Developing for Switch2: SNK Discusses Fatal Fury: CotW Adaptation
Fatal Fury: City of the Wolves is set to arrive on Nintendo Switch 2 on October 22, 2026. In a recent media tour and interview, SNK developers discussed the technical challenges of the port, the implementation of classic costumes, and how collaborations with properties like Tokyo Revengers are helping expand the game's reach.
The Switch2 version aims to bring the high-speed fighting experience of the PS5 and PC versions to a handheld format. Game Design Director Hayato Konya confirmed that the port will run at 60 FPS, maintaining the competitive integrity required for fighting games. A notable addition for the Nintendo platform is amiibo support, allowing players to utilize their physical peripherals within the game.
Technical adjustments were a major focus during development, particularly regarding character assets. For Mai Shiranui's classic costume, the team had to manually recalibrate movement animations and sound effects. This was necessary to ensure that her walking distance and movement physics remained consistent with her modern counterpart, despite the differences in footwear design.
Collaborations and Audience Expansion
SNK is leveraging IP collaborations to introduce the Fatal Fury series to a new generation of players. The inclusion of characters from Tokyo Revengers, such as Mikey and Draken, serves this purpose. Developers emphasized that while they aimed to replicate the essence of the original manga characters, they had to adapt their fighting styles—focusing on Mikey's kicks and Draken's power—to fit the game's specific mechanics without relying on the series' traditional flashy effects.
The game is also catering to long-time fans by bringing back iconic villains like Laocoorn from the Fatal Fury animated film. This move was specifically intended to fulfill long-standing fan desires to see Terry Bogard face off against this specific antagonist in a playable environment.
Developing the Switch2 version has proven challenging, as the team had to manage an Unreal Engine update while simultaneously maintaining a rigorous monthly schedule of new character releases. SNK also noted that balance adjustments are carefully timed around major esports events, such as EVO, to ensure that competitive players' training is not disrupted by sudden shifts in the meta.