single-player mode using the International version of the game, a training mode that gives you a CPU dummy to beat up on, and support for multiplayer via local wireless. That last feature is a welcome one, as I personally feel it’s easier to set up matches with another person that way. Neither one supports online multiplayer, unfortunately. I’d give Dotemu the edge here, though it’s not a dramatic win.
The last difference is the price. This new version costs a dollar more than Dotemu’s old one. It’s just a dollar, but it’s still a dollar. That will get you at least a couple of slices of bread these days. Looking at the overall picture, which version is best is going to depend on your situation. The small virtual controls on Dotemu’s version really hurt its value if you’re not playing with an external controller. The training mode and more convenient multiplayer are great extras, and the game runs just as well. Hamster’s standard Arcade Archives features certainly give you more to play around with, but things like the Caravan mode aren’t as well-suited to fighters as they are to, say, shoot-em-ups. Multiplayer is pretty awkward to get going here, too.
If you already own the Dotemu version of The King of Fighters ’98, this new version doesn’t make a very compelling case for itself. If you don’t have either of them and are trying to choose, it’s a hard call. This one costs more and has more options and extras, but the Dotemu one has a couple of nice features you won’t find in this Arcade Archives release. I’d probably recommend this new one simply because it has a lower chance of being deprecated, but I think it’s otherwise a hard call. KOF ’98 is a great game that, like other arcade fighters, isn’t necessarily the best fit for mobile. It was dicey to recommend once, and I’m not sure I can muster much enthusiasm for a second dip.
One of the reasons why the NEOGEO hardware was able to last as long as it did is because SNK was really good at playing to its strengths. Thanks to the obsession with polygons in the mid-to-late 1990s, there wasn’t a whole lot of work being done in the 2D realm for a while, which meant that the beefy NEOGEO’s sprites and backgrounds still looked as good as most of what you would see on any newer hardware. Games like Metal Slug 3 and King of Fighters ’98 show the benefits of working smart within the limits of the hardware. What does it look like if you do the opposite? It might look a lot like Ragnagard($3.99).
This is a one-on-one fighter developed for SNK by System Vision and Saurus that features mythological characters and gods as the fighters. The likes of Susano, Son Goku, and Lucifer are included, making for a lively roster of eight playable characters and three bosses. So far, not a bad concept for a NEOGEO game. Fighting games were the system’s specialty, and using deities as fighters is an interesting hook. Sure, eight characters is a bit of a thin roster for this point in time, but not unheard of. The game even has a functioning aerial combo system, which would have been well ahead of its time when Ragnagard released in late 1996. So what’s wrong with it?
I have to take an important detour first. We need to talk about the 800-lb gorilla in the room around this point in time. Yes, that one. Donkey Kong. In late 1994, Rare pulled off the mother of all magic tricks and Nintendo reaped the rewards. With the next generation on the horizon and Nintendo’s next console still a couple of years off, it was vital to prove that the Super NES was still a viable choice in the face of things like the 3DO, SEGA Saturn, and Sony PlayStation. A fascination with polygons was already brewing in the mainstream, and while the Super NES couldn’t put together a whole lot in real-time, Rare realized it could make 3D models and render them as sprites. With some careful color choices (the Super NES typically could only display 256 colors from a palette of 32,768), Donkey Kong Country looked for all the world like a 3D game despite being no more of one than Super Mario World had been. It was a smash hit, and a lot of folks who were a lot less careful with their color choices decided to ape it.
So yes, Ragnagard is a pre-rendered CG game. The characters are pre-rendered, the backgrounds are pre-rendered, and this is 1996 so these aren’t the most detailed of models by any means. All of this art has been adapted pretty poorly to the hardware despite the hardware offering a palette significantly deeper than that of the Super NES, and it just looks bad. This might well be the worst-looking one-on-one fighter on the console. I will grant that it looks unique, and there is a certain nostalgia to this precise era that might tickle you the right way. But there’s a cost to all of this, or at least I think there is. Did the pre-rendered graphics lead to the rest of the problems or is it just happenstance?
Ragnagard just feels bad to play. The way things animate, the way moves play out, the lag on your actions, it’s all just very unpleasant. Basic moves in particular feel almost useless, with really dicey collision that I am choosing to blame on the character models and how they are boxed out. You pretty much have to play for the specials, charging up your elements to power up your character and eventually unleash some death moves. The ground game in particular is awkward, with the best feel happening when you’re taking advantage of the air dash to pull off some mid-air nonsense. Throw in a relatively unbalanced roster and you’re left with a game that even in its best context is best left as a curiosity.
