Killer Instinct Gold

Killer Instinct Gold Box
Released in North America for the Nintendo 64 on November 25, 1996, by Nintendo, and developed by Rare, Killer Instinct Gold features 2D fighting against 3D backgrounds.

My cousin Joe had a launch weekend Nintendo 64 for a year before he sold it to me, and ditched out on Nintendo for Playstation. During that time, he only bought a small handful of games, while renting only a few more. One of those rentals was Killer Instinct Gold, a game I'd remembered putting a few quarters into at the arcades. It had been awhile since I'd put any time into a home console fighting game (Super Street Fight II and Mortal Kombat II and III for SNES and Sega Genesis had probably been the last), so I was excited to give Killer Instinct a spin. Unfortunately, the game got old quickly and didn't impress, so I quickly went back to Joe's (soon to be my) copies of Wave Race 64 and Star Wars: Shadows of the Empire. Recently, I saw a copy of Killer Instinct Gold selling on the cheap, and decided to give the game another chance. Is it better than I remembered?
Killer Instinct Gold Main Menu
This came out in the 90's, right? Checks out.

Quite unfortunately, my original assessment of Killer Instinct Gold wasn't too far off. Visually, the game looks like a mess. The graphical style Rareware went for here is now quite dated, and not in that charming Nintendo 64 way. The backdrops are polygonally messy 3D, while the fighters themselves are large, detailed sprites. While this was novel in the early 90's, it was already starting to look awkward by this game's release in 1996. While impressive at moments, taken as a whole, the graphics in Killer Instict Gold are a bit of a mess, though I must mention, the game runs fast and smoothly.
Killer Instinct Gold Glacius vs Jago
I guess?

Speaking of dated, the soundtrack is definitely of its time, as well, though it does fare a bit better. For whatever reason, Rare decided to give the game's music a mid-90's Eurodance flavor, with several pieces sounding like B-sides from a La Bouche album. Thankfully, that sound has just a bit of fun timelessness to it, and it's high energy, so it strangely works here. All of the character grunts and smacky punch sounds are on point, as well. Speaking of characters, there's a decent mix here, martial artists, a cyborg, a werewolf, a skeleton, a giant ice man...
But now to the gameplay...
Killer Instinct Gold Glacius vs Combo Street Fight
Wait, what kind of game is this?

I'll put a double-caveat here: I am not great at 2D fighting games...but I love 2D fighting games. Street Fighter II blew my mind when I was a teenager hanging out in the arcades. I sunk a copious amount of quarters into X-Men: Children of the Atom. I played an insane amount of Mortal Kombats 1, 2, and 3. Marvel vs Capcom 2? 100 hours. Street Fighter 3: Third Strike? 100 hours. I'm terrible at all of those fighting games (and many others), but I love them all, and stuck with them until I unlocked everything they had to offer. I feel no such urge to stick with Killer Instinct Gold.
Killer Instinct Gold Glacius vs Gargos final uppercut
But I did it anyway for this review, and death-punched this stupid Gargoyle final boss in the throat.

But why not so sticky? 
Fighting games generally feature light, medium and heavy punches, light, medium, and heavy kicks, and the ability to use those moving forward, backward, standing still, jumping, or crouching. Generally, you can throw projectiles or do other special moves by doing certain button combinations, i.e., the classic Street Fighter "down, down-forward, forward directional pad/joystick rub + punch" combo, which allows Ryu and Ken to throw fireballs in those games. Other similar button combinations allow additional special moves. Killer Instinct Gold's got all that stuff.
Killer Instinct Gold Sabrewulf vs Sabrewulf
Manual? What is this, a Tony Hawk game?

However, what makes Killer Instinct Gold different is an insanely complex, generally memorization-based combo system, which allows you, but more likely unless you're a master, your CPU opponent, to unleash seemingly endless combo attacks. There are also ways to stop these combos, i.e. "combo breakers" among other things. On the early levels of difficulty, you can get by with fighting game basics, or even with some characters, just mashing buttons. However, the entry level to the higher modes of difficulty are essentially sky-high, and reachable only to someone who wants to memorize these laborious, complex combos.
Killer Instinct Gold Glacius Ending
Note: Glacius died on the way back to his home planet.

The thing of it is, most fighting games' higher difficult levels are pretty inaccessible to someone who hasn't poured hours into the game. Did I mention I also love 3D fighting games, and that I've put more hours into Soul Calibur than I can even remember? I'm actually good at that one...but that's not the point! The point is that for a player to dedicate many hours of their life into a game to get good at it, that game has to be fun. Killer Instinct Gold has some low-level thrills, but pumping hour-upon-hour into it just isn't very fun...for most people. The balance and the enjoyment factor just isn't there...for most people. Really, these issues were inherent in the original arcade versions of Killer Instinct, making long play sessions of it not very enjoyable...for most people.
Killer Instinct Gold Orchid vs Fulgore
Ah, yes, the thong leotard, the most effective of all fighter uniforms.

Why do I keep saying "for most people?" Well, that's because some players will take extreme pride and enjoyment in memorizing and unleashing Killer Instinct Gold's combos. Those people are a small crowd, but I can't pretend like they don't exist. They do, and they'll find little not to like here, outside of the fact that some characters are missing from the arcade versions, and the graphics look kind of wonky. For everyone else, turn the blood up in the options menu, and jam buttons until you get tired of it. Fighting a friend in the multiplayer might buy a few more hours of playtime, as well. But...if you're one of the committed, every character has a brief ending that gets slightly less brief on higher difficulty levels. You could dedicate many hours to mastering the combo system to experience those. Yes, you could do that...


5.9
Graphics
Weird mesh of big, decently-animated sprites and hit-and-miss, sometimes ugly 3D backgrounds. Game runs smoothly, though, even the most combo-hell moments.
7.9
Music and Sound
Mid-90's British dance music strangely fits this game like a glove. The sounds of killer combat are nicely portrayed.
6.3
Gameplay
Fairly fun button-mashing action on the lower difficulty levels, but not enough fun to warrant the complex combo memorization on the higher difficulty levels...for most people. 
5.8
Lasting Value
If you want to see all of the minimalistic character endings, you can master the combo system over a great period of time and beat the game with all of them. You probably won't.


6.1  FINAL SCORE

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