Summary
Well the game is full of nostalgic ’90s charm, it’s bogged down by awkward celebrity cameos that feel more like gimmicks than genuine additions. The core experience is decent, but the over-the-top push to stay relevant by tossing in celebrity fighters actually drags it down more than it elevates it.
Developer – SNK CORPORATION
Publisher – SNK CORPORATION
Platforms – PS5, Xbox Series S|X,PC (Reviewed)
Review copy given by Developer
SNK’s beloved Fatal Fury series first hit the market in 1991, right in the middle of the fighting game boom that defined the early ’90s. It was a time when arcades were packed, and gamers were constantly looking for the next big thing in competitive action. Fatal Fury stood out with its unique two-plane battle system and a cast of charismatic characters like Terry Bogard and Geese Howard. But even with its strong gameplay foundation and stylish flair, it struggled to achieve the same mainstream recognition as juggernauts like Mortal Kombat and Street Fighter.
That isn’t to say Fatal Fury wasn’t respected—it absolutely was, especially among SNK fans and Neo Geo arcade regulars—but in terms of sheer cultural impact, it lagged behind. Part of this can be attributed to a difference in marketing strategy. Mortal Kombat leaned into controversy and gore, Street Fighter had global appeal and a timeless competitive edge, but Fatal Fury often felt like it was trying to find its place rather than confidently claiming one.
Fast forward to today, and it feels like SNK is still wrestling with that same issue. With the release of the newest installment, Fatal Fury: City of the Wolves, there’s a lot of excitement from longtime fans and curiosity from the modern fighting game community. Yet, SNK’s approach to promoting the game has raised more questions than hype. The marketing campaign has been scattered at best, filled with flashy trailers that showcase the style , for some examples:
SNK brought in Salvatore Ganacci to perform a quick 45-second set to help kick off WrestleMania as part of their effort to promote the game… why? Honestly, your guess is as good as mine. It’s hard to see the logic behind the move, and I can only imagine how much money was poured into that brief spectacle. But it doesn’t stop there—SNK didn’t just use Ganacci as a marketing gimmick; they actually put him in the game. And if that wasn’t baffling enough, they also added Cristiano Ronaldo to the roster. Now, unlike Ganacci, at least I know who Ronaldo is—but still, neither of them have anything remotely to do with fighting games, nor have they ever been associated with the genre in any meaningful way. Their inclusion feels wildly out of place and more like a stunt than a meaningful addition to the experience.
If anything, it feels like SNK is confused about its target audience—and that confusion is bleeding into how the game is being presented. Instead of doubling down on what makes Fatal Fury special—its distinct visual identity, its brutal pace, and its deep legacy within the SNK universe—the promotional material often feels like it’s borrowing ideas from more mainstream franchises without putting City of the Wolves at the center.
Getting to the actual game though , At the heart of the game is the REV System—a game-changing mechanic that defines the pace and tone of every fight. REV Arts, REV Accel, and REV Blows (unleashed when the Special Point Gauge, or S.P.G., is active) aren’t just stylish flourishes; they’re high-impact offensive tools that push players into a relentlessly aggressive playstyle. But it’s not without consequence—overuse leads to REV Meter overheating, temporarily cutting off access to these powerful moves. It’s a constant balancing act between overwhelming your opponent and overextending yourself, creating a thrilling sense of pressure and strategy in every match.
The dual control schemes are another masterstroke. Arcade Style caters to the veterans—those who grew up with quarter-munching cabinets and command inputs burned into muscle memory. It’s tight, technical, and deeply rewarding. On the flip side, Smart Style is a godsend for beginners or those who just want to pull off epic moves without needing a PhD in quarter-circle motion. It’s not a lesser experience, either; it’s a different one, offering the same visual spectacle and thrill while lowering the barrier to entry.

And then there’s Episodes of South Town (EOST), which isn’t just tacked-on fluff—it’s a legitimately cool single-player RPG-style mode that lets you step into South Town’s chaotic, brutal world on your own terms. It’s a surprisingly meaty mode with XP systems, build customization, and a full-on progression loop. Each fight isn’t just a battle—it’s a step on your climb to the top, and the different fight conditions keep the mode feeling fresh. It’s the kind of addition that gives solo players real substance to chew on, beyond just running through arcade ladders or training modes.

If this review feels a bit all over the place, well—that’s exactly how playing the game felt. It nails that nostalgic ‘90s arcade fighter energy, but the inclusion of pop culture characters feels oddly forced. They don’t contribute much beyond “name recognition” (to some) and end up clashing with the game’s vibe, feeling shoehorned in rather than naturally integrated. The core experience is decent, but the over-the-top push to stay relevant by tossing in celebrity fighters actually drags it down more than it elevates it.