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The King of Fighters XIII - Xbox 360 Standard Edition

Platform : Xbox 360
Rated: Teen
4.5 out of 5 stars 2 customer reviews

Price: CDN$ 49.99 & FREE Shipping. Details
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Xbox 360
  • Improved Online mode, and a host of other additions, tweaks, and enhancements
7 new from CDN$ 44.95 5 used from CDN$ 25.95

Game Information

  • Platform:   Xbox 360
  • ESRB Rating: Teen Teen
  • Media: Video Game
  • Item Quantity: 1

Product Details

Platform for Display: Xbox 360
  • ASIN: B0054IN5RI
  • Product Dimensions: 19.3 x 13.7 x 2.3 cm ; 295 g
  • Release Date: Nov. 22 2011
  • Average Customer Review: 4.5 out of 5 stars 2 customer reviews
  • Amazon Bestsellers Rank: #12,958 in Computer and Video Games (See Top 100 in Computer and Video Games)
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Product Description

Platform for display:Xbox 360 Product Description

With a roster featuring over 30 hand-drawn and animated fighters, a number of detailed stages bursting with life, over a half dozen play modes, a refined fighting engine built for speed and complete with new moves and supers, a vastly improved Online mode, and a host of other additions, tweaks, and enhancements, THE KING OF FIGHTERS XIII represents a rebirth for one of gaming's longest tenured franchises and one of the most popular fighting brands ever. With the triumphant return of fan favorite characters like K', Mai, and Vice, extensive refinement of the core fighting engine based on community feedback, and vastly improved network functionality, THE KING OF FIGHTERS XIII represents the HD entry in the series that fans have been waiting for. Painstaking effort has been made to address every last concern following the last entry: fights play faster; the addition of over a half dozen play modes offers variety and replayability; the game's beautifully rendered and animated character sprites are better distinguished from the backgrounds-which happen to be richer and more detailed; the camera perspective is less restricted; fighters have more moves, including new supers and the all-new NEOMAX supers; and much, much more!

From the Manufacturer

After recent incidents, involving such characters as Ash Crimson, Iori Yagami, and Kyo Kusanagi, it was feared that the next King of Fighters tournament would never happen. However, thanks to worldwide-sent invitations to fighters and an unheard-of amount of promotion by a mysterious party (led by a figure known as "R"), the new mixed-martial arts tournament is now on the world stage with mass-media coverage like never before.

With a roster featuring over 30 hand-drawn fighters, a number of detailed stages bursting with life, over a half dozen play modes, a refined fighting engine built for speed and complete with new moves and supers, a vastly improved Online mode, and a host of other additions, tweaks, and enhancements, THE KING OF FIGHTERS XIII represents a rebirth for one of gaming's longest tenured franchises and one of the most popular fighting brands ever.

Over 30 character face-offs
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See the conclusion of Ash Crimson's story arc
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Game Features

  • The biggest, best high-definition KOF game yet—With tons of play modes, a refined, faster-paced fighting engine, over 30 beautifully rendered and animated characters (including triumphant returns of fan favorites like Mai Shiranui, K', and Vice) with a host of new moves—including the all-new NEOMAX supers, and much more, XIII represents the HD entry in the series that fans have been waiting for!
  • Smooth, stable net functionality with global online play—Challengers can take on opponents anywhere in the world and using KOFXIII’s vastly improved network functionality, bringing to fans an incredibly smooth and stable Online mode.
  • Console-exclusive content—Featuring characters, stages, and modes not available in the arcades, the home console version of KOFXIII gives fans no shortage of incentives to play and try to unlock new content.

Fight in astounding HD
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Console-exclusive content, including new characters
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New NEOMAX moves
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New modes, including Story Mode
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Smoother online play
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Product Description
After recent incidents, involving such characters as Ash Crimson, Iori Yagami, and Kyo Kusanagi, it was feared that the next King of Fighters tournament would never happen. However, thanks to worldwide-sent invitations to fighters and an unheard-of amount of promotion by a mysterious party (led by a figure known as "R"), the new mixed-martial arts tournament is now on the world stage with mass-media coverage like never before.

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Top Customer Reviews

Platform for Display: Xbox 360
i've read bad reviews about KoF XII, and they said to wait for XIII instead, so i did, and Atlus even include a 4-disks soundtrack with it!

