Fatal Fury: City of the Wolves

ABOUT
Fatal Fury: City of the Wolves, titled Garou Densetsu: City of the Wolves in Japan, is "Legend of is an upcoming sequel to Garou: Mark of the Wolves planned for release in Early 2025. First revealed back at EVO 2022, this traditional 2D fighting game using 3D graphics will be the first new entry in the Fatal Fury series in over 23 years, with the most recent installment released in 1999. It is the ninth title in the series and the seventh canonical installment.
 

Fatal Fury: COTW open beta select screen.

  
Director Yasuyuki Oda mentioned early on that Fatal Fury: City of the Wolves will have more of an emphasis on story than other recent SNK 2.5D fighting games such as
The King of Fighters XV. City of the Wolves features a new mode called Episodes of South Town (EOST) — the single-player RPG mode where players embark on a thrilling journey through the iconic city of South Town, where they engage in battles against various contenders under diverse fight conditions. This mode allows players to earn experience points (XP) and other rewards as they level up their fighters and develop a unique set of skills tailored to their play style.
 
The narrative is rich with ambition and dreams, as players strive to carve out their own legend amidst the tumultuous backdrop of South Town’s fighting scene. As they progress, they uncover deeper connections between characters, revealing emotional ties and rivalries that enhance the overall storytelling experience within this immersive RPG framework. The director mentioned that Fatal Fury: City of the Wolves' visual style and overlays are inspired by American comic books like Marvel Comics. 

 

The Garou gang is making a comeback.

  
Fatal Fury: City of the Wolves features two control schemes: Arcade Style (based on precise, technical inputs) and Smart Style (flashy specials/combos using directional inputs and single button presses). Similarly to other modern fighting games, Fatal Fury: COTW will also offer an "Easy Controls" option.
 
Fatal Fury: City of the Wolves
introduces the "REV System". First up, REV Arts function like EX Special Moves. REV Accel offers Special-to-Special Move Cancels, comparable to Hyperdrive Mode from The King of Fighters XIII. REV Blow and REV Guard also offer unique attack and defense options. In addition to the REV System, City of the Wolves' gameplay is defined by an impressive number of other mechanics. The S.P.G. (Selective Potential Gear) meter selection (similar to Garou: Mark of the Wolves' Tactical Offense Position / T.O.P. system), Overheating, Just Defense, Hyper Defense, Braking, Combinations, Feinting, Wild Punish, Dodge Attacks, Ignition Gear, Redline Gear, and Hidden Gear
 

Old school Fatal Fury icons are back and hotter than ever.

  
Newcomers such as Preecha, is the "star pupil" of Joe Higashi. Preecha is a scientist investigating the wonders and miracles of a fascinating principle known as ki (spirit energy). While her martial arts talent can't be denied, that's not to say she's only in it to win it either; indeed, Preecha fights for academic purposes, not accolades. She hates the pain, but sure is willing to endure it—as long as it furthers her research into unique and perplexing fight styles. The other newcomer is "Vox Reaper", a successor to Garou Mark of the Wolves' badass sub-boss, Grant.
 

Geese Tower! Nice looking effects, snk.

  
Fatal Fury: City of the Wolves releases on April 24th, 2024 on PlayStation 5, PlayStation 4,  Xbox Series X|S, Steam, and EGS. An Open Beta Test took place February 20 (12:00 am PT) through February 24 (11:59 pm PST) which will give fans on PlayStation 5, PlayStation 4, Xbox Series X|S and Steam a chance to play Fatal Fury: City of the Wolves early with 8 playable characters. A special promotional animation by Masami Obari was also created for Fatal Fury: City of the Wolves. A physical Deluxe Edition was also announced.
 

Returning MOTW stages from a different perspective.