But this isn’t its best context by any means. Like all of the fighters in the mobile ACA NEOGEO line-up, Ragnagard is hindered by two issues. Anyone using touch controls is going to have a hard time with some of the motions required for special moves or even just keeping on top of four virtual buttons in the heat of combat. You can use an external controller, of course. I found the game more than comfortable enough using my Backbone. But realistically, most players are going to be using the touch controls, and they’re not ideal here. The other problem is of course the inability to play multiplayer without having extra controllers and some kind of shared display. I will bang this drum every time, especially with multiplayer-focused titles like this. We need some kind of local wireless or online multiplayer option in this line.
You get the usual ACA NEOGEO features like the extra modes and a wide array of options. All are welcome here, even if they are just lipstick on a serious pig of a game. Throw that difficulty down to the lowest setting and smack around the CPU for as long as it will let you, or see if you can chip out a higher score than the other four people on the online leaderboards. Lament that you could have bought a few delicious Snickers bars instead of this.
With how affordable the ACA NEOGEO line of games is on mobile, it’s a decent way to try out the weirder, not-so-good titles in the console’s library. If you want to throw a few bucks at Ragnagard just to see how a good idea can go very wrong, I don’t think it’s the worst thing in the world. At least you’re not spending a couple of hundred dollars on a cartridge. But I think you could make a good case for this being the worst one-on-one fighter SNK is likely to release in this line, and given how poorly even the best of fighters have fared under its restrictions, that leaves Ragnagard in a very bad position indeed.
I don’t have a lot of nice things to say as a whole about 3 Count Bout($3.99), the latest addition to the mobile ACA NEOGEO line from SNK and Hamster. It’s one or two ridiculously poor decisions away from being a really solid game, and its biggest problem is one that is magnified by the nature of the usual format of these mobile releases. It is agitating how many things it did a decent job with, only to flush it all down the drain in what I can only assume was an attempt to fish more quarters from unsuspecting arcade goers. This one won’t be pretty, friends.
While King of the Monsters and its sequel were essentially wrestling games, albeit between giant monsters, there was clearly room on the NEOGEO for a more familiar game in the genre. By 1993, SNK was making some of the hottest one-on-one fighters around, so it wouldn’t seem totally unreasonable that it could make a good wrestling game. The character designers did their job well enough, with ten colorful combatants that wouldn’t look out of place in a real federation at the time. Each of them has a fine assortment of moves, with plenty of strikes and some special moves to spice things up. The graphics and audio are really good, playing to the strengths of the platform very well. It even mixes things up and gives you some street fights from time to time.
In regular matches you can win by pin fall or submission, both of which require you to wear down your opponent’s life meter to have any chance of success. When you’re in other locations, the only option is to beat the opponent to the point that they don’t wake up for a ten-count. Yes, those ones aren’t three-count bouts. Well, it happens. You can choose to play in a few different modes, but most mobile players will only have one available to them. You as a single player will tackle the CPU opponents in a series of battles in order to win the championship. If you happen to have enough external controllers and feel like huddling around your mobile device, you can also do two players against a CPU tag team or battle against each other.
Let’s get to the problems now. The main issue here is the difficulty. This ACA NEOGEO release allows you to adjust the difficulty, but even on its easiest setting, the CPU is an absolute beast once you get a few matches in. It is incredibly aggressive, it will win the button-mashing grapples almost every single time, and if you even think about using strikes it will punish you during the wind-up. It’s not like it’s impossible to win the single-player mode. If you’re tenacious you can find your own cheap, semi-reliable ways of fighting back. But it isn’t fun to play the game like this. Not at all. The upshot is that you get a couple of decent bouts before the computer opponent starts lobbing you around like a beach ball. You’ve got about as much hope of fighting back as the ball does.
Indeed, the only real way to enjoy 3 Count Bout at all is to play one-on-one against another human. If you can swing that, it’s alright. Nothing to go running up and down the street shouting at the top of your voice about, but you can have an okay time. Alas, that’s a tricky thing to pull off in these mobile releases. I really wish there were some other options for playing multiplayer in these games so that I could show more kindness to games like this, but I can only work with what is put in front of me. All the other ACA NEOGEO extras, such as additional modes and options, don’t mean very much when the core single-player experience is as miserable as this.
Simply put, 3 Count Bout is an incredibly poor fit for the most common use case of these mobile releases. You won’t find much joy in its single-player mode due to how quickly and thoroughly the CPU player becomes punishing. The multiplayer options require extra controllers and a means of displaying the game for both players, which isn’t going to be something most can take advantage of. And even if you did, all you would end up with is a middling wrestling game with some nice visuals. Stick to King of the Monsters for your mobile grappling kicks.
Gosh, Hamster’s been at this for a while now, hasn’t it? About a year and a half ago, the original King of the Monsters arrived on mobile by way of the ACA NEOGEO series. I reviewed it at the time and despite the game’s iconic status I wasn’t too hot on it due to the thin amount of content and lack of multiplayer support. We’re quite a ways down the road now, and it’s time to take a look at the mobile release of King of the Monsters 2($3.99). It’s a well-loved follow-up to be sure, but does it shine in this format? Let’s slide in and have a look.