For those who used to play KoF games before SNK closed and then bought by Playmore, you will like this one very much, it FEEL a lot like the older KoF games, just with better graphics and still beautifully-rendered 2D characters, gorgeous animations. I remember playing Capcom vs SNK 2 on my Dreamcast (and on PS2 as well), the gameplay feel a bit like this one, except no Capcom characters or other SNK-characters (i would have picked Nakoruru anytime otherwise, lol!).

KoF XIII is probably the best game from the few previously-released ones!
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Platform for Display: Xbox 360 Verified Purchase
My son love it....!!
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Most Helpful Customer Reviews on (beta) HASH(0xb39a7390) out of 5 stars 43 reviews
18 of 19 people found the following review helpful
HASH(0xb39f1570) out of 5 stars SNKP finally does it Dec 21 2011
By RagingStormX - Published on
Platform for Display: Xbox 360
So a little backround on me. I have been playing fighters since I could grab an arcade stick, been playing tournament level players for 12 years, and currently play Super Street Fighter 4 AE ver 2012 and plenty of old school games to include Super Street Fighter 2 Turbo.

That being said this is not a review by a random person who casually plays games.

First and foremost is the content. SNKP packed so much in this game that it feels like a actual game unlike KOF 12 which was a huge disappointment. The story mode is full of hand drawn moton comic type scenes with plenty of story. Arcade mode is included which is standard in any fighter. There are trial modes which give you some of the best combos for each character similar to what Street Fighter 4 introduced and well as a basic tutorial explaining the basic system.

You can unlock Billy Kane and the boss character through playing the game as well as download Iori and Kyo alternate versions. Mr. Karate DLC should be coming in the near future. There is a color edit mode similar to Capcom vs Snk 2. This allows you to color any character the way you want, being able to save up to 5 custom edits per characters. You unlock more colors by playing story mode.

The game itself looks beautiful. The characters are fluid and backrounds are gorgeous. Much improvement over KoF 12. No longer does the game zoom in like in the last installment as well. The overall menu design and presentation is done well.

The actual gameplay is a blast. King of Fighters is a more offensive based game than Street Fighter. Everything compliment offense. There are rolls, low jump, hyper low jumps, hyper jumps, guard bar, special cancels, super cancels, neo max cancels, and custom combos. You can pull off crazy combos in this game. The overall combo system in the game is fantastic. Unlike SSF4, you cannot cancel a special move unless it's hitting. So no one can uppercut then cancel to safety, you will get punished for your mistakes. Of course the staple in KoF games, you can combo grabs, which is something I find very unique.

Online play I have done research on through 4 bar connections are amazing (like they are at your house), 3 bar connections are playable, 2 bars is bad, 1 bar is roflomgnowhy. Mostly there are 2/3 bar connections depending on distance. That being said don't let that deter you from buying this amazing game. SNKP and Atlus have announced that they are patching the game to vastly improve online performance. This game seems to be as good currently online as Ultimate Marvel vs Capcom 3.

With over a roster of 30 highly enjoyable characters (such as Kyo, Iori, Mai, K, Terry, as well as other fan favorites), a complex deep yet easy to grasp combo system, standard KoF mechanics, good online play, as well as a vast amount of content this game get 5/5. SNKP out did themselves, but the fans deserve no less. This game is what KoF 12 should have been. If you been waiting for a good KoF game to get into THIS is it.

Edit: This game comes with a 4 CD soundtrack of all KoF games which is a plus. Also this game was rebalanced from the original arcade version (making it better).

Gameplay 5/5
Sound 5/5
Content 5/5
Roster 5/5
Replayability 5/5
Tutorials 5/5
Online play 3.5/5 (Note this is getting patched to vastly improve and it good most the time, but bad connections are bad)

Written by member RagingStormX (Capcom fanboy)
5 of 5 people found the following review helpful
HASH(0xb39f4b40) out of 5 stars The best fighter right now in my opinion March 26 2012
By truster38 - Published on
Platform for Display: Xbox 360 Verified Purchase
I consider myself a fighting game enthusiast. I spend probably way too much time on forums and sites like Shoryuken, Eventhubs, and Dream Cancel. I own an expensive arcade stick that my level of play probably doesn't justify me purchasing. I've been playing fighters seriously since Street Fighter Alpha 2. I'd only dabbled in KOF during those days, mainly the classic KOF '98. I've heard tons of great things about KOF XIII and decided to take the dive myself. I own and have sunk lots of time into all the big fighters of this generation: SSF4: AE 2012, Blazblue: CS (please note I haven't played EXTEND and don't really plan on getting it), UMVC3, and SF x Tk. In my opinion, KOF XIII is the single BEST fighting game of this generation, and I hope I can make a great case for you to check out this fantastic game.