  
 

Rock Howard versus Preecha (4K 60fps)

 
 

Preecha versus Kain R. Heinlein (4K 60fps)

  
 

Kain R. Heinlein versus Vox Reaper (4K 60fps)

 
 

 

 

 

 

 

 

 

 

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Page Updated: February 26th, 2025
Developer(s): SNK
Publisher(s): SNK
Designer(s): Yasuyuki Oda     Director
Artwork by: TONKO
Platform(s): PS5, PS4, Xbox Series X|S, PC, Steam, EGS
Release Date(s): April 24th, 2025
Characters Rock Howard, Terry Bogard, Preecha, Hotaru Futaba, Tizoc, Marco Rodrigues, Bonne Jenet, Vox Reaper, Kevin Rian, Billy Kane, Mai Shiranui, Ken Masters, Chun-Li, Kim Dong Hwan, Gato, Andy Bogard, Joe Higashi, Mr. Big, Kain R. Heinlein
News Links Feb. 2025: Kain R. Heinlein Official Bio, Render, Open Beta Screens
Jan. 2025: Open Beta Test, Promo Animation By Masami Obari Announced

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Featured Video:

Related Games: Garou: Mark of the Wolves, The King of Fighters XV, The King of Fighters XIV, Fatal Fury, Fatal Fury Special, Fatal Fury 2, Fatal Fury 3, Real Bout Fatal Fury, Real Bout Fatal Fury Special, Real Bout Special: Dominated Mind, Real Bout Fatal Fury 2, Fatal Fury: Wild Ambition, Fatal Fury: 1st Contact, SNK Heroines: Tag Team Frenzy, Under Night In-Birth II, Pocket Bravery, Blazing Strike, Marvel vs. Capcom Fighting Collection: Arcade Classics, Capcom Fighting Collection 2, TEKKEN 8, Street Fighter 6
  

Gameplay Engine  
Story / Theme  
Overall Graphics  
Animation  
Music / Sound Effects  
Innovation  
Art Direction  
Customization  
Options / Extras  
Intro / Presentation  
Replayability / Fun  
"Ouch" Factor  
Characters  
BOTTOM LINE

 

    

 

First Impression: Garou: Mark of the Wolves has been one of my all-time favorite SNK fighting games since the early 2000s. The 2D masterpiece being brought into the modern era with SNK's 3D graphics engine leaves somewhat of a bittersweet taste... since I know deep down SNK's 3D visuals and animations will never eeeeever live up to vibrancy and especially fluidity of MOTW's timeless 2D sprites. I'm not gonna sugarcoat it. One thing's for sure—City of the Wolves has big shoes to fill.

I was happy and (not)surprised to see Fatal Fury / Garou return as a standalone game, following most recent SNK 2.5D fighters such as Samurai Shodown, SNK Heroines, and of course KOF14 and KOF15. Fatal Fury is an iconic arcade-born fighting game franchise that deserves a comeback all out on its own, for sure!

Early on, I overheard some SNK fans calling this game "KOF with less characters". Honestly, COTW's mechanics make it feel different enough to distinguish it from KOF, and hopefully the devs will put more effort into the characters, visuals, and mechanics thanks to the "smaller" character roster. That's what should happen, anyway. It's worth pointing out that we should not only expect the return of MOTW's original cast (and potentially some of the canceled MOTW2 characters), but the return of many classic Fatal Fury series veterans. That said, the roster might end up being larger than some are expecting! That's the good news.

Fatal Fury: City of the Wolves is slightly more visually and mechanically appealing to me over KOF XV... but still has a similar "plasticy" vibe and isn't without imperfections. Overall, animations are decent and entertaining—while having some obvious jank. While fully playable to me as a proud MOTW Terry main, the game feels slightly "slow" and sluggish (using some characters). Matchmaking it the beta was rough, but seemed to get better towards the end. Either way, SNK has time to tighten things up. One thing. Can they make the walking speed slower? Because it's not slow enough. I want us to be controlling tanks. (Is this SamSho or Garou?) Thankfully, characters' special moves themselves have maneuverability options and help keep things moving and feeling snappy. However, I think SNK can improve overall responsiveness and speed in future updates.

The absurd (and impressive) quantity of system mechanics are immediately intriguing to a seasoned gray-haired fighting game player such as myself... but I could also see how this game's mechanics could easily be confusing, intimidating, and ultimately frustrating for new / casual type fighting game players. That said, the Open Beta's Tutorial mode was a bit last-gen-feeling and clunky... honestly not one of the better modern fighting game tutorial modes I've played. (Countdown timers are a terrible way to practice parrying, for one.)

