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3D Kombat Klassics

Discussing the 3D MK Klassics: Everything from MK4 to Armageddon.
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Shaun_HimmerickPosted: 09/09/2005 11:16 PMStatus ::
Shaun Himmerick
Producer
Developer Diary: #6: Wrapping up

So close to done. The NTSC versions of MKSM have been approved by both Sony and Xbox as of today. So we should have no problem making the 9/19 Shelf date in the States. We have not gotten final word from Sony Europe about the PAL version so we aren't sure but it looks like 9/29 is still going to be OK in Europe for PS2 and Xbox. The German versions of the game are about the same dates as regular PAL. Man, I really hate making a German specific version of the game with so many thing edited, ugh.

We are really happy with how things have come out. A lot of things came together at the end to really make things fit together to make a really good game, we think. We like it. Brutalities way exceeded my expectations. The other playable characters exceeded my expectations. I didn't think it would feel that different, but really they have a completely different feel to each one, awesome. And once we've played though it, it is a blast to play with another experienced player and compete for the EXP and health and steal combos and steal kills and then really work together on things and make team combos. One of the testers and I can do the final battle "flawless", which, when you play it, you will not believe.

Getting through the final month of making a game is the biggest nightmare of all time. Some of my friends send me links to posts calling the team lazy for not doing some things. They send them to me because they know how hard we are working, so let me just highlight how hard this team worked. Don't forget, like I said, this project cost me a really good girlfriend (hi Beth). I, and many other team members, lived at either the Chicago or LA office for over 6 weeks. Lived. I'm not exaggerating, I slept here, I ate most meals there for the last 3 months. We are here 18 hours a day. Literally over 10 times this spring Ed Boon and I would work in the LA office until we had to get to LAX to fly back to Chicago, flying overnight and be back in the office the next morning for a full day here. More than once I called Barclay in LA at 8AM my time (6Am in LA) and had him get the troops up and into the office to get things fixed immediately, and I never got a complaint, even on a Sunday morning. Everyone on this team gave everything they had to make this as good of a game as possible. If something isn't in the game, it is because there literally wasn't time. We wanted the best game possible not just a lot more things in it that barely worked. There are an obscene number of time constraints and budgetary constraints to worry about when making a game. Sony and Microsoft have a list of rules and specifications that are literally hundreds of pages.

We are really happy that we have 4 playable characters for the adventure mode. What other adventure game has more than one that has different moves? God of War has a different costume, WOW, Great! Fancy! That had to of taken an artist like 4 or 5 hours to do. Wow!

We have 4 total playable characters with all their own special moves and upgrades and everything. And all of them can be used in ko-op mode in any combination. That is a pretty amazing amount of work compared to ANY other adventure game ever made. Nobody has ever done that.

Right now is a lot of waiting to hear back from the Europeans about code approval. We are doing analysis of possibly doing MKSM for PSP. And I say an ANALYSIS, not a commitment to do it. Also we're finishing the MKD PSP version with Ed and the team so that is keeping us very busy as well. Sony requires "extra content" for the PSP, so we are implementing this additional new kontent for Deception on the PSP.

In the last month we also have been completing all of these on-line movies you see on Gamespot and everywhere else. As well as final approvals on box art, manual info, Strategy guide info, all advertisements and the TV commercial. All of those little things need attention as well, while finishing the game. Oh and those action figures, those should be cool. We had to go through like 6 or 7 passes at those, getting changes made to get them right, but they look cool now.

Right now we are just waiting for final approvals in Europe. Everything else is done for the game.

Some answers to some questions.
All 4 playable characters can be used in single player and in any combination in Co-op play.
Yes, Scorpion Kills "the older" Sub-Zero, you just haven't seen it. Calm down.
You will not meet Shujinko.
There is no AI for Versus mode. Sorry, it is an extra and an extra only. If you don't like that there is no AI, don't play that mode. This is an adventure game, not a versus focused game as MK has traditionally been. Pretend it isn't even there. It is only intended as a little tiny extra.
Versus mode does have "alternate" costumes, as well, if you play as 2 Liu Kangs in co-op or 2 of anyone there is an alternate costume.
All Versus characters will have at least one fatality.
You never lose the ability to fatalities no matter what upgrades you do.
There are at least 10 Fatality for Each of the main characters, and then for boss battles at the end of the battle you can perform a Boss Specific Fatality on them, so each of those is different. As well, if you lose the boss fight, which you will, the bosses each have a specific fatality they do on you.
Yes, all the secrets you found in the Demo will actually be accessible in the game in the "Kontent" section. It is very similar to the Krypt, just a different interface. The demo did not have that functionality at the time. AND yes, many glitches were fixed since the demo was made. The demo was done in MARCH so a lot has changed since then.