First off, this game looks absolutely stunning. The "baboon hand" art style of the new Street Fighter games has always been divisive, and some people can get turned off by Blazblue's heavy anime feel (though that's a beautiful game as well objectively). The style of UMVC3, which is semi-borrowed from Tatsunoko Vs. Capcom, is pretty stunning as well, but if you're a fan of detailed 2-D, hand-drawn animation with TONS of character and personality, your eyes will feast on the amazing visuals in KOF XIII. There are over 30 characters here, all of whom represent different countries, styles, fighting styles, and body types. These SNK designs have stood the test of time, as characters like Kyo, K', and Iori seem, if anything, cooler and more stylish than ever. The backgrounds are generally great too, like a crowded London street with onlookers on double decker buses and a street market backdrop with massive 3-D elephants that blend in with the 2-D perfectly. There are SOME questionable ethnic stereotypes at play here, but that's a discussion for another day. As well, some of the onlookers get way too "animated," as the game speeds their fist pumps and claps up way too much to the point that it's sometimes distracting.

The most important thing about the visuals gameplay-wise is that powerful moves shake the screen and really look like they hurt. You FEEL the blows in this game, which is a credit to its presentation.

The music, which comes to you in a 4-disc soundtrack if you pre-ordered, is amazing as well, and endearingly old-school. You'll hear the same mix of crunchy guitar riffs and catchy synthesizers that have been the hallmark of this series for years. Note: I ordered the Xbox 360 version a few months after the game originally came out and STILL got the soundtrack, however I can't guarantee that if you buy the game now you'll still get it. I think your chances are better on 360 because it sold less on that platform.

The game has a variety of modes, including a Blazblue-ish "visual novel" story mode if you care about that kind of thing. Given that the "Ash Crimson Saga" was last touched upon in KOF XI on the Playstation 2, you might have already forgotten all about the whole "Ash is a very pretty man who is an enigmatic protagonist and can be good or evil" thing, so story mode is for hardcore KOF nerds more than a general audience. If you're just a fighting game nut, though, there are TONS of modes here, such as an Arcade mode with light story elements (all the characters have intros with each other), a Versus mode, a pretty robust practice mode with a variety of options, a variety of challenge modes like time attack and survival, color edit mode that unlocks more options as you play the game, a gallery that unlocks pictures and other things as you play, and what is my opinion the star of the show: the insanely hard Trials mode. Seriously guys, these trials, where you perform set combos with all characters that ramp up in difficulty, are freakin' brutal, the HARDEST of any fighter out right now. This segues right into my passion for this game: the trials are difficult but SO rewarding once you pull them off.

In my opinion, being a top-level player in any fighter is a difficult task that takes tons of muscle memory, practice, and skill. Where the rewarding difficulty lies in KOF is that timing and inputs have to be EXACT. The basic idea for combos is that, once you have meter, you cancel moves into each other. The way that works is that I can cancel a special move into a super move, but I input the super as soon as the first move hits. Seeing as how KOF has motions that aren't common in other games, such as two half circles back or combinations of diagonals and quarter circles, this is, in a word, freakin' hard.

Also, it feels damn awesome when you start to pull them off.

There are two meters in KOF XIII, one for canceling special moves and another for supers and EX moves, so meter management is huge in this game. Since you fight with a team of three, you can develop great strategies like using your first character as a "battery" to build meter, and pick your "anchor" character so that your last guy can take full advantage of meter. You can also enter a "custom combo" state once the HD meter, or "special move cancel meter," is full, and this allows you to pull off devastating combos by linking special move cancels for as long as the draining bar has meter left. Pulling these combos off is the meat of the game. I enter Hyper Drive mode, chain a combination of specials and normals together, and assuming I have super meter, I end the state by unleashing a super at the end. If I have lots of meter, I can even cancel a regular super into a level 3 "Neo Max" super. When you look at matches online with high-level players, you might think that the game is "broken" since you can effectively pull off close to 100% damage combos. However, I can assure you that you truly EARN all the damage you dish out in KOF. Nothing comes easy and that's a great thing for hardcore fighting fans.

