While fighting game franchises like Street Fighter and Mortal Kombat have reemerged with bold reinventions—whether through hip-hop aesthetics or total lore reboots—Fatal Fury: City of the Wolves opts for a more grounded return. Rather than chasing trends, it embraces its Garou: Mark of the Wolves roots, delivering a smart, technical fighter defined by the deeply satisfying new REV System. Unfortunately, some underwhelming mode design and strange character choices prevent it from being a flawless comeback.
At the center of City of the Wolves is the REV System, a layered risk/reward mechanic that reshapes each fight’s momentum. A semicircular REV Gauge fills as you use enhanced special moves (REV Arts), combo extenders (REV Accel), or even while blocking. In turn, the REV System empowers players to string together high-damage sequences—but with the caveat that overuse leads to an Overheat state where key abilities are locked out until the gauge resets.

The brilliance of this system lies in the decisions it forces. Do you push for damage now at the risk of overheating? Do you hold back and play a more controlled game to save your tools for a clutch moment? The meter becomes a match-defining dance of aggression and restraint, especially when paired with Ignition Gear super moves, feint mechanics, and S.P.G. (Selective Potential Gear)—a health-based power spike that offers a burst of damage and access to the quick REV Blow attack.
All of these tools add up to a system that rewards experimentation and expression. Series veterans like Terry Bogard and Rock Howard feel refreshed, their classic move sets enhanced with new layers that make them more versatile. Newcomer Preecha, drawing inspiration from Joe Higashi’s Muay Thai style, stands out as a highlight with her dynamic kit and fast-paced playstyle.

However, City of the Wolves stumbles in how it lets players engage with these systems. While the mechanical depth is there, the game lacks compelling modes to explore it. Standard fighting game offerings—Versus, Training, and Arcade—are present, but uninspired. Arcade is a simple seven-match ladder, while Training appeals primarily to hardcore labbers.
The primary single-player alternative, Episodes of South Town, attempts to expand the formula but falls flat. Players select characters and “explore” the city by selecting markers on a map to initiate fights—most of which boil down to repetitive, one-note skirmishes. It’s a far cry from Street Fighter 6‘s World Tour mode, lacking both variety and narrative engagement. While each character has a story, and a few gimmicky conditions spice things up (like Overheat challenges), the overall experience is too shallow and too repetitive.

One baffling inclusion is the “Robust Roulette” challenge, where you can only win by landing a randomly determined instant-kill hit—a one-in-66 chance. It’s the antithesis of what makes fighting games satisfying, replacing skill with pure luck. It’s a frustrating and tone-deaf design choice.
Online, however, City of the Wolves shines. Thanks to buttery-smooth rollback netcode, matches—ranked, casual, or private—are consistently stable and enjoyable. Replay tools and ghost training options allow for genuine growth and community engagement, and it’s here that the game finds its true longevity.
Visually, City of the Wolves is striking, opting for a bold, American comic book aesthetic full of sharp edges, saturated colors, and dramatic effects. Visual flourishes—like the light burst from a well-timed Just Defense or the cinematic flair of an Ignition Gear—make every match feel intense and memorable.
And yet, the game’s credibility takes a bizarre hit with the inclusion of two real-world guest characters: Cristiano Ronaldo and Salvatore Ganacci. Ronaldo is the more perplexing of the two, restricted to Versus mode and lacking any narrative integration. His presence feels like a PR stunt with little substance. Ganacci, by contrast, feels like an organic part of the world. With his goofy, Duck King-inspired fighting style, his own stage, soundtrack contributions, and a full campaign presence, he at least fits the game’s eccentric energy—even if he’s still an odd pick.
Despite its missteps, Fatal Fury: City of the Wolves marks a successful return for the long-dormant series. The REV System alone justifies the price of admission, adding tactical depth and flow to every fight. The roster feels robust, the art direction is electric, and online play is a joy. While the single-player experience and guest character decisions drag things down, the core of City of the Wolves is fierce, fun, and unmistakably Fatal Fury.