The REV System gives players nice options to play characters differently. The S.P.G. system is nostalgic and is a defining mechanic (similar to T.O.P. from MOTW)... which I enjoyed. Just Defense and Hyper Defense are great, since I love parrying in fighting games. The weird animations (at times) makes parrying slightly less enjoyable than in other fighting games, but it's not bad. At the least, Just Defense might end up being one of my favorite mechanics carrying over from MOTW. Dodge Attacks are an innovative new mechanic that have "cool moment" potential (and the animations are nice)! Other than that, I'm mostly disappointed with the game's slow-ish speed... until combos start up.

The new auto-combo system is an attractive "easy mode" mechanic catered to the casual types... but it's actually a decent and cool-looking system that provides sexy camera angles upon the final hit. With mix-up options, it even adds some complexity and excitement to the traditional 2D engine. The good news is: The classic Garou: MOTW engine feels "alive" in this game, with old school combos still existing (and lots of new combo options, of course). The characters themselves and the combo system mostly feel decent, both having the potential to carry this game.

Aesthetically, COTW has a "cartoon" shine that resembles the colorful 90s sprites and games. The American comics theme is super quirky and the different graphical filters are neat. While I don't "hate" the general aesthetic, I don't exactly love it. Some characters look  unintentionally younger than their Garou: MOTW counterparts... some models are a little goofy and out of proportion. The game nearly has a "chibi" vibe—with some characters appearing a bit chunky (similar to SamSho 2019). However, some models like B. Jenet look great! One thing I love. The hit sparks look great and are "easy on the eyes" unlike some other "over-the-top" effects we see in modern fighting games. SNK can make improvements to the visuals before launch, so I'll wait for the final version to talk more about graphics. 

I used to play SNK fighting games much more often in decades past, back when 2D sprites were the best thing around. In the modern era... I'm spoiled playing 4K Steam games like Street Fighter 6 and TEKKEN 8—both games I'm still playing daily online—and both are mechanically superior, more feature-rich, and more fun to play than anything SNK has put out in quite some time. I already miss the many "quality of life" features when I'm playing City of the Wolves. I don't expect all fighting game publishers to fly close to the high quality of Capcom and Namco games, but what will make someone like me want to keep playing COTW?

Well, I happen to be an old school Terry main in MOTW. Been playing this game since like 1999, bro. I was playin' online against the best on Mame / Kaillera in the early 2000s! That said, the new engine "feels" like my beloved MOTW with plenty of classic combos, set-ups, cancels, feints, and returning movesets still intact. Classic spacing, anti-air and fireball games still apply. The returning cast plays like they should, with classic match-ups, projectile wars, and spacing tech that all feels like the old time (as Kuroko would say). However, the new air-projectiles and new juggle opportunities give COTW its own distinguished feel. The moveset updates are significant, adding excitement and plenty of combo / canceling potential. The canceling in this game is crazy and should provide fun for players who like to style-on their opponents with combos! Flaws aside, I think City of the Wolves will still be a "fun" SNK fighting game regardless of how it looks. Nostalgia glasses can go a long way in enjoying this game, but hopefully the newcomers and new mechanics will attract... new players.

At first glance, I didn't really "like" Fatal Fury: COTW's graphics. Unexpectedly, the more I played—the more I enjoyed the visuals. My favorite aspects are the smoothly-animated hit sparks—oozing with NeoGeo-era nostalgia—and the intense close-ups on epic characters' poses during super moves. (Gameplay-wise, I also enjoy characters' variations of super and special moves!)
The variety of flashy hit sparks, camera zoom on KO, and cinematic close-ups during super moves look very impressive in 4K60. Probably SNK's best 2.5D hit sparks and special move effects to date! The throwbacks to classic MOTW art during win poses is also a nice touch. Weak parts of the visuals? Some animations, especially damage and falling animations (needs more "oomph" ouch factor).

Similarly to Garou: Mark of the Wolves during its time... Fatal Fury: City of the Wolves is the most "Street Fighter-feeling game" SNK has ever created. And ironically one of their best ever. No, the animation and features are (sadly) not anywhere near the polish of SF6, but hopefully City of the Wolves will end up being something special. A Special Fatal Fury. Imagine that!
~TFG WEBMASTER | @Fighters_Gen
 
 

Click Here for all Concept Artwork!

  
 

Click Here for all Promo Art / Logo / etc.

  
 


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Click Here for all Screenshots!

  
 
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