OK, that about summarizes things. Oh, and the punch in the head goes to my roommate for saying he was moving out in the middle of this push to the end of the game. Good guy, but man I needed that stress like I need to get punched in the balls. Punch Fuzzy!

ALSO, stay tuned for the upcoming MK5.org sponsored Fight Night. The MKSM team is looking forward to chatting with all of the fans of MK and giving you the inside scoop on the MKSM project as well as a few hints into what's coming up next for Mortal Kombat!

Tell Your Friends,

Shaun

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OngBakPosted: 09/09/2005 11:21 PMStatus ::


Rank ::
Visits::4304
Nationality::Antarctica
RE: Developer Diary: #6: Wrapping up

im so impatien to play this

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samus_aran3900Posted: 09/09/2005 11:31 PMStatus ::


Rank ::
Visits::32042
Nationality::Canada
RE: Developer Diary: #6: Wrapping up

As i said before and ill say it again i cant wait to get this Game and on Other Note its good that it went Gold This Week

IRC member DECEPTION
#MicksDesk, #gamiz, #tmk, #mortalkombat
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Sub-Zero_7thPosted: 09/09/2005 11:38 PMStatus ::


Rank ::
Visits::18234
Nationality::United States
RE: Developer Diary: #6: Wrapping up

My, my. That's quite an impressive entry Shaun. Good stuff. Thanks for clearing up many things, especially the fate of the older Sub-Zero. I'm still kind of wondering how things will be with Scorpion, but I guess I'll simply just have to wait until it comes out on the 19th.

I can't wait for the fight night. Hopefully, things will be better than they were in the previous fight night session.

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Skaven13Posted: 09/10/2005 12:11 AMStatus ::


Rank ::
Visits::2225
Nationality::United States
RE: Developer Diary: #6: Wrapping up


Fight Nights are ALWAYS exciting. With Shaun saying this, I am almost as excited about the next Fight Night as I am getting my hands on this game. I LOVE the Fight Nights.

Awesome entry Shaun. It's true, a lot of us forget the time constraints and the absolutely INSANE hours that go into game production, not to mention insane budget and code constraints. It sounds like this game is going to rock. I can't wait.

skavesig
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AbismoPosted: 09/10/2005 12:18 AMStatus ::


Rank ::
Visits::9129
Nationality::Spain
RE: Developer Diary: #6: Wrapping up

Thank you Shaun.

I love how you listen the fan-base and reply every single detail to make some fans happy.

I really think that having you as a producer of MK games is priceless.

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Dark_MKPosted: 09/10/2005 12:18 AMStatus ::


Rank ::
Visits::4669
Nationality::United States
RE: Developer Diary: #6: Wrapping up

Ok first off, Shaun i love you man:), second I was wondering after you beat the game can you do ko-op with 2 of the same fighters like 2 liu's and 2 kungs, or 2 subs, and of coarse 2 scorpions, I'f you could please answer this, that would be Awesome, thanx for your time Shaun:)

Dark_MK out....

If you can see into my soul...Its already to late...Damnation arise...To become...Your fate. TRANSFORM!!! and FINISH HIM!!!
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PretentiousPosted: 09/10/2005 12:19 AMStatus ::


Rank ::
Visits::1860
Nationality::United States
RE: Developer Diary: #6: Wrapping up

We are really happy that we have 4 playable characters for the adventure mode. What other adventure game has more than one that has different moves? God of War has a different costume, WOW, Great! Fancy! That had to of taken an artist like 4 or 5 hours to do. Wow!

We have 4 total playable characters with all their own special moves and upgrades and everything. And all of them can be used in ko-op mode in any combination. That is a pretty amazing amount of work compared to ANY other adventure game ever made. Nobody has ever done that.


I'd like you meet my good friend "Dynasty Warriors"...

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The_TruthPosted: 09/10/2005 12:34 AMStatus ::


Rank ::
Visits::15496
Nationality::United States
RE: Developer Diary: #6: Wrapping up

At the end of the day though, Shaolin Monks may have more content than God of War but content does not exactly make or break a game. You could have more characters but if it doesn't make the game any more fun to play then it wouldn't really matter. At the end of the day Shaolin Monks is going to be compared to games like God of War, Devil May Cry, and Ninja Gaiden each of which are pretty much the pinacles of this genre. I think Shaolin Monks would have to sprout legs and walk on water to match them.

