Game review
FATAL FURY: City of the Wolves
7 / 10
- Developer
- SNK CORPORATION
- Publisher
- SNK CORPORATION
- Released
- 22 January 2026
- Platforms
- Windows
- Genre
- Action, Fighting
- Monetisation
- Premium purchase; season pass DLC characters included free with the base game
- Players
- Online and local versus, ranked and casual modes, cross-platform play
The short version
FATAL FURY: City of the Wolves, released 22 January 2026 by SNK, is the first new entry in the Fatal Fury series in 26 years, rebuilding the Garou: Mark of the Wolves cast around a new REV System that rewards defensive, patient play. It sits Very Positive with a sample of over 3100 reviews, and reading widely through them reveals a release whose core fighting system draws genuinely enthusiastic, credentialed praise from experienced players sitting against a widely and repeatedly corroborated backlash over its choice of guest characters, a UI reviewers describe as among the worst in the genre, a thin story mode, and specific, detailed reports of a shrinking online population only months after launch. Multiple reviewers, several explicitly identifying themselves as longtime fighting-game players with thousands of hours across Street Fighter 6, Tekken and other modern titles, specifically praise the REV System and the game's defensive-leaning design for reviving mechanics they say recent fighters have abandoned in favour of aggressive offense-first systems, several explicitly crediting SNK with "healing" their burnout on the genre's current direction. Set against that praise, this review found overwhelming, repeated and specific criticism of the decision to include real-world guest characters, footballer Cristiano Ronaldo chief among them, as base-roster additions ahead of established Fatal Fury characters, with reviewers independently and specifically framing this as disrespectful to the franchise's 26-year gap and connecting it to broader criticism of the publisher's ownership. This review also found specific, repeated complaints about a laggy, counter-intuitive UI, a story mode multiple reviewers compare unfavourably to Street Fighter 6's more developed offering, and detailed, specific reports from multiple reviewers of a small and shrinking online population only months after a well-reviewed launch.
Biggest strengths
- Multiple reviewers, several explicitly identifying themselves as longtime fighting-game veterans with thousands of hours across Street Fighter 6, Tekken and other modern titles, specifically praise the REV System and defensive-leaning design for reviving mechanics they say recent fighters have abandoned
- Netcode draws consistent, specific praise across the sample, with reviewers repeatedly citing stable, high-quality online play as a genuine strength distinct from the game's other technical shortcomings
- Returning Garou: Mark of the Wolves characters draw specific praise for faithful, distinct redesigns that longtime fans describe as staying true to the originals while feeling genuinely fresh to play
Biggest weaknesses
- This review found overwhelming, repeated and specific criticism of the decision to include real-world guest characters, footballer Cristiano Ronaldo chief among them, as base-roster additions ahead of established franchise characters, with reviewers independently framing this as disrespectful to a 26-year wait for a new entry
- Multiple reviewers specifically describe the UI as laggy, delayed and counter-intuitive to navigate, a consistent and specific technical complaint distinct from the well-regarded netcode
- This review found specific, detailed reports from multiple reviewers of a small and actively shrinking online population only months after a well-reviewed launch, with at least one detailed reviewer reporting no new players to match against
Who it's for: Fighting-game veterans specifically looking for a slower, more defensive, execution- rewarding alternative to modern aggression-first fighters, and existing Fatal Fury or SNK fans prepared to accept a divisive roster and a thin story mode in exchange for genuinely deep mechanics.
Our recommendation: Recommended for fighting-game enthusiasts who want the specific kind of defensive, patient gameplay this review found repeatedly and specifically praised; go in aware of a divisive guest-character roster, a rough UI, and a population that reviewers say has already begun shrinking.
7 / 10
Introduction
FATAL FURY: City of the Wolves, released 22 January 2026 by SNK, is the first new entry in the Fatal Fury series in 26 years, rebuilding the Garou: Mark of the Wolves cast around a new REV System that rewards defensive, patient play over the aggression-first design common in most modern fighters. It sits Very Positive with a sample of over 3100 reviews, and reading widely through them reveals a release whose core fighting system draws genuinely enthusiastic, credentialed praise from experienced players sitting against a widely and repeatedly corroborated backlash over several specific, unrelated problems.
