I'm back! Yes, I know I said that I would do this after school, and it was only an hour ago since I wrote that and school doesn't take that long(I wish!), but anyhoo, I'm doing it now!
-Lack of Characters.
Yes, I know there were 24 in MKDA, but I want MORE!!!!! Well, at least now I know why I like UMK3/MKT.
-Lack of other playable stuff.
Konquest and Test your Might/Sight just wasn't enough. MORE!
Okay, I think I'm done now. Whew.
-Lack of Characters.
Yes, I know there were 24 in MKDA, but I want MORE!!!!! Well, at least now I know why I like UMK3/MKT.
-Lack of other playable stuff.
Konquest and Test your Might/Sight just wasn't enough. MORE!
Okay, I think I'm done now. Whew.


About Me
Double Flawless Victory
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One little thing I wanna say ...give a boss..a real boss..not fighting two fighters that we could've been playing the whole game as they could've at least had the fight the DA in some kinda endurance mode..but nooooooo...game was still alright.
DoubleFlawless Wrote: One little thing I wanna say ...give a boss..a real boss..not fighting two fighters that we could've been playing the whole game as they could've at least had the fight the DA in some kinda endurance mode..but nooooooo...game was still alright. |
*shudders* I really didn't like those endurance modes. Pretty hard.


About Me
"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."
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My penis gets pretty hard when i look at asian porno.

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Satyagraha Wrote: My penis gets pretty hard when i look at asian porno. |
Yeah I hate that about Mk:Da too... Wait a minute...


About Me
PS2 Tags: REPSTYLE , ShdwTear XBL GT: dj 2scoops
http://www.myspace.com/somberdjoy
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Dunx_LK9T2 Wrote: And Summon Hellfire? The trade-off was TERRIBLE. It was real hard to hit with, and left you wide open, but when it did hit, it was weak. |
Do your homework next time you make a statement like that. Hellfire was one of the best specials in the game, if not the BEST. It's because Scorpion has Pi Gua AND HELLFIRE that he is #1 in DA. Hellfire is unescapable if you know how to use scorpion correctly.
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Satyagraha Wrote: My penis gets pretty hard when i look at asian porno. |
What exactly does that have to do with MK: DA??


About Me

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well i think that the only things that are wrong with mkda is in the intro movie liu kang dies... that sucked.and id also like sektor to be in the game, cyrax without sektor is kinda lame.and konquest.. its kool in all butt i cant seem to finish i wish you could just unlock blaze and mokap in the krypt.and the last thing i thought was wrong is every character had only 1 FATALITY!!! that was really lame, at least they have 2 fatalitys per person and thed add animalitys and friendships.
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we have to much stupid crap to unlock like some of the art and things like thatsome of it is sweet but then there is somethat r just stupid i think would be cool if the next one the hiddden chracter was lui kangs bro who died at the begning of the frist movie and u guys should make a MK game with all of the vol. in one okanyways the snake fighting style is pretty lame i mean how do u expect to kill someone by poking then

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Dunno if this has been posted (didnt read the whole thing), but I think it would be way better if we had characters that really felt different from one another.
Slow but strong as hell, weak but really fast, long reach, charcaters who rely on mix-ups (screwing up ur opponent's head ), projectile based charcater, close range fighter...
In MKDA, it felt like every character was the same... at least to me it did. I'd like to see that changed in MK6.
Slow but strong as hell, weak but really fast, long reach, charcaters who rely on mix-ups (screwing up ur opponent's head ), projectile based charcater, close range fighter...
In MKDA, it felt like every character was the same... at least to me it did. I'd like to see that changed in MK6.