There isn’t a whole lot of juicy history behind this game. SNK scored a strong hit with the original King of the Monsters in early 1991, at a time when the company needed all the success it could get. So yes, of course we get a sequel. King of the Monsters 2 arrived in early 1992, and it made a few changes to the gameplay seen in the previous game. The original King of the Monsters was basically a wrestling game with an interesting theme. You would choose one of several monsters and then battle the rest of them, one at a time, in stages set in various Japanese cities. Then you do it again, and that’s the single-player game. Grab a friend for one on one fun and you’ve got a pretty enjoyable bit of arcade diversion.
One of the fun things about the original game was how the arenas were cities that were slowly destroyed over the course of the match. It really made you feel like you were a giant monster, and a person couldn’t help but want more of that. Well, how lucky we are! King of the Monsters 2 gives you some room to stretch your legs, such as they are. Each stage still culminates in a one-on-one battle, but before that match-up you’ll wander through short stages, swatting down airplanes or aliens, smashing bridges and buildings, and collecting power-ups. There are more power-ups this time around, and each of the monsters can level up a couple of times. They get access to more special moves when they do, along with stat and health buffs. It’s in your interest to smash everything and try to find those power-ups, but be careful not to grab the bad ones.
This is a good time to talk about the monsters. The playable roster has been significantly trimmed down this time. There are only three monsters to choose from. The Godzilla-like Geon is here in mutated form, the King Kong-like Woo has powered up into Cyber Woo, and the Ultraman-like Astro Guy is here in a slightly modified suit. These, apparently, are the only survivors of the original monster wars as chronicled in the first game. Yes, there’s a story. That’s half of it right there. The other half is that aliens have invaded so these three remaining kaiju are tasked with stopping it. Let them fight, and all that. Don’t worry about a potential lack of creative creature designs though, as you’ll get to see plenty of other monsters as you make your way through the game.
There are no pin falls this time. There’s still a lot of wrestling DNA in King of the Monsters 2, as you will regularly get involved in grapple fights with the boss creatures. But your goal this time is to whittle their life meter down to zero, at which point they’ll go kaboom. There are no electrical power lines serving as ropes to whip them into this time, and the game broadly feels more like a beat-em-up as a result. A beat-em-up whose stage-to-boss ratio of time spent is very different from most others, but a beat-em-up nonetheless. Some may lament this change, and I do think it’s swings and roundabouts if we’re talking about playing the games in normal conditions.
We’re not, though. This review is about the mobile version, and we have to take a few things into account. First, while players certainly can make use of an external controller, it’s more likely that they’ll be using touch controls. Next, while players technically can play in multiplayer via extra controllers and some sort of decent-sized display, it’s more likely that they’ll be playing alone. I personally find the first game’s more pure wrestling approach to be more fun in multiplayer. It’s less random, the whole tug-of-war of trying to pin the opponent is interesting, and there are more characters to choose from.
But King of the Monsters 2 is, I feel, considerably more satisfying than the first when it comes to single-player. The opponents are more varied in their forms and attacks since the game doesn’t need to consider how a human will control them. Traveling through the stages smashing things and swatting lesser enemies is enjoyable and helps set the stage. Chucking buildings can feel cheap in multiplayer matches, but as a single-player feature it’s awesome. The random power-ups (and power-downs) are more tolerable when they aren’t messing up an otherwise interesting battle between two human players. The locations are a lot more varied in setting, too. That’s important when you’re playing alone, because it helps ward off repetition. There’s a proper final boss here as well, and it’s a real SNK sonofagun.
What I’m trying to say here is that for the purposes of most mobile players, King of the Monsters 2 is a considerably better experience than the first. There’s even a good ending and bad ending, encouraging further replays. It feels less like you’re playing a multiplayer game against the CPU and more like you’re playing a normal game meant for one player to have a good time with first and foremost. Some of the controls can be a little trickier with the virtual buttons so there is still a benefit to using an external controller if you have one. Still, even with touch controls it is a hoot to fire the game up and smash your way through a few aliens and landmarks. You can save whenever you need to, so feel free to break the game down into as many sessions as you need. It’s a cheap game that likes to milk you for as many coins as it can, but you have all you need.
This game is also a good one for the usual extra modes Hamster includes in all of these releases. There are lots of opportunities for variable scoring here, and you can also go faster or slower through the stages to an extent. That means both Score Attack and the timed Caravan modes work very well, provided the leaderboards are active. Even trying to better your own scores adds some value to the game. All the other usual options are here, of course. Game settings, video and audio settings, and control settings are all here. The only thing missing is an option for online or wireless multiplayer, and no I am never letting that particular bone go.