A defensive fighting system veterans specifically credit with "healing" genre burnout
The clearest, most credible praise across this sample comes specifically from reviewers who establish real fighting-game credentials before offering their assessment. Multiple reviewers explicitly cite thousands of hours across Street Fighter 6, Tekken 8 and Guilty Gear Strive, then specifically praise the REV System and the game's broader defensive-leaning design for reviving mechanics they say recent fighters have deliberately moved away from: no throw loops, no 50/50 offensive gambles, strong defensive options and a genuine reward for reading an opponent rather than simply pressuring them. One detailed reviewer describes the game as actively "healing" their burnout on what they call "brain rot fighting games," language this review reads as unusually strong, specific praise distinct from typical genre enthusiasm.
Netcode singled out as a genuine, specific strength
Distinct from the mechanical praise above, this review found consistent, repeated and specific praise for the game's online netcode, with multiple reviewers independently citing stable, high-quality connections even on modest hardware. That's a meaningful strength in a genre where netcode complaints are common, and this review reads it as a genuine technical achievement worth crediting on its own terms, separate from the population concerns detailed below.
A guest-roster backlash this review found overwhelming and specific
Set against that praise, this review found the single most repeated and specific complaint across this sample concerns the decision to include real-world guest characters, footballer Cristiano Ronaldo chief among them, as base-roster additions standing alongside a comparatively small selection of established Fatal Fury and Garou characters. Reviewers independently and specifically frame this as a disrespectful use of a 26-year wait between entries, with one detailed reviewer writing that guest characters "come off as cheap marketing" and signal a lack of faith in the franchise's own history and cast. This review also found several reviewers connecting that complaint to broader, specific criticism of the publisher's ownership, framing the guest-roster choices as evidence of decisions driven by marketing and financial interests rather than by the development team itself. This review reports these as reviewers' own attributed framing rather than asserting any of the underlying claims as established fact, but the volume and consistency of independent reviewers raising the same specific objection is a meaningfully strong signal that this genuinely shaped reception, not a minor aside.
A UI reviewers specifically single out as one of the genre's worst
Beyond the roster debate, this review found a separate, specific and repeated technical complaint: multiple reviewers independently describe the menu and interface systems as laggy, delayed and counter-intuitive to navigate, with at least one detailed reviewer specifically calling it "among the worst ever" in the genre. That's a striking contrast against the well-regarded netcode detailed above, and this review reads it as a genuinely separate technical shortfall rather than part of the same complaint.
A thin story mode, measured against a specific competitor
This review found multiple reviewers specifically comparing the single-player story mode unfavourably to Street Fighter 6's more developed offline offering, with at least one detailed reviewer describing the mode's presentation, static character portraits over dialogue boxes, as feeling like "a rushed concept" rather than a fully realised campaign. That's a specific, checkable comparison point from reviewers evidently familiar with the genre's current standard for offline content, not a vague complaint about length alone.
Reports of a shrinking population, only months after launch
A separate and specific concern this review found concerns the size of the online player base. Multiple reviewers, writing well after launch, independently report a small and, in several accounts, actively shrinking population, with at least one detailed reviewer specifically stating they could find no new players to match against and expressing regret over the purchase as a result. Another reviewer specifically notes that near the character-select or matchmaking screen, players have no way of knowing whether an opponent is on a wired or wireless connection despite match results affecting both players' ranking, a specific, concrete usability gap layered on top of the population concern itself. This review treats these accounts, from reviewers with real post-launch playtime rather than launch-week impressions, as a serious factor for anyone considering this primarily as a long-term competitive investment.
A single AI-authorship aside, reported for transparency
This review also found one reviewer, in the context of a Year 2 Pass character announcement, describing promotional material as using what they call "AI slop." This is a single reviewer's aside rather than a broadly corroborated claim, and this review reports it only for transparency rather than treating it as an established or widely shared concern.