About Me
Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com
-Isaac Watts
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Ni hao. I'm gonna use Shang Tsung as my example of one of the many things that was wrong with MK:DA.
In his 'snake' style "Pimp Daddy Shang", as I call em, he has two stun attacks that once delivered (By the way, I'm rockin the Gamecube), against an opponent, you can't follow up afterwards. I along with a friend were up for hours on end trying to figure out how to utilize this vitial advantage. If you were to look at the side step capabilities that the game has you have to say that if you were to be losing a match and side step an oncoming attack, a stun technique such as the strike to the eyes that "P.D. Shang" has could add more damage on top of a subequent combo string.
Me and my friend were coming at this thing from a martial artists perspective. A palm strike to the solarplexes in the area of the diaphram or a knuckle strike to that nave just above the center line of the clavicle and in front of the throat would render any attacker defenseless for brief moment. Since the development team went through great lengths to not only do their homework on the numerous styles (of which they deserve all the credit in the world), the question of having a stun technique if it cannot actually render the opponent vulnerable for a brief moment has to be asked.
The snake strike to the eyes that "P.D. Shang" tends to leave him vulnerable if it doesn't connect. Also, if it does connect you con't follow up on that opportunity. My friend would block right after he would get hit and and attack on my part would be blocked. For such a technical technique not to be used to it's fullest capability only serves to slow down the fluidity of the gameplay much like the counter system does. The only difference is that you can follow up a counter with a combo string. And that's the thing that puzzles me. Tacking advantage of an opponents mistake while he/she is attacking can be obtained by countering, but a clear opening after stunning an opponent can't be used.
In developing the next MK game, the designers will need to fix the obvious problems that MK:DA had. However, I think also letting them know of the little things that need to be improved can be just as important as the big things, thus making MK6 having faster, more fluid and even more technical gameplay.
C'est tout!
I'm Ghost!
Ghost Dragon (Master of the "Pimp Daddy" himself!
)
In his 'snake' style "Pimp Daddy Shang", as I call em, he has two stun attacks that once delivered (By the way, I'm rockin the Gamecube), against an opponent, you can't follow up afterwards. I along with a friend were up for hours on end trying to figure out how to utilize this vitial advantage. If you were to look at the side step capabilities that the game has you have to say that if you were to be losing a match and side step an oncoming attack, a stun technique such as the strike to the eyes that "P.D. Shang" has could add more damage on top of a subequent combo string.
Me and my friend were coming at this thing from a martial artists perspective. A palm strike to the solarplexes in the area of the diaphram or a knuckle strike to that nave just above the center line of the clavicle and in front of the throat would render any attacker defenseless for brief moment. Since the development team went through great lengths to not only do their homework on the numerous styles (of which they deserve all the credit in the world), the question of having a stun technique if it cannot actually render the opponent vulnerable for a brief moment has to be asked.
The snake strike to the eyes that "P.D. Shang" tends to leave him vulnerable if it doesn't connect. Also, if it does connect you con't follow up on that opportunity. My friend would block right after he would get hit and and attack on my part would be blocked. For such a technical technique not to be used to it's fullest capability only serves to slow down the fluidity of the gameplay much like the counter system does. The only difference is that you can follow up a counter with a combo string. And that's the thing that puzzles me. Tacking advantage of an opponents mistake while he/she is attacking can be obtained by countering, but a clear opening after stunning an opponent can't be used.
In developing the next MK game, the designers will need to fix the obvious problems that MK:DA had. However, I think also letting them know of the little things that need to be improved can be just as important as the big things, thus making MK6 having faster, more fluid and even more technical gameplay.
C'est tout!
I'm Ghost!
Ghost Dragon (Master of the "Pimp Daddy" himself!


About Me
FATALITY
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here's my list:
-the uppercuts were shit in DA, I want my uppercuts back
-3d blows for MK, bring it back to 2d, the same happened with Megaman, the 3d Megaman games blow. I felt like i was playing tekken
-bring back stage fatalites
-the stages were to open
-the pit
-need more fatalies!
-need better specail moves
the bottum, i know its 2004, but mk really NEEDS to go back to its root (MK 1-3)
-the uppercuts were shit in DA, I want my uppercuts back
-3d blows for MK, bring it back to 2d, the same happened with Megaman, the 3d Megaman games blow. I felt like i was playing tekken
-bring back stage fatalites
-the stages were to open
-the pit
-need more fatalies!
-need better specail moves
the bottum, i know its 2004, but mk really NEEDS to go back to its root (MK 1-3)

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Maybe MK6 could implement super special moves for each character that can be unleashed when their super bar is charged up, like those that are in the street fighter alpha, marvel vs capcom, and the capcom vs snk series.