I knew going into this what the result would be, more or less, but I can happily recommend King of the Monsters 2 in its mobile form to anyone looking for some arcade action. For what it is, it holds up really well. The graphics still look good, the game plays well, and there just aren’t a whole ton of good kaiju brawlers out there even now. The single-player mode is enjoyable to bash your way through, and with three characters and lots of variability, it stays surprisingly fresh on multiple playthroughs. All in all, a good addition to the ACA NEOGEO mobile line-up.
It’s an eye-catching title, isn’t it? Aggressors of Dark Kombat($3.99) came out in 1994 for the NEOGEO, and by then Mortal Kombat would have been scorching hot. So why not? Why not use the word ‘Kombat‘ in your fighting game title? More’s the better since it fits a cute scheme where the initials of the game fit the initials of the developer, ADK. Of course, this is just the English title. Over in Japan, the name is Tsuukai Gangan Koushinkyoku, which translates to “Thrilling Intense March“. Whether it’s ‘Aggressors‘ or ‘Intense‘, this game wants you to know right up front that it’s going to be exciting. Talk is cheap, though. How is the game itself?
Before Street Fighter II arrived and laid down the clear template that most 2D fighters would follow for the next few decades and counting, there was a lot of experimentation in the one-on-one fighting genre. Some were similar to Street Fighter II, treading in the footsteps of the likes of Yie Ar Kung Fu and Karate Champ. Single-plane action, usually with at least a couple of attack buttons and jumping mapped to up on the stick. But there were other ideas for how things could go, and one such was the arena fighter. In these games, you could move in and out of the screen in a manner similar to beat-em-ups like Renegade and Double Dragon. If there was jumping at all, it would typically be mapped to a button of its own. Games like Violence Fight and Pit Fighter used this style to varying degrees of success, and it wasn’t an incredibly unusual template to work from at the time. After all, scrolling beat-em-ups were all the rage. Maybe there was something to this third dimension of movement thing?
The thing is, by the time Aggressors of Dark Kombat arrived in 1994, this type of fighting game had become exceedingly rare. Well, outside of wrestling games, anyway. 3D fighting games would soon bring this kind of movement back into vogue, but we weren’t quite there yet. The closest to this mechanic being in play in a popular fighter was Fatal Fury‘s use of multiple planes. But the NEOGEO had plenty of conventional fighters at this stage, so why not try something different? That’s what ADK did with Aggressors of Dark Kombat, and I can’t exactly say it was wrong to try. Aggressors of Dark Kombat has a lot of issues, but it’s certainly distinct and it’s honestly not entirely un-fun.
There are eight different fighters to choose from here, mostly fitting the theme of street combat. You’ve got a button for punches, a button for kicks, and a button to jump. Fights take place in arenas that aren’t much longer than the usual fighting game stage, but allow the fighters to move in and out of the screen a fair bit. There are also sometimes weapons laying around that you can make use of, along with some destructible stage elements. Spectators might even toss a weapon in now and then, because people are like that. Players have access to a speedy dash by tapping or double-tapping the stick in the desired direction. Along with your standard array of attacks and special moves, you can also grapple your opponent by getting close and hitting both attack buttons at once and pushing any direction, like in a wrestling game. Matches consist of just a single round, but the fighters have multiple meters of health to work through.
As with many fighting games of the era, you have a meter at the bottom of the screen that fills up as you fight. This is known as the Crazy Meter, and when it fills up you can use your character’s Crazy Attack. If you land this attack on your opponent, you win. It doesn’t matter how much health they have left. Match over. This is where the aggression or intensity comes in, I suppose. This is a game that really does favor the aggressor, because if you can get your meter topped off first and catch your opponent off-guard, you win. Mastering grappling is also a key to victory, but even more important is learning how to escape from grapples. And this is where the first problem comes in with this game in its mobile form.
At some point, all SNK fighters become extremely frustrating to play in single-player. SNK bosses are a trope in the fighting game community for a reason. That usually kicks in with the final boss, though. You get to have your fun up to that point, and after that you really need to make no mistakes if you want an ending. Aggressors of Dark Kombat starts getting annoying a lot earlier. After you’ve gotten a few rounds in, the CPU opponent starts making use of those ever-so-handy grapples. The timing for countering grapples is very tight, and until you get it down pat you are going to hit a complete wall when this happens. Even once you do, it’s not terribly fun. This isn’t the greatest of fighters even when you’re playing against another human, but if you’re stuck with the CPU it’s really nasty.