KOF is a very fast-paced game and incredibly strategic. Matches are default at 60 seconds and most end way before that. You can dash, roll, jump, super jump, hop, and hyper hop in this game, which opens up tons of options in terms of spacing. You can also pull off guard counters that take up meter if you're getting pressured and have access to a "blowback" move that comes out sort of like a Focus Attack in SFIV. There's also a guard crush system so you can't just block all day.

Netplay is pretty decent, but not as smooth as something like Blazblue. As long as there's decent connections on both ends though, it won't be that much of a problem. There are absolutely NO game-breaking issues like SF x Tk's awful online though. Take note that there is also not a spectator mode, which is a bummer.

The last thing I'll say about KOF XIII is that, although there are still tiers in a sense, like for example Benimaru being a beast, the game is set up so that all characters give and receive the same damage. A big grappler like Daimon does the same damage to the schoolgirl Athena as he does to another big dude like Clark, and takes the same damage from Clark as Athena would. More than any other game right now, KOF XIII comes down to skill. I'll be honest, I still fairly suck at this game. But I put in the work everyday because it's the most fast-paced and rewarding fighter out there right now. For $40, you can't go wrong if you're a fighting game fan.

Note: In my opinion, because of the unorthodox inputs, this game is almost impossible to get the most out of with anything but a stick. That's just my personal opinion so if you're a diehard pad person, by all means give it a try and see if you can hang.
3 of 3 people found the following review helpful
HASH(0xb3a0903c) out of 5 stars Still not really sure what to think Jan. 7 2013
By Kiri - Published on
Platform for Display: Xbox 360 Verified Purchase
Full disclosure: I am a casual fighting game player. I used to consider myself hardcore when all the opponents I had were random friends and family members, but the advent of GGPO and Street Fighter IV quickly humbled me, and now my once-lofty aspirations of EVO championships have been reduced to the far more realistic aspiration of eking out a win now and then. As such, I doubt that this review will be very helpful to uber-passionate world-class fighting game players, and so instead I am targeting this review to players like me: those of us who play fighting games because we think they're kind of neat, and are okay with sucking at them (at least as a stepping stone towards getting better).

There's no denying that KoF XIII is a massive improvement over the previous game. There are a bunch more characters, and premade story teams have returned. The interface is much more polished. For players who need a bit of training, there are excellent tutorial and mission modes that allow you to practice your moves and techniques, and to learn new combos. And for casual folks and KoF story buffs, there's a story mode in addition to the regular arcade mode. All in all, it's much more of a "complete package" than the bare-bones KoF XII.

Alas, I just can't get past the fact that this is still "traditional" KoF 3-on-3, rather than building upon the tag system from 2003 and XI. It felt like a step backwards in KoF XII, and I was really hoping that XIII would restore tagging. The tag system in 2003 breathed new life into the series, and XI refined it. I was excited to see where the series would go next. This game feels sort of like KoF 2002 with better controls, and while that still means it's good (great, in fact), it does leave me wondering what might have been.

The "new" system this time around is the Drive Gauge, which allows you to do Drive Cancels (canceling a special move into another special move), and to go into Hyperdrive Mode, which allows you to cancel moves into each other that can't normally be canceled (at the cost of a bit of gauge). Fans of the series will recognize these as "anywhere cancels" and "MAX mode" from KoF 2002, the main difference being that they're powered by your Drive Gauge rather than your normal super gauge. I will say that stringing together combos is a great deal more fun here than it ever was in 2002, owing to more forgiving controls, much simpler cancel restrictions and (again) a solid set of in-game tutorials that allow you to get into the meat of the game much more quickly. Other than that, there's just the usual KoF stuff: rolling, dashing/running, hops and hyperhops, guard cancel evasions and attacks, and so on. While I can certainly appreciate this game's approach -- stick with what works, don't fix what's not broken, etc. -- and while I can understand the need to "get back to basics" after the small-scale disaster that was KoF XII, I really wish they had done more with this.