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Well Ray, I know you are finished with your report. However, if you make Team MK6 (as I do believe you should), I may as well chip in a few of my own thoughts.
As I'm sure you'll testify to, I am far from a skillful opponent when it comes to MK:DA. In fact, I'm quite terrible at the game. Hence, I have very little to contribute in the technical aspects of the game. However, I am one of the players that will literally be wrapped into a game for hours if their is an interesting storyline that slowly reveals itself throughout the course of play. Much like the "Choose-Your-Own-Adventure" books, I'm a big fan of being rewarded for progressing through a game. While, MK:DA certainly took leaps in this area with the Krypt, I still felt the game became quite redundant in the single-player aspect of things. The reward for defeating a character was a fairly low amount of Koins and another challenge. No evolution to the overall storyline. Additionally, I would have enjoyed a greater amount of unlockable features. Special moves, additional finishers, new weapons, etc. I'm talking about non-linear, customized, full-out rewards. It was cool to see old MK footage, or silly little movie clips. But the Krypt needed more functional reward systems.
Just my thoughts. Again, I hope all is well. PM me when you get a chance.
As I'm sure you'll testify to, I am far from a skillful opponent when it comes to MK:DA. In fact, I'm quite terrible at the game. Hence, I have very little to contribute in the technical aspects of the game. However, I am one of the players that will literally be wrapped into a game for hours if their is an interesting storyline that slowly reveals itself throughout the course of play. Much like the "Choose-Your-Own-Adventure" books, I'm a big fan of being rewarded for progressing through a game. While, MK:DA certainly took leaps in this area with the Krypt, I still felt the game became quite redundant in the single-player aspect of things. The reward for defeating a character was a fairly low amount of Koins and another challenge. No evolution to the overall storyline. Additionally, I would have enjoyed a greater amount of unlockable features. Special moves, additional finishers, new weapons, etc. I'm talking about non-linear, customized, full-out rewards. It was cool to see old MK footage, or silly little movie clips. But the Krypt needed more functional reward systems.
Just my thoughts. Again, I hope all is well. PM me when you get a chance.


About Me
0
Most of the things wrong with MKDA have already been posted so.....

