Impressions across the European media campaign
SNK: An integrated launch that made Fatal Fury impossible to ignore.
Double W led campaign strategy, creative, production, localisation and media for the European and Middle Eastern launch of Fatal Fury: City of the Wolves. Across the five-market European media campaign, digital and outdoor activity delivered more than 154 million impressions and reached over 44 million gamers.

- Client
- SNK
- Title
- Fatal Fury: City of the Wolves
- Sector
- Gaming and entertainment
- Markets
- UK, France, Germany, Spain, Italy and selected Middle Eastern markets
- Campaign dates
- April–July 2025
- Campaign type
- Integrated international game launch
- Channels
- OOH, TikTok, Instagram, YouTube, IGN and PlayStation Store
- Double W services
- Strategy, creative, production, localisation, media planning and media buying
Revive an icon after 26 years.
Fatal Fury helped define the fighting-game genre, but City of the Wolves was the franchise's first new release in 26 years. SNK needed to turn heritage into contemporary relevance across a crowded launch market.
The task wasn't simply to remind existing fans. The campaign had to reintroduce the series, educate players who had never experienced it and convert attention into pre-orders and purchase across multiple languages, cultures and platforms.
Make nostalgia and discovery work together.
The launch addressed two connected decisions. Established fans needed to believe this was a return worth making. A new generation of players needed to see a modern fighting game with enough energy, cultural relevance and competitive credibility to earn their attention.
That created an intergenerational opportunity. Players who remembered Fatal Fury from the Neo Geo era could rediscover it and introduce the franchise to younger people around them, while new audiences could choose City of the Wolves on its own merits.
Put Fatal Fury back at the centre of fighting culture.
We built the campaign to fuse the franchise's heritage with the scale and pace of a major contemporary release. High-impact outdoor made the title visible beyond gaming channels, while paid social, video, IGN and PlayStation activity converted that public presence into targeted reach and action.
One central strategy was adapted across the UK, France, Germany, Spain, Italy and selected Middle Eastern markets. Localisation went beyond translation, with creative, messaging and media choices tuned for each market.


Rev it up.
The creative made the game's character roster, colour and kinetic fighting style impossible to miss. Total-cover buses in London and Paris turned the launch into a moving city takeover, with artwork designed and produced for the exact specifications of each vehicle and media owner.
Across TikTok, Instagram, YouTube and PlayStation, we edited, adapted and localised approved game and talent assets, including Cristiano Ronaldo content, to keep the campaign fresh without losing the central launch identity.
From international strategy to local execution.
- Campaign strategy
- Creative concept development
- OOH creative and bus-wrap artwork
- Artwork adaptation and production
- Paid social and digital media
- TikTok, Instagram and YouTube assets
- PlayStation Store creative and media
- IGN partnership
- Translation and localisation
- Media planning and buying
- Campaign trafficking and optimisation
- Cross-market campaign delivery
A media buy designed to become content.
We created this short campaign film around the London bus activation, extending the outdoor execution into a shareable digital asset.


One launch, adapted market by market.
Double W handled the campaign outside PR, which was led by 4media Group. We planned and bought outdoor, paid social and digital media, created the bus-wrap artwork, produced and versioned video assets, and managed translation and localisation across Europe and the Middle East.
The title held the PlayStation Store homepage for two weeks, while the IGN partnership extended the launch through locally relevant gaming environments. Campaign assets ran across TikTok, Instagram, YouTube and first-party PlayStation inventory, with performance managed against agreed reach, traffic and conversion KPIs.
Gamers reached by the integrated campaign
European markets activated through digital and OOH
154 million impressions across Europe.
The integrated digital and outdoor campaign delivered more than 154 million impressions and reached over 44 million gamers across the UK, France, Germany, Spain and Italy. It also generated more than 10 million video views and met its agreed paid-media KPIs, including confidential traffic and commercial targets. A four-week London and Paris bus campaign was extended by a further eight weeks as added value, sustaining high-impact visibility well beyond the initial launch window.


Make every market feel local.
Strategy, creative, production, localisation and media, handled by one accountable senior team.
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