Mind you, this game looks and sounds a heck of a lot better than 2002 (either version) ever did. While it still has the somewhat wonky art style of KoF XII, the ugly pixelation and zooming is gone, and it's now possible to appreciate these high-resolution, gloriously-animated sprites for what they are. What is up with these backgrounds, though? The overly cartoony, appallingly racist caricatures in these stages really shouldn't be in a KoF game. The music is mostly listenable, but it's not terribly catchy or memorable or, y'know, good (with the sole exception of the main menu theme, which is classic KoF). I do appreciate the ability to switch to an alternate soundtrack with music from older games, mostly KoF XI (mind you, I'm not wild about that game's soundtrack either, but at least I can remember some of the songs).

And I'm afraid that those who play KoF for the story are going to be disappointed. Sure, there's lots of pre-fight dialogue and a full story mode, but the actual story sucks. It sucks really badly. I thought the conclusion of the NESTS saga in 2001 was bad; alas, the conclusion of the Ash saga is even worse. It makes me feel like I've wasted my time with single-player KoF -- and I suppose I have, but that doesn't mean the game needs to rub it in, you know?

Of course, like any fighting game, what KoF XIII is _really_ about is playing against other human opponents. And in that respect, it's as awesome as ever... at least in local versus mode. I am sad to report that, even after a patch from the developers, the game is basically unplayable online. Not only is there lag (even if you choose only to play against people with four bars), but it's the old kind of lag, the kind where the game responds to your input half a second after you make it. I know this is par for the course for SNK releases, but come on! This game was released in 2011, so there is just no excuse for netcode this bad!

I did have fun with this game -- the mechanics are as solid as ever, and the roster is nice and eclectic -- but I really can't recommend it, for all the reasons mentioned above. I think I enjoyed previous games in the series quite a bit more.
7 of 9 people found the following review helpful
By Mokuro - Published on
Platform for Display: Xbox 360 Verified Purchase
If you really are a true KOF fan, then this new installment won't disappoint. Crisp graphics, Awesome soundtracks, it's also got a story mode. and many many more. As for online, I haven't experienced any lag issue or input delay. This is a must buy.
1 of 1 people found the following review helpful
HASH(0xb39f4ba0) out of 5 stars My favorite traditional 2D fighter to date! June 10 2012
By Benjamin S. Sprague - Published on
Platform for Display: Xbox 360 Verified Purchase
After reading so many glowing reviews on Amazon I still was worried KOF 13 could not possibly live up to the hype. Was it actually "that good"? Much to my excitement and cautious trepidation the game arrived Friday on the 8th and I've been playing it ever since.

First thing is first. It really is a worthy successor to previous KOF games. At least in my humble opinion it surpasses most of the past entries I have played!

It's true KOF 2002 UM gave us the hugest roster in snk's history and KOF 11 is no easy contender to beat. In the case of KOF 13 it is quality over quantity. All 30+ fighters have been lovingly redrawn. The sprite work in KOF 13 is nothing short of amazing. Each combatant is large, detailed, expressive, and filled with personality. I may not be digging the big-headed kawaii-moe-direction Yuri and Athena received but that is such a miniscule gripe I don't even know why I should bring it up at all. Backgrounds are equally awe inspiring and they will even change between day and night cycles from one round to another.

Combat is that bread and butter combination of being "easy to learn" but "hard to master". Cancellations, charged specials, roll evades, running dashes, hop jumps, combos, and desperation attacks all make a return. It's likewise a relief we have "actual teams" again and that we can select the order of each fighter before each confrontation. Though it may seem daunting at first, kof 13 has plenty of practice, tutorial, and mission modes to aid you in fine tuning your abilities. This is topped off with mini challenges in the arcade mode to procure even more points between bouts! The grading system plays into what new challenger you will face at the midway point and even decides whether or not you can advance onward to face the true boss. Luckily, it's not near impossible to meet these requirements.

If you end up with your face planted in the dirt of defeat the cpu's assist feature returns to give you an edge versus your opponent when you return to the arena. Buffs range from shaving an adversaries health down by 75% to upping your attack damage and defense. This is not needed for most rivals but due to typical SNK traditions both Saiki and Dark Ash are exceptionally cheap!