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Always remember
5 animals
Dragon-Uses a mix of all 5 styles along with internal strikes. There are many dragon styles, find an artist that gets you the best result. Some Dragon fighters use passive tech, or aggressive or internal....etc
Snake fist- Uses speed along with pin point percision on striking. Snake is very quick, but he wont sacrifice himself too much in a fight. he is more about getting the job done quickly, with very few movements. A good snake will never put himself or his limbs in harms way....etc
Leopard- Extremely fast and cunning. has great inclose fighting range and uses circular motions in his strikes or will use a lot of kicking tech to set you up for inclose fighting....etc
Crane- Very good at evading and NEVER tries to go toe to toe with another animal, will use its feet to attack low and will come high with its wings. Crane is also very good with its elbows inclose range but he is mostly defensive.....etc
Tiger-nothing fancy at all, the person he is fighting is meat. Strikes can go anywhere on the body, will tear the clothes of youre back in order too take you down or too finish you off. He shows no mercy...etc
There is more i could explain in these arts, for mk, but im really tired right now!
Later
Red
5 animals
Dragon-Uses a mix of all 5 styles along with internal strikes. There are many dragon styles, find an artist that gets you the best result. Some Dragon fighters use passive tech, or aggressive or internal....etc
Snake fist- Uses speed along with pin point percision on striking. Snake is very quick, but he wont sacrifice himself too much in a fight. he is more about getting the job done quickly, with very few movements. A good snake will never put himself or his limbs in harms way....etc
Leopard- Extremely fast and cunning. has great inclose fighting range and uses circular motions in his strikes or will use a lot of kicking tech to set you up for inclose fighting....etc
Crane- Very good at evading and NEVER tries to go toe to toe with another animal, will use its feet to attack low and will come high with its wings. Crane is also very good with its elbows inclose range but he is mostly defensive.....etc
Tiger-nothing fancy at all, the person he is fighting is meat. Strikes can go anywhere on the body, will tear the clothes of youre back in order too take you down or too finish you off. He shows no mercy...etc
There is more i could explain in these arts, for mk, but im really tired right now!
Later
Red
Throw im MK1 or MK2 are still the beat and are different bettwenn the characters.
Maybe the return of brutalities.
Stage fatalities and most of classic characters should return like ermac, rain or noob saibot. Like i said ina previous post most of new characters suck excepting kenshi and mavado.
Maybe the return of brutalities.
Stage fatalities and most of classic characters should return like ermac, rain or noob saibot. Like i said ina previous post most of new characters suck excepting kenshi and mavado.
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Here's an unedited copy of my post in the MK6 Wishlist Thread in the MK6 News and Discussion Forum...
Of course, somethings here need to be edited, because my look on fighters have changes since I made this, but I am far too tired to edit this large post. Maybe some other time. Or PM me if you have specific questions.
First of all, It would be very beneficial to further balance out the fighting styles. For example, Cyrax's art of Ninjitsu in MKDA was extremely weak. Most of his combos took about 10% damage, give or take. But at the same time, other characters like Hsu Hao are extreme powerhouses. It was too ridiculous.
Another beneficial thing to implement is the ability to attack in any position like VF4 and Tekken. It bothers me that a character can only Okizeme (tech roll) when fallen...or when a character is unable to attack when his/her back is turned to the opposition. Attacks should be implemented for every kind of position possible.
The same thing can be said for the opposition as well. When hit from behind, the character just automatically turns around to recieve the rest of the blows. This is also another issue that should be improved. When a character is hit in the back, they should look AS IF they were hit in the back. It doesn't matter if they fall flat on their faces or clench their backs in pain, just do it!
A wide variety of attacks in a stance would improve the chatacter's development. It would be nice to have multiple throws for each stance, each varying in amount and power depending on the style (Judo would be mostly consisted of throws that cause heavy damage). It should not be a special move. It should be performed by pressing two buttons together or the previously unused button. It would also be nice for certain stances to have other lesser stances in it which could also lead to another set of moves. For example, Drunken Kung-Fu could have a lesser stance known as the Drunken Monkey stance. The name of the stance can be written in green to indicate that it is a lesser stance. This could be easily performed by pressing Back+Stance change or Sidestep+Stance Change. Pressing Stance Change alone or with forward could lead to the character's second stance (eg: B+SC or SS+SC changes into Drunken Monkey, but SC or F+SC changes into Hapkido). The stances also need a little more authencity to it. The fantasy must be kept to a minimum. Also, certain Stances must grant certain abilities. For example, Ninjitsu could grant the user faster pacing, a greater sidestep arc, and a more effective escape. But it should also have certain weaknesses like weaker damage (Not as weak as Cyrax's Ninjitsu) and weaker vitality (Health goes down faster, but not as fast as when a weapon is equipped). Have more nimble fighting styles possess parries and reversals, but have less nimble fighting styles possess power ups and damaging parries.