That’s going to be the reality for most mobile players, though. Unless you have the extra external controllers and set-up for multiple players on a single device, all you’ve got is single-player. It’s really hard to recommend this game with that in mind. I’ll also note that those playing with virtual controls are going to have a real job ahead of them since the game relies heavily on things like light taps, heavy pushes, and dexterous use of the stick. Between the tricky touch controls and rude computer opponents, you’re going to be in for an unpleasant time. Those with an external controller can step around the control issues but still have to deal with the jerk CPU. Even flicking the difficulty settings down doesn’t help a ton. You just have to stick with it until you become an absolute pro Aggressors of Dark Kombat player. Something for the resume, at least.
Ah, it’s time for the boilerplate ACA NEOGEO talk. You get the usual array of modes here. The international and Japanese versions are available, with the Japanese one giving you some blood here and there for extra INTENSITY. There’s a Score Attack and Caravan mode with their own online leaderboards, though the game isn’t really well-suited to such things. As mentioned, you can use an external controller to play if you want. Hamster has loaded the game up with the typical options for video, controls, and so on. The emulation is spot-on. It’s hard to fault the effort here, it’s just that the game itself isn’t a great fit for the challenges of the mobile format. I really do wish some form of online multiplayer could be sorted though. Even local device-to-device wireless play would be welcome.
Aggressors of Dark Kombat is not a great fighting game, but it is a really interesting one. I recommend checking it out if you want to play something unusual in the genre, but I can’t really recommend this mobile release being the place to do so. It really screams for multiplayer, and the touch controls just aren’t up to the unique demands of the game’s quirky systems. The price is certainly more than fair, so if you want to take a silly punt on it I won’t tell you not to. But I think for most people, the cheap CPU opponents and awkward virtual controls are enough for me to advise giving this one a pass.
Street Fighter 6 offers a highly evolved combat system with 3 control types – Modern, Dynamic and Classic – allowing you to quickly play to your skill level. Combined with the new Drive System, this is the most accessible Street Fighter game yet.
When it comes to fighting games, the NEOGEO had more than its fair share. Its top three franchises in terms of name recognition were almost certainly The King of Fighters, Samurai Shodown, and Fatal Fury. Of course, The King of Fighters more or less spun out of Fatal Fury in a lot of ways, and in some sense I feel like the Fatal Fury series was constantly struggling to find a raison d’etre in its wake. Real Bout Fatal Fury felt like the first soft reboot of the series, but it wouldn’t be its last. Still, its success resulted in a couple of direct follow-ups, culminating in Real Bout Fatal Fury 2($3.99). And hey, that just happens to be the latest ACA NEOGEO release from Hamster and SNK. Let’s take a closer look, shall we?
One of the ways that Fatal Fury tended to distinguish itself from many other fighters, including The King of Fighters, was in its multiple lanes. Characters could jump into and out of the background in most of the games, a mechanic that perhaps never fully reached its potential but was interesting nonetheless. Indeed, one of the big changes in the original Real Bout Fatal Fury was to give that maneuver its own dedicated button, a decision which necessitated simplifying the attack button layout. Real Bout also added in a gauge that enabled counters, super specials, and powerful hidden abilities. The longer a fight dragged on, the more likely players would have access to all of these advanced techniques, stepping up the tension appropriately. It also added ring outs, which made for amusing ways to finish fights if you could set them up properly. Perhaps best of all, it was faster and more fluid than its predecessors, making for a more playable and organic fighter overall.
Real Bout was followed up by Real Bout Fatal Fury Special, pulling a trick that the original Fatal Fury sub-series did after its second installment. More returning characters were added, and the presentation got a big overhaul. Refinement was the order of the day when it came to the gameplay, and ring outs were removed. The number of lanes was reduced from three to a more sensible two, which cut down a bit on the hopping and skipping that sometimes occurs in Fatal Fury fights. Essentially, it improved on the original Real Bout in almost every way and is often considered a favorite among fans of the series for doing so.
So how about Real Bout Fatal Fury 2? In some ways it feels even less special than Special, not really doing as much work to earn that incremented digit as it perhaps could. There are two brand new characters in the roster, and lots of new stages to do battle in. Perhaps the biggest change is in how it handles the lanes. The second lane is now more of a way of temporarily evading your foe rather than a secondary arena of combat, so you basically duck in and out quickly as needed. Every fighter can now counter without any meter built up as long as the player has good timing, setting down the foundations for the parry-fest that would be seen in the next game in the series. The robust roster makes this another popular choice among series fans, as it has the largest group of distinct assembled characters.
Anyway, Real Bout Fatal Fury 2 is another one-on-one fighter where you pick your favorite character and battle against your opponents in best two-of-three round fights. Reduce your opponent’s life bar down (twice) to claim a round. Each character has an array of special moves they can pull off if you know the right combinations of directions and buttons, and the aforementioned gauge is here to enable super specials and hidden abilities. You’ve got four buttons in front of you. One does a regular punch, one does a regular kick, one does a strong attack whose form varies from character to character, and the last is for slipping into that other lane.