Control remapping and arcade-mode CPU complaints
This review also found more isolated but still specific technical complaints: several reviewers report inflexible control remapping options, including an inability to bind jump to the space bar for players accustomed to a hitbox controller layout, effectively requiring a hardware purchase to play comfortably. Separately, multiple reviewers describe the offline arcade mode's CPU opponents as reading inputs unusually aggressively, with one reviewer specifically describing near-guaranteed counter hits on repeated button presses as feeling more like dated arcade design than a modern single-player experience.
Why this review still scores the game solidly despite serious, specific complaints
It's worth being direct about how this review weighs a genuinely strong core system against a wide range of real, specific complaints. The mechanical praise here comes disproportionately from credentialed, experienced players making specific, demanding comparisons, a stronger signal of underlying quality than casual enthusiasm alone. Set against that, the guest-roster backlash, UI complaints, thin story mode and population concerns are each concrete, specific and independently corroborated rather than vague genre fatigue, and none of them touch the core fighting system itself. That combination, a genuinely excellent fighting game wrapped in a package reviewers specifically fault on presentation, content and population grounds, is what keeps this review's score well short of the "Very Positive" ceiling its aggregate rating alone might suggest.
Final Verdict
FATAL FURY: City of the Wolves delivers a genuinely deep, defensive-minded fighting system that credentialed genre veterans specifically credit with reviving mechanics modern fighters have largely abandoned, backed by consistently well-regarded netcode. What holds this score down is a widely and specifically corroborated backlash over its guest-character roster, a UI reviewers call among the genre's worst, a story mode that falls short of genre standards, and detailed, credible reports of a shrinking post-launch population. Recommended specifically for players chasing that defensive, patient style of play; go in with clear eyes about everything around it.
Pros and cons
Pros
- Multiple reviewers, several explicitly identifying themselves as longtime fighting-game veterans with thousands of hours across Street Fighter 6, Tekken and other modern titles, specifically praise the REV System and defensive-leaning design for reviving mechanics they say recent fighters have abandoned
- Netcode draws consistent, specific praise across the sample, with reviewers repeatedly citing stable, high-quality online play as a genuine strength distinct from the game's other technical shortcomings
- Returning Garou: Mark of the Wolves characters draw specific praise for faithful, distinct redesigns that longtime fans describe as staying true to the originals while feeling genuinely fresh to play
- Season pass DLC characters are included free with the base game, a specific, concrete monetisation decision multiple reviewers credit directly and favourably
- At least one detailed reviewer specifically praises strong production values and character presentation despite broader complaints about the story mode's structure
Cons
- This review found overwhelming, repeated and specific criticism of the decision to include real-world guest characters, footballer Cristiano Ronaldo chief among them, as base-roster additions ahead of established franchise characters, with reviewers independently framing this as disrespectful to a 26-year wait for a new entry
- Multiple reviewers specifically describe the UI as laggy, delayed and counter-intuitive to navigate, a consistent and specific technical complaint distinct from the well-regarded netcode
- This review found specific, detailed reports from multiple reviewers of a small and actively shrinking online population only months after a well-reviewed launch, with at least one detailed reviewer reporting no new players to match against
- Multiple reviewers specifically criticise the story mode as thin and rushed, unfavourably comparing it to Street Fighter 6's more developed offline offering
- Several reviewers specifically report inflexible control remapping, including an inability to bind jump to the space bar for players used to a hitbox layout, alongside reports of unusually aggressive counter-hit input reading in the offline arcade mode against CPU opponents
Screenshots
-
FATAL FURY City of the WolvesImage: SNK CORPORATION via Steam -
FATAL FURY City of the WolvesImage: SNK CORPORATION via Steam -
FATAL FURY City of the WolvesImage: SNK CORPORATION via Steam -
How the review scores each part of the gameWanderer Editorial -
The essentials at a glanceWanderer Editorial -
The short versionWanderer Editorial