PS: Multi-throwing would also be a plus (For grappling styles).
Speaking of parries, it would be nice for most characters to have one (Except extremely slow and large characters). A nimble character could parry by just redirecting the opponent's attack, but a more powerful character could strike the limb with which the opponent used to attack, adding damage. But they should be evened fout for fairness. Make the nimble characters have rather quick parries, but have the powerful characters react slowly. There should be high/mid parries as well as low ones. They should be performed by pressing F+SM or D/F+SM.
With parries, come reversals. Have reversals be more realistic this time around. No one would ever stand there with their arms out two seconds before a kick or a punch and still be able to catch the kick. No one would be stupid as to attack when they're like that. Reversals should be timed to the exact point of impact. This would make reversals less frequent and annoying. They also have some lag time, considering the fact that the character opened his defenses to outstretch their arms and catch an attack. Reversal's could be performed by pressing B+SM or B/D+SM.
Special moves such as power ups and escapes could be performed by just pressing the SM button without any directional buttons. It would be nice for a character's escape move to change into a sidestepping escape by pressing U+SM or D+SM. For example, Cyrax's Ninjitsu Escape is a high, fast, and well executed backflip. When U+SM is pressed, Cyrax could perform a sideflip. It could be a side cartwheel or a roll to the side.
Broken limbs should not affect gameplay a lot. Just have the characters with broken limbs react slowly to different attacks. Lowering the damage seems unfair.
The barriers should be taken out. Ring outs should be present in the game, but not easily executed. It should take a strong shove or a powerful pushing attack to knock someone out. For nimble characters, juggling the opponent out of the ring is good too. The environments should be multi-tiered and they should be linked to one another. For example, the Courtyard could lead to Shang Tsung's temple. Characters should have the ability to turn around and walk when they are near switching points between stages. Opponent's could be slammed through walls to lead to other sections in the level (ala DOA). Environments should be very interactive as well. Boon should keep his promises and include levels with weapons on the walls that could be picked up. (Doing this should change the default weapon to the one the character is currently wielding). Weapons should also be dropped. Heavy weapons should be hard to use for nimble opponents and light weapons should take less damage for powerful opponents. Throws against the walls should be nice as well. Performing a throw near the wall should perform a throw involving the wall. Special wall escapes should be included as well (ala Tekken 4). The character uses the wall to escape. Example, Sonya could jump up and kick the wall with her feet to propel herself over the opponent and out of harms way. It provides a more stylish look to the basic wall tech escapes.
A run/dash forward comand should be implemented (F, F).
Special Moves such as Scorpion's spear of Sub-Zero's freeze should be performed by holding the block button and pressing the combination. It may seem strange, but at times when I was playing MKDA, I dash backwards to dodge a move, then I press forward and a button to attack. 50% of the time, the attack comes in the form of a Special move and it messes up my strategy. There should be a way for special moves to be performed without that happening.
One last thing, the game should move at a faster pace. I found MKDA to be a bit slow. It would be nice to have faster paced gameplay.
That's all I have for gameplay. Now on to ...
The graphics were average in MKDA. They could have been better. Not that I'm complaining, but I believe the MK Team can certainly dish out better graphics than this. The characters should have high polygon counts like the ones in VF4/DOA3. The character designs are very well done and they reflect the time and environment the MK world is immersed in. It would be nice to be able to distinguish a clan by certain aspects of their designs. For example, all Link Kuei members should have a universal emblem on their backs or their chests. Also, have other-worldly characters wear attires of non-earthling material or design. Edenians should have a certain kind of look to their attires, such as strange head ornaments, extremely large shoulder guards, or armored upper attires. There are many possibilities.