You’ll most likely be partaking of the standard mode here, which sees you battling a series of fighters until you reach the boss. The game is obviously at its best if you play against another human player, but you’re going to need some extra controllers to have access to that in this mobile version. Indeed, an extra controller is strongly recommended here. Some of the special moves in Real Bout Fatal Fury 2 are nigh impossible to pull off with the provided touch controls, and even if you can do them it’s a lot easier and more enjoyable to use the actual stick and button controls the game was built for. You might still have a decent time thrashing away at the CPU without a controller, and I will say that the CPU in this game is gentler for the most part than previous entries. But it’s not ideal by any means.
It’s somewhat vexing, really. The games the NEOGEO was best known for, fighting games and Metal Slug, are probably the least ideal for the default mobile ACA NEOGEO status quo. Precise directional movements, button combinations, a multiplayer emphasis, a minimal focus on score… all of these things are the Achilles’ Heel of the set-up we have here. If you have a controller then some of that is mitigated, but multiplayer remains cumbersome thanks to a lack of online or local wireless implementation. The added modes are aimed at score attacking, and that’s not the most entertaining thing to do with a fighting game. Well, it is what it is.
Anyway, all the usual ACA NEOGEO stuff applies here. You have access to lots of options, there are online leaderboards, you can play the Japanese or overseas release, and there are the usual additional modes that allow you to take on a score challenge or see how many points you can rack up in a set amount of time. You can use external controllers or you can fly with the touch controls. Your call. The emulation is top shelf, as one would expect from the folks at Hamster by now.
It all comes down to two points with Real Bout Fatal Fury 2. First, this is a great fighting game and, along with Garou: Mark of the Wolves, the peak of one of the better franchises in the genre. If you dig playing one-on-one fighters on your mobile device, you won’t be unhappy with this one. Excellent stuff. Second, I don’t think one-on-one fighters really work that well on mobile, or at least not in the way that Hamster does things. Can you get sixteen quarters’ worth of fun out of it anyway? Probably, but I continue to wish that these releases could do more to make multiplayer easier.
The chances are good that if you associate SNK or the NEOGEO hardware with any genre, it’s fighting games. Or maybe Metal Slug. But let’s assume it’s fighting games. Why wouldn’t you, after all? Fatal Fury. Art of Fighting. World Heroes. The King of Fighters. Samurai Shodown. The Last Blade. Garou. I think a person could make the argument that no one was as prolific at turning out high-quality fighters than SNK in its prime, not even the likes of Capcom or Midway. But not every swing connects. Even the best sometimes strikes out. So let’s talk about Savage Reign($3.99), shall we?
It’s not as though SNK didn’t have its occasional miss, particularly early in the console’s life. What makes Savage Reign‘s shortcomings so interesting is that the game came out in 1995, well after SNK and its development partners had figured this whole fighting game thing out. It is improbable that a game of Savage Reign‘s quality should come out at the time that it did, but it most certainly did. The idea behind it was sound, at least. Add another weapon-based fighter to the SNK line-up, with a modern flavor to contrast with the medieval Japanese Samurai Shodown series. Add in a new gimmick in the form of a second tier fighters could battle from. Like Fatal Fury but with boomerangs and dodge balls.
Yes, I said dodge balls. The weapons most of the fighters in Savage Reign wield are… unconventional to say the least. And that’s appropriate, because the characters are pretty unusual themselves. There doesn’t seem to be much of a consistent theme here, and it hurts the game’s identity. A cyborg, a cheerleader, a clown, a martial artist, an old guy dressed like a beach bum, a cop whose top is way too tiny with some Zangief-like chest hair, and a few other oddities populate the game’s ten-character roster. Each of them has their own stage that fits their specific theme, but it’s really hard to figure out how any of this fits together. And sure, none of this affects how the game plays. But that lack of consistency makes this game sometimes feel like a plate of leftovers from other SNK fighters at times, and it has a hard time standing out among the many other options the NEOGEO had to offer.
I don’t want this to sound like a total disaster, though. Savage Reign isn’t a bad game, and if it were the only fighting game you had around, you could do a lot worse. It looks good, with plenty of details in the backgrounds and well-animated characters. It does that characteristic NEOGEO zooming, particularly when you start hopping around to the second tier of each stage. The gameplay is functional enough, playing a bit like the earlier Fatal Fury games thanks to all the lane-hopping shenanigans. The weapons are mainly projectiles but get incorporated into melee attacks in some fun ways, and some of the stage designs handle their second tier in a very unusual fashion.
