Coupled with the new hard-drawn art style and the endorsement of "Ultimate 2D Fighting Game," SNK's made the public wild with anticipation for the new King of Fighters. Full of compromise, KoFXII is indeed easy on the eyes, while gameplay/feature decisions keep it from being over the top amazing: story mode is absent, but the promise of DLC on the horizon; Fights remain 3v3, but players no longer switch between fighters haphazardly; and while super moves are limited to singles in most cases, mechanics like Critical Counter and Guard Attack add much-needed spice to the pot. If you're a fan of the KoF series, you've known all of this for a couple months. So the shock of only six stages and twenty-two characters (no Mai!), some with radically different playstyles from previous games, may be a deal-breaker.

For the rest of us, these are not a major issue, as King of Fighters XII is a great foundation for the next generation, and a great introduction to the series for newcomers on next-generation game consoles. Maybe these previous limitations will be included in later DLC. Unfair? Maybe. But once veterans compose themselves from what's missing and start playing, the awaiting experience really is a joy, what may be the smoothest 2D fighter ever. Characters are varied enough to bounce between favorites, and balanced enough not to be punished for it. Of the online matches I’ve played, only a handful were debilitating with lag, and interestingly, all the characters were equally represented. This is definitely a case of preference with veterans rather than random choice by newbies: even the two console exclusive characters Elisabeth and Mature pulled off some nasty combo’s. Needless to say, I didn’t save those replays.

With this in mind, it’s nice to know the online circuit won’t be dominated by top tier characters or any Sagat nonsense. For the most part projectiles and turtling is also limited, so headaches and frustration are minimal. This is a stripped down and no-nonsense fighter, both in the franchise canon and as a video game. While you won't find fault with the gameplay, the extras leave little to the imagination. Compared to Street Fighter and Blazblue, KoFXII seems unfinished: there is a short anime cutscene beginning arcade mode, a versus mode, practice, and online matches. Satisfying enough, yet something the two previously mentioned games get right is the inclusion of a challenge mode and time attack mode, both a gauntlet for experienced players and a variety draw for newcomers. And while the animated intros, story mode, different costumes, and bigger pick of specials aren't necessary, their absence certainly stings. Luckily KoFXII packs enough new features in versus and online to partially forgive this sparseness. Critical Counter lets players interrupt an attack and pull off their own combo, granted the bar underneath their health is full.

This results in a green explosion, and a chance to unleash a string of moves together: think of it as a way to combine all your favorite moves into one devastating onslaught. The system works a little too well, and the slim opening in addition to the match timer ensure players don’t overuse this. Another addition is Guard Attack, which is basically a bait and switch, fighter style. The player can hold back and signal a blue flash, which opens a window that automatically counterattacks any hit blocked, sending the opponent flying across the screen; this is as satisfying to pull off as it is to watch, as your opponent falls like a sack of potatoes. If competition online and with friends is enough, KoFXII is a blast. Also, XBL is an absolute must, both for satisfying experience and the eventual, hopefully redemptive DLC. King of Fighters XII is a balanced, beautiful game to witness and a fun start for the franchise's next generation, but it absolutely is a case of unfulfilled potential, especially considering it's supposed to be "the year of the fighter."