Character faces should have a VERY WIDE range of emotions. VF4 almost perfectly executed this. Characters should have little pre-fight scenes that show emotions in the face. For example, before the fight, the battle music plays. Then the camera pans to character A's body. They perform a small demonstration of his/her art (In dynamic angles) and the camera pans to his/her face. Short dialogue ensues with excellent facial animation. Then the camera pans to Character B. The same thing (In general) happens and the fight begins. A seperate animation director should be assigned to facial work only. It is that important. It expresses the character's feelings toward the battle ahead and their experiences. It would be nice for each animation to vary depending on who the character is facing. For example, is Frost is about to battle Sub-Zero, She could bow with a solemn look on her face and her eyes closed. She could say something like "I wish not to face you, Sifu." Then her eyes could open and her face, a look of determination. "But I must prove to myself that I am worthy of your forgiveness." She could then move into her fighting stance and the battle can begin. There are so many possibilities with things like this.
When a character is hit with a certain move in MKDA, they sometimes fall or react in a way they are not supposed to. Each attack for each character should have a different reaction on the opponent depending on the opponent's size, height, and distance from the character. Let's take Tekken for example. When a sweep is used from the farthest hitting range, it only hits the front leg of the opponent. The opponent then stumbles a bit. But when it is used at the closest range, the opponent completely falls. Things should be more like this.
Have every character's parry/reversal differ. Let's use Jax as an example. For an arm reversal, he could grab the opponent's arm with his corresponding hand. He could use his other arm to grab the opponent's garment and pull them closer. Then you could press 1 or 2 repeatedly for 3 "gotcha" punches. Maybe you could press 3 or 4 for knees to the abdomen. Pressing the reversal combination (B+SM) again could result in releasing the opponent. Pressing SM only could result in a throw. Pressing F+SM could result in shoving the opponent away from you. Maybe U and D+SM could result in Jax shoving the opponent to either side.
His reversal should be nothing like let's say...Frost's. Frost could grab the opponent's arm and proceed to freeze them. Then she can let go. New moves should be opened up during this reversal. 1 and 2 could make her slap the opponent silly. 3 and 4 could make her deliver a stylish kick to the face. B+SM could lead to a throw move. The freezing reversal movelist should only be accesible by reversal means. Normal freezing abilities should not open them up.
Leg reversals should be an automatic throw. For example, Johnny Cage could grab the leg, do the splits and perform his infamous nut breaker attack. As usual, it should be different from someone like Sub-Zero's, who would probably grab the leg with one arm and painfully break it with the other. Each reversal should be different and unique to the character. Even their shoves should have a different look and feel to them. Have stronger people shove harder and weaker people shove lightly.
Everyone's parries should be different as well. Have nimble characters like Sonya lightly grab and redirect the limb in another direction, but have powerful monsters like Bo Rai Cho push the limb towards the opponent's direction or side (Maybe causing a stumbling effect).
Broken limbs should be expressed accordingly. Have a character with a broken leg limp around the ring and so forth.
One more thing...there must be absolutely NO EXACT WINNING POSES, MOVES, AND STANCES FOR ANY TWO CHARACTERS!!! Scorpion's Ninja Sword and Kenshi's Katana were the exact same thing (Same applies to the Butterfly and the Sun-Moon). The same taunts were given to multiple characters, some basic moves were exchanged between characters, and some winning stances were the same. Just make it simple: Have everyone have two winning poses for themselves. One for if they win against a neutral/evil character and another for if they win against good characters. The winning poses should be performed in the way the character would actually do them. Have Scorpion walk away from the opponent and vanish in flames or have Kano make snide comments in his Aussie accent. The taunts should be handled in the same manner. One character's taunt should not be the same as another's. Have Frost quickly form a deformed ice clone of the opponent or have Scorpion explode in flames. Also, no exchanged moves! Scorpion and Kano have the same kicking launcher. Cyrax has a low kick that Hsu Hao also has. I cannot fully stress how much it annoys me! Each weapon should have their own moveset and unique look. NO MORE CLONES!!!
The environments in MKDA were above average, but they could still use a little polishing up. I'm not expecting anything like VF4 or DOA's arenas, I'm just expecting more detailed arenas. Footsteps should be left in snow/sand and water should splash about realistically. If a wind is blowing, have some leaves float up in the air and fall back down.
The characters should have more realistic hair. Sonya's hair made me feel kind of uncomfortable. It was like a big lump of clay moving around. There should be individual strands of hair visible and they should move according to the direction they're being pushed/pulled to and the position of the part of hair. The hair should be designed like VF4 hair.
The movement of clothing should also be improved a little. It should look a bit more realistic and respond faster. Ripped clothing should be implemented, but not to the point of full undergarments showing.
Now, on to...