I'll play the game before I judge it however. For all I know this could end up being one of my favorite games of all time. That being said though this game has to do a lot before that and two extra fully playable and upgradeable characters a good game does not neccassarily make. We'll see. I hope this game knocks my socks off but I won't get too hyped, especially after Deception.

Photobucket
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Jason_RainwaterPosted: 09/10/2005 01:09 AMStatus ::


Rank ::
Visits::1851
Nationality::United States
RE: Developer Diary: #6: Wrapping up

Thanks for all the hard work you and the rest of the team put into the game Shaun. I'm really looking forward to this particular MK game.

~Jason Rainwater
Student of The Way

Tao/The Way
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AnyankaPosted: 09/10/2005 01:22 AMStatus ::


Rank ::
Visits::3706
Nationality::United States
RE: Developer Diary: #6: Wrapping up

I find it odd that he tells us about time contraints and how they're not lazy if they can't get some things in but then a paragrah later is mocking God of War's developers for only having alternate costumes.

PSN - ItMustBeBunnies7
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Vash_626Posted: 09/10/2005 05:56 AMStatus ::


Rank ::
Visits::157
Nationality::United States
RE: Developer Diary: #6: Wrapping up

Good stuff. Looks like a lot of work was just poured into the production. I can't wait to get my hands on it.

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abbacchioPosted: 09/10/2005 09:04 AMStatus ::


Rank ::
Visits::855
RE: Developer Diary: #6: Wrapping up

yes amazig , fantastic , but i dont' underastand how many fatalities will have Scorpion and Subzero???? Only one???? At least Ten ????
But they aren't main character.....

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mafiahajeriPosted: 09/10/2005 01:38 PMStatus ::


Rank ::
Visits::949
Nationality::Kuwait
RE: Developer Diary: #6: Wrapping up

this game is going to be so much like gow i mean the puzzles the brutality the way kung lao turns silver and goes crazy just like kratos rage or rage of the of the gods thing. and the combos poping up rigt next to youre health bar exactly like gow and one last thing i think that this game going to be great like gow but like gow i think its going to be short well thats my opinion.

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markosPosted: 09/10/2005 02:28 PMStatus ::


Rank ::
Visits::243
RE: Developer Diary: #6: Wrapping up

I guess Shaun wanted to explain how hard is getting this game done. I've never played God of War but maybe it's the best game of the genre. The point is that it takes a lot more of time to create a brand new character than to just make a new texture. And that can't be denied. However, it's true that tons of secrets don't make a game a bestseller.

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AsesinoPosted: 09/10/2005 04:31 PMStatus ::


Rank ::
Visits::10920
Nationality::Bulgaria
RE: Developer Diary: #6: Wrapping up

Shaoun , bro,

MKSM isnt the reason your girl left ya.
Its because of you!!

Aniway if she loves you really she'll come back.



NOW tell us some of the extras that will be in the mk deception for the PSP.

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nobrainerPosted: 09/10/2005 05:23 PMStatus ::


Rank ::
Visits::3294
Nationality::Antarctica
RE: Developer Diary: #6: Wrapping up

Impressive, most impressive.

Nice work on Shaolin Monks, Shaun! Can't wait!

10 Coupe Fatals per Story Mode Character? I assume that may include Scorp and sub.





Hey, here's a question, I think you should ask Ed Boon, the next time you see him. It's not MKSM related, but its something I've been wanting to know for ages...

During the making of Mk1, who decided to give Sub-Zero, the Spine Rip?
I mean, it's a great classic Fatality, but I do wonder what gave Boon the idea of giving him this non-ice related Death Move, in the first place?
Perhaps, it's a pretty nerdy question, but I'd really like to know why Boon did that exactly in his words and whether he came up with the idea.

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outworld222Posted: 09/10/2005 06:39 PMStatus ::


Rank ::
Visits::14636
Nationality::United States
RE: Developer Diary: #6: Wrapping up

BTW, Im glad the subzeros death contreversy has finally been settled because the producer said they would show that somehwere in the game.

Maybe they will do a flashback seen where they show scorpion killing sub-zero in one of the ten MK1 tournaments...

