Killer
Instinct 2
STORY: Eyedol's
death at the hands of Orchid in the previous game accidentally set off a
time warp sending everyone back 2000 years and allowed Gargos to escape
from Limbo. Now, 2000 years in the past, warriors that survived Killer
Instinct (1) and several new faces fight for the right to face the Demon
Lord Gargos in combat. Some, like T.J. Combo, just want to get home. Others,
like Tusk, want to bring an end to Gargos and his reign of evil. This time
there is no tournament or prize money, just a fight to the finish with
the fate of the future hanging in the balance.
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Killer
Instinct 2 character selection screen.
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REVIEW:
Killer
Instinct 2 is the sequel to the somewhat "underrated" smash
hit at arcades and on Super Nintendo Entertainment System,
1994's Killer Instinct. All of the
2D character sprites,
animations and stages were completely redone in KI2 and in many
ways look significantly different from the
first game. Returning characters have updated appearances, new moves, and of
course... plenty of new combos. C-C-C-Combo Breaker!
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Impressive
3D stages and "3D-ish" character sprites.
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Stage backgrounds are done using "scaling" FMV graphics,
having pre-set
animations of their own as characters move back and forth on the stage. Visually, this
is a much different aesthetic than the first
Killer Instinct, and in my opinion was (somehow) a bit of a downgrade. Also, there
isn't a
single stage in KI2 that feature the "epic" camera angles from
certain stages in the first game (when a fighter was launched high up into the
air). This alone was a big disappointment if you ask me. No long range projectile
wars? No awesome stage fatalities from way high up in the air? Booooooo!
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Major
and surprising changes to returning characters.
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Gameplay-wise, KI2
changed quite a bit from the first title — which was known for excellent and
addicting gameplay, by the way. Throws were added to the gameplay to remedy players who over-used
blocking in the first game. Normal special moves are no longer judged on
priority, but instead follow a three tiered "rock, paper,
scissors" system in which certain special moves will always break other special
moves. (In high level play, many consider the system to be flawed.) A new Super
Meter was also added to store
energy for Super Moves and Super Linkers. Some of the new Super / Finishing
Moves that could be performed mid-match look pretty cool at least, but some
don't really have the "wow factor" of the original. T. J. Combo pulling
out a machine gun to mow down the opponent (unless they hold back to block the
bullets)?
Yeah... Killer Instinct 2
got a bit random and silly, at times.
In addition to the drastic gameplay
tweaks, many new moves and changes were made to the returning characters. Combo
paths and strategies for nearly all returning characters have changed quite a bit, leaving some
players happy and others understandably disappointed. Lastly, fan-favorite characters Chief Thunder, Riptor and Cinder
are missing in action! Some
might say this was Killer Instinct 2's BIGGEST downfall. The
new characters such as Tusk, Kim Wu, and Maya definitely aren't bad designs, but as
"replacements" for the original cast... some might say they fall a bit
short.
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Page Updated: |
September
22nd, 2024 |
Developer(s): |
Rareware |
Publisher(s): |
Midway, Nintendo |
Designer(s): |
Chris
Tilston, Kevin Bayliss, Ken Lobb, Mark Betteridge
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Platform(s): |
Arcade, Nintendo 64
(as KI Gold)
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Release Date(s): |
1995 |
Characters: |
Orchid,
Jago, T.J.
Combo,
Glacius,
Maya,
Tusk,
Kim
Wu, Sabrewulf,
Fulgore,
Spinal,
Gargos
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Featured Video:
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Related Games: |
Killer Instinct
Gold, Killer Instinct, Killer
Instinct (2013), Mortal Kombat 3,
Samurai Shodown 3, King of
Fighters '95, Darkstalkers 2, Fatal
Fury 3,
Golden Axe: The Duel, Savage Reign, Street Fighter Alpha, Marvel
Super Heroes,
WeaponLord, Power
Instinct, Galaxy Fight |
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Gameplay
Engine
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7.5 / 10
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Story
/ Theme
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7.0 / 10
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Overall
Graphics
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8.0 / 10
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Animation
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8.0 / 10
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Music
/ Sound Effects
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9.0 / 10
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Innovation
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6.5 / 10
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Art Direction
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8.0 / 10
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Customization
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7.5 / 10
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Options / Extras
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5.0 / 10
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Intro / Presentation
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7.5 / 10
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Replayability / Fun
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6.0 / 10
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"Ouch" Factor
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9.0 / 10
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Characters
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7.0 / 10
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BOTTOM LINE
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7.7
/
10
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Review based on Arcade
version
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Final
Words: |
If you ask around, you'll probably
get mixed
opinions about KI2. From my experience in mid 90's arcades, I knew that some players
"liked" KI2... while others "hated" it and probably preferred the original. Personally, I didn't play KI2 at the
arcades very much (as I was busy with many other fighting games), but I actually
did come around to enjoying and learning this game when it was re-launched as Killer
Instinct Gold (N64).
Although KI2 didn't really manage to live up to the original's success or
hype... the game was still a visually impressive and exciting arcade fighting
game. However, any steam that
Killer Instinct 2 managed to build up in the arcades was quickly dwindled by some very "heavy hitting"
fighting games that soon came to the scene later in 1995/1996. Alas, KI2
wasn't considered a success at the time and nearly "killed" the
series... with a sequel (by a new developer) finally releasing nearly 20 years
later.
I enjoyed the original Killer Instinct much more than KI2 for numerous
reasons. The catchy aura and "upbeat" mood of the first game didn't quite
carry over to KI2, and in my opinion, the gameplay just wasn't as fun either. The
drastic gameplay changes, closed stages, and missing characters were elements
that "asked a lot" from returning fans - many who were becoming
enamored with other awesome 2D and 3D fighting games of the era. In retrospect, KI2 wasn't
that bad... and its "transformation" into Killer Instinct
Gold ended up being one of the best fighting games on N64.
~TFG Webmaster |
@Fighters_Gen
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