The issue with Savage Reign is more that this is a very average fighter that lacks a proper focus. There are a lot of different pieces thrown in here from other games, but they don’t really mix well together and it ends up feeling like an odd hodge-podge as a result. So too does the roster of characters, and again it isn’t really in a good way. I think there’s certainly room in the genre for a bunch of wacky misfits, but this game feels like it’s trying a little too hard to check things off of some list of awesome ideas someone had. Does it matter? Well, yes. It’s trying so hard to be so many things, it never really drills deep on any of its ideas. It’s about as shallow a fighter as you could find at this stage of the NEOGEO’s life, more akin to the kinds of things that came before Fatal Fury found its footing.
With all of that said, I think we have to look at the current context in which we are viewing Savage Reign. This is a low-cost mobile port, one that you will probably be mostly playing in single-player. It’s likely you are using touch controls, though there is of course external controller support for those who want to take advantage of it. My assumption is also that anyone who has read this far into a review of the mobile version of Savage Reign is at least interested enough in NEOGEO to have played all of the more famous fighters from SNK. So let’s see how that measures up, then.
Unlike NEOGEO console owners back in the day, you won’t need to justify a $150 cartridge purchase or whatever here. The last boss isn’t nearly as nasty as the usual SNK boss, and the wacky spectacle of it all makes for some amusing single-player bouts. The lack of depth means you can get by without too many fancy combos, which makes it easier to play using the touch controls. And this is certainly one of the less-celebrated fighters from SNK, which means you might not have played the wheels off of it yet. With all of that taken into account, I suppose I can’t tell you to completely avoid this release. It’s only a few bucks, and I expect you can get that much fun out of it.
The usual Arcade Archives boilerplate. You get a robust list of extras and options, including additional modes and online leaderboards. The emulation is sound as a pound. Is a pound sound anymore? I don’t know. But the emulation is good, is what I’m trying to say. You can only play multiplayer if you have an extra controller, as there are no wifi or internet play options available. You probably know this already, because I say all of this every time. It hurts every single fighter in this line-up that multiplayer is such a difficult thing to get going, but it is what it is at this point.
Savage Reign is incredibly mediocre by the standards of SNK’s NEOGEO fighting game line-up, and as with other ACA NEOGEO fighting games the poor options for multiplayer make this one of the worse ways to experience it. But you might find something endearing in its quirky nature, and there aren’t many fighting games that let you beat someone into unconsciousness with a dodge ball. I sure wouldn’t make this a high-priority purchase, but there may just be a few bucks’ worth of button-bashing fun for some of you here.
When SNK and Hamster started bringing the Arcade Archives line of NEOGEO ports to mobile platforms, it wasn’t particularly surprising to see the Samurai Shodown series represented among the opening salvo of titles. Historically, it’s been one of SNK’s most popular IPs, only coming in behind The King of Fighters and Metal Slug. With Samurai Shodown II ported by Dotemu a solid decade ago, SNK opted to open with Samurai Shodown IV. Little by little, it has been filling in the rest of the series. Samurai Shodown III($3.99) is the last NEOGEO mainline entry in the franchise to make the hop. Does it live up to its siblings? Is there any compelling reason to pick it up if you’ve grabbed one of the others? Is Shaun really doing that thing where the opening paragraph of the review ends with a question?
Sort of, yes, and absolutely. I don’t like leaving questions unsettled for too long. When I wrote my review of Samurai Shodown IV ACA NEOGEO, I mentioned that it’s rare to find anyone that loves every entry in the Samurai Shodown series due to how inconsistent the games are in their mechanics and aesthetics. I think if you polled the masses, you’d see a lot of people citing Samurai Shodown II as their favorite, followed by a near-equal number of votes for IV and V Special. As far as the NEOGEO entries go, you’ll probably see the least number of people pulling for the original game and Samurai Shodown III.
Yet I think if you asked those same people what their second-favorite game in the series is, you’d see a lot more support for Samurai Shodown III. It’s a weird game by the standards of the series, one that its sequels largely set out to walk back from. That weirdness, however, is precisely what makes it stand out among its peers. Samurai Shodown III has a lot of ideas. Some of them are good, some of them are bad, and some of them are good but badly implemented. But there’s something to it. A charming flavor that calls to mind the likes of Bushido Blade, cutting down to the essence of pop samurai media. Samurai Shodown has always been characterized by how swift and brutal rounds can be, but Samurai Shodown III is perhaps the epitome of that ethos. It’s entirely possible for matches to be over in two or three strikes.
The character line-up is one of the reasons why a lot of fans tend to shy away from Samurai Shodown III. The roster is smaller than the previous game, with just twelve characters to choose from. It introduces a few new characters but cuts tons of fan favorites like Charlotte, Cham Cham, and Earthquake. Some of those new characters are a lot of fun to use, and they fit the game’s grittier, more realistic aesthetic better in some ways. It’s a bit hard to hash everything with the greater timeline of the series, and the game doesn’t seem particularly interested in storytelling relative to the other entries. Indeed, one of the things I don’t care for in Samurai Shodown III is in how few chances the characters get to show off their personalities compared to the other games. Story isn’t the biggest thing in fighting games, but in these ACA NEOGEO releases we’re largely relegated to single player so it does take on a slightly greater importance.