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shadowcatPosted: 09/10/2005 07:36 PMStatus ::


Rank ::
Visits::1028
Nationality::Canada
RE: Developer Diary: #6: Wrapping up

Its all over now thx for the updates

Image Hosted by ImageShack.us
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quevePosted: 09/10/2005 07:43 PMStatus ::


Rank ::
Visits::4110
Nationality::Bolivia
RE: Developer Diary: #6: Wrapping up

Im very glad someone from the MK working team has FINALLY replied something to the constant annoying moaning/complains you see everywhere. Well done Shaun. ...but I think that little part where you mentioned “God of War” was unnecessary...

As for the answers, Im very happy with what we are getting, Shaolin Monks will definitely be a fun game, and hopefully, one of my faves. The ONLY thing that does annoy me is that there is no AI in VS mode. Well, Shaun already gave the reasons and there is no point in start complaining now like there was no point to ever complain before.

MKSM looks fantastic, Im definitely buying it.

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ProudNintendofanPosted: 09/10/2005 08:08 PMStatus ::


Rank ::
Visits::6448
Nationality::United States
RE: Developer Diary: #6: Wrapping up

Thank You Shaun, uh tell Ed and John my apologies for my outburst earlier. The only thing I want to know is will the two unlockable characters (not saying who they are, though I already know) will they add to the story or are they only playable for fun?

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subzero6969Posted: 09/11/2005 05:43 PMStatus ::


Rank ::
Visits::2647
Nationality::United States
RE: Developer Diary: #6: Wrapping up

congratulatioins on playboy game of the month, maybe ou get to meet teh playmates.........

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johnny_cage_winPosted: 09/11/2005 09:01 PMStatus ::


Rank ::
Visits::1985
Nationality::United States
RE: Developer Diary: #6: Wrapping up

I understand it's hard to make a game. But I still have a few nags. Bare with me.

1. Why say a comic expert was hired to make sure there wouldn't be any retcons? It's obvious almost every character has some aspect of their story retconned, even now. In fact, I'd even go so far as to say that MKII's storyline should just be forgotten, thanks to this game. I wouldn't have said a thing if we weren't promised those retcons wouldn't happen, or would be minimized. (There's way too many for that to be true.)

2. My other nag is that, yes, versus is an extra, and I understand that that, but I would've really liked an a.i. But as for the having "4 playables in ko-op being great" thing, I don't think so. The only character I'll be playing as is Liu Kang, maybe Kung Lao. Then it's going on the shelf, until I want to play as them again. Sub-Zero, yeah he's ok, but he's getting old. Scorpion? He has no valid reason to be there, storywise, making him a waste of space. Jax, Johnny Cage, Smoke--ALL better choices, because they FIT THE STORY. You should always make the character fit the game, not vice-versa. That's just fanboyism on a development level.

For the record: I'm sure the game'll be great, but when I see something I don't like or agree with, I'll still discuss it. (Constructive criticism, guys) That's what a forums for.

Congrats on 'Monks and I can't wait to play it.

_________________________

No Cage, no sale.
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Garman70Posted: 09/11/2005 09:34 PMStatus ::


Rank ::
Visits::141
Nationality::United States
RE: Developer Diary: #6: Wrapping up

I've played the demo many a times, and back then I found it incredibly well done, and now that its all done, with everything fixed, and all the extras in, I seriously cant wait for this game to bring down my grades at school.

Excuse my South East Kenyan Swahili tribal dialect, but what the hell?
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Jason_RainwaterPosted: 09/11/2005 09:36 PMStatus ::


Rank ::
Visits::1851
Nationality::United States
RE: Developer Diary: #6: Wrapping up

I have to say that johnny_cage_win makes some good points. Especially about who's selectable in ko-op mode. I'd have much rather played as the other characters he mentions. Though in any case, I'm probably just going to be playing the heck out of Liu Kang and Kung Lao anyway, so whoever else they put there won't matter much to me. But it's awesome that we have 4 to choose from, all with unique moves and upgrades! It sounds like they gave us quite a bit considering the time constraints. And I can understand why they'd add Sub-Zero and Scorpion, their popularity. However, since playing as them doesn't change the story any, then it didn't matter in that case who they put there. It's only natural that they picked those guys, and it didn't surprise me one bit. Still, the other characters do sound better to me. But oh well, I'm buying this for Liu Kang and Kung Lao! The real stars of MK finally get their own game, and I'm a happy camper just having those two to play as.

~Jason Rainwater
Student of The Way

Tao/The Way
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