Because I played KOF 11 I was able to appreciate the story mode. Ash went from being a character I was mildly annoyed with to one I admired and rooted for. If you haven't guessed already Ash is portrayed as a typical narcissist and bad-guy who stole the sacred treasures in the previous story arch but KOF 13 does a commendable job at shedding additional light into his deeper motivations and true intentions. The genuine "team endings" are often hilarious to serve their place as comical relief in order to balance out the more serious stuff. Sadly, if you haven't been keeping up with your KOF lore the story-mode will still be convoluted and confusing. It would have been nice if KOF 13 took a nod from KOF 2006 (Maximum Impact 2) with additional unlockable character profiles that could have caught newcomers up to speed. If there is one complaint I could level at most KOF games it is they have never been friendly towards green novices. Hopefully this will be remedied in the future!

Additionally online could have been slightly better. There are no lobbies and only two people can be in a room at once. However, I liked the option of being able to practice before new challengers joined my room. At least on the 360 side of things the KOF community seems very nice! Granted, I got my rear end kicked to affinity and beyond. Be that as it may, there was no trash talking or nasty messages sent to my inbox. I noticed that the last couple of matches I fought were just a little lag-ridden but nothing as bad as some of the horror stories I heard before hand. I'd say KOF 13 is just a bit behind SSF 4 when it comes to a smooth online playing experience. Apparently the patch I downloaded remedied a lot of problems I would have bumped into otherwise. I should also mention you can choose your own custom team, participate in ranked matches, record data, set your profile message, and select a kof inspired avatar picture. It's nothing spectacular but it works. If it ain't broke don't fix it, aye?

I've played a lot of fighting games but KOF 13 exists within that same magic space as Garou Mark Of The Wolves, Samurai Shodown 4, Last Blade 2, Street Fighter Alpha 2 Gold, and Street Fighter 3 third strike. I haven't enjoyed a 2D fighter this much in a long time and I'd say it edges out Blazblue just a little bit based on my own preferences. Despite KOF's exaggerated cheesy camp it's characters somehow seem "real" and are all that much more endearing for it.

In the end you'll know if you're a KOF type of person. It's not a post apocalyptic steam punk versus magic fantasy yarn with outlandish caricatures nor is it quite as celebratory of its' machismo as Street fighter. Amidst pretty tom boy waitresses, metro sexual men showing off nail polish, buff beef cake mercenaries, ball cap adorned tough guys, voluptuous scantily clad female ninjas, drunken old kung fu masters, pop star idols, spunky karate girls, and finely featured almost-vampires it carves out its' own niche between the pleasantly absurd and the surprisingly humanistic. Every demographic is represented and the fighting is as fast, furious, and fun as it has ever been in the franchise!


+ Adds a robust story mode which was absent in KOF 12

+Inclusion of actual teams with 3 on 3 bouts

+ The fighting itself is exhilarating, challenging, and addictive

+ 30+ KOF characters have been reborn with large beautiful sprites

+ Plenty of offline distractions

+ The unlocked artwork is worth the effort

+ A color customization option is included

+ Rival teams banter back and forth before each match creating a fond connection between the gamer and the characters

+ The assist cpu option available during each continue takes the stress out of the boss encounters if you find the challenge is too steep for your liking.

+Background stages are exotic, inviting, and lively (Accept for the nihilistic red burning sky/black gate-way boss stage)

+Some of Kim's audio clips sound like Kenshiro from Fist Of The North star

+ Most versions come with a beautiful fully colored bilingual instruction booklet (In French and English) and a 4 disc soundtrack

+ King's and Yuri's defeat animations are a subtle tribute to the Art Of Fighting games


- The plot will be confusing to non KOF fans

-Online modes are rather bare-bones

-The story mode has scrolling text but no actual voice work

-The learning curve for KOF 13 can be rather steep until you find your groove

- Mr. Karate, NESTS Kyo, and Flames Iori are priced dlc as opposed to being in-game unlockables.

-Not as many taunt and victory animations as past entries

End verdict

Atlus and SNK/Playmore are an unstoppable duo! If you're already a fighting game enthusiast chances are my praise is meaningless because you already have this in your collection.

Moving on, I have to be a little more discerning for those of you who are curious about fighters and want to try them for the first time. KOF 13 is perhaps too cryptic and too complex to be a decent purchase for beginners. If Snk/playmore has one Achilles' heel it is their games are rather abrasive towards newbies.

If you persist despite my warnings it'll be in your best interest to do a wikipedia search of the characters and also browse fighting game fan sites for helpful tips. Shoryuken forums is a good place to start!

Ben's personal score: 5 burning fists out of 5!

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Platform for Display: Xbox 360