There are a lot of gameplay changes here from Samurai Shodown II, and some of them ended up sticking around in the series. There are more buttons dedicated to your weapon attacks, with just one serving as the kick. Throws are out in favor of shoves that leave the enemy open to a good slash or two. After picking your character, you can choose a grade that determines, roughly speaking, how balanced your offense and defense are. Pick the advanced grade and you won’t even be able to guard, with a permanently full Rage Gauge as a consolation prize. Notably, this game brings in the Bust and Slash system that gives you light and dark versions of each character, with slight differences in the movesets between them.
As I mentioned before, matches in Samurai Shodown III can be quick and nasty. You can sidestep attacks, counter-attack, and whip out unblockable slashes. Your Rage Gauge fills up like a shot glass under a Slurpee spout. You can block in the air now, which provides more incentive to take to the skies without fear. Some of these elements didn’t return for the next go-around, and it’s not hard to see why. Even a pair of evenly-matched expert players can feel cheated by how fast things finish, and if you’re up against the CPU your quarters can disappear so fast you’d think your wallet was the dimensional space from which all the uncles of the world pull the coins they pluck from behind children’s ears. And in true SNK fashion, the last boss is a complete and utter… holy smokes, is that Dick Van Dyke?! Sorry, I thought I saw something there.
That being said, we don’t have to worry about blowing all our quarters, do we? Through the magic of the Arcade Archives line, we only need to worry about the sixteen quarters needed to buy the app itself. After that, we can help ourselves to an endless supply of credits. Better still, we have access to those coveted difficulty options. Turn it all the way down and the CPU is only mildly rude. It’s okay, Shaun said you could do it. Go learn the ropes that way and then turn it up again as needed. ACA NEOGEO options are lovely things, and you’ve got the full suite of them here as usual. Not just difficulty, but also all sorts of other things. Tweak as you like.
Also similar to other ACA NEOGEO games, you can play the game with an external controller if you wish. I highly advise it as the motions you need to pull off in this game can be a real bear with the touch controls. You can still have some fun with virtual button bashing without a controller, but there are probably better games to play if that’s all you’ve got. External controllers are also the only way to play multiplayer in this version, and that’s a real shame because I think the particular charms of Samurai Shodown III are best brought out with endless credits and another human. I know I keep banging this drum, but I wish some other option could be figured out for multiplayer in these releases. Most players will have to get by with the CPU opponent, and I just don’t know that I would call that very enjoyable in this game.
Samurai Shodown III probably shouldn’t be anyone’s first Samurai Shodown game, especially in the ACA NEOGEO mobile line with its limited multiplayer options. But its quirky qualities do make it an interesting choice for a second Samurai Shodown game. Because of how much it divided the fandom, Samurai Shodown III saw a lot of its rough edges sanded down or completely cut away in successive entries in the series. That makes it rather unique, and I think there’s something to be said for that. Make sure you pack an external controller of some sort and a lot of patience if you decide to pick this one up, though.
Eugene was just one month old when he was surrendered to the APA! Parvo Puppy ICU fighting for his life.
#AmplifyLifesaving today and ensure pets just like Eugene get a fighting chance.
Lucy Fernandez spends her Fridays volunteering in the parvo ward when she is not working with the Positive Alternatives to Shelter Surrender (P.A.S.S.) program. One Friday, Eugene came “in bad shape.” Unlike a normal, bright, energetic puppy, Eugene was lethargic. “When they’re lethargic like that,” Lucy said, “it’s bad news.”
Lucy was holding Eugene while the Parvo staff administered fluids and right before her eyes, Eugene stopped breathing. His head went limp and “he died in my hands.” Parvo and clinic staff jumped into action to put a line in Eugene’s neck and do everything possible to bring him back to life. “It seemed like an hour,” Lucy said. “But it was only a few minutes.”
Miraculously, Eugene started breathing again. “I just bawled,” Lucy said. “He wasn’t even named when all of that happened.”
After several days of treatment and worrying about the squishy pup, Eugene started eating again. Parvovirus can be prevented altogether with proper vaccination in young puppies. But without proactive care, parvovirus is extremely contagious and many shelters do not have the space or resources to quarantine and treat patients. At APA!, we take pride in our 88.5% parvo puppy survival rate!
“What we do is not perfect,” she said. “But it’s a miracle.”
Eugene has been discharged from the Parvo ICU and is in a loving foster home where he’ll stay until he’s available for adoption. Without your support of our lifesaving programs like the Parvo Puppy ICU, we never would’ve been able to treat the 1,087 parvo puppies in 2021.