First, let me just say that the music in MKDA was horrible (No offense to Dan "Toasty" Forden). It would be nice to have memorable scores that could make an MK hater feel better about playing the game. The next MK needs music that could pump someone up and give them renewed vigor towards the game. Soul Edge/Blade/Calibur and GGXX have some of the greatest musical scores in fighting game history. Any song in Guilty Gear XX is a great example of the kind of music a fighting game should have. Even though MK is taking to the path of dark roots, it should still have uplifting and memorable music.
The sound effects are very good. They need little improvement.
The in-game voice acting is horrible. The intro scene had well done voice acting, but the sounds during the fights themselves are horrible. Have Sub-Zero do a power-up and see what I mean. Have one voice actor assigned to one character for those possible pre-match scenes and in-battle grunts and howls. It annoys me to hear the same sounds over and over again coming from different characters. Have Scorpion groan like a specter from the underworld would. Have Kano throw in a couple of annoying comments here and there (In his great Aussie accent). Don't make them mumble strange things when they're powering up. Just have them make an "Errrggghhh" sound or make them say "Power up" or "Neijin" or "Chi". Anything is better than those garbled words.
The background sounds should be more audible. It would be nice to hear the wind rustling about and water splashing around.
There should be an improved Conquest mode (ala Soul Calibur 2) for each character. The mission mode explains the character's journey/storyline through the MK world. By accomplishing missions, you earn Mission Koins. These Mission Koins are different from the regular coins. They are used only in Mission mode. You can go to a "Store" section and "buy" a new costume (Up to 3) for your character. You could also "buy" a new look for your weapon. The new look does not improve damage of anything. It's just there for the heck of it. You can buy up tp 15 different looks for your characters. At the beginning of the game, each character should have the exact same styles as they did in MKDA. During Mission Mode, there should be some training mission in which you learn the new "lesser styles", reversals, parries, escapes, etc. By passing the missions, the new moves you learn are added to your movelist. So not all attacks like launchers, combos, etc. are available to you when you start the game. After completing your character's Mission Mode, the player is rewarded with a kata of their character, a final costume and weapon, and the option to change the color of your weapon, the weapon trails, and parts of the costume. Notice I said parts. It would be absurd to have a fully pink Scorpion or a fully green Sub-Zero. Only minor things like armguards, chestplates, etc. can be changed. This should replace the old Konquest mode. After completing Mission Mode with all characters, a hint should be given that leads to the final secret character (Which should be a BIG surprise). The other secret characters should be unlocked through different means (Eg: Fight 35 battles without blocking or win a match by only reversals). Also, the button combo for the character's fatality and (possible) stage fatality should be presented
The Krypt should be just for unlocking minor things like pictures of the devel. team, stages and such.
I liked the idea of new minigames that someone earlier stated. The Test Your Speed and Test Your Skill modes would be excellent. I would like for there to be a Test Your Reflex mode, where you are in a first person view with a random opponent in front of you. The opponent shoots a fireball and you have to dodge it by pressing left or right. You gain extra coins by dodging at the last second or by trying a daring dodge (Moving to the left then right and vice versa). Each character has different "shooting" speeds. Characters like Cyrax have missiles, so he would shoot very fast. As the difficulty increases, the character changes. Example: If the difficulty level is 1, the character would be Bo Rai Cho, because he shoots slowly. When the level is 8, the character will change to Cyrax, because his missiles are extraordinarily fast. Winning these reflex minigames a certain amount of times will lead you to the Test Your Reflex II special stage. A silhouetted character shoots random fireballs in random directions at the maximum speed. By winning the special stage, you unlock the silhouetted character (Could be anyone).
There should be more modes like Survival, Time Attack, etc. The Practice mode needs to be fleshed out more like VF4, but it should not get into the really technical things (That's what Mission Mode should be for).
The Sub-Boss should be extremely difficult to beat, and the final boss(es) should be much harder. The final boss(es) should be able to perform a special attack which handicaps the character (Block is not allowed, parries are not allowed, special moves are not allowed, etc.)
If the final bosses are the deadly alliance, have the character fight both of them at once. If that is not possible, then have the match be like an oldschool Endurance match. Have Shang Tsung/Quan Chi start off the match with a little dialogue. The other member of the alliance sits in a nearby throne and watches. After he is beaten, the other member gets up from his throne and continues the battle. The character should still have the same amount of health left.
If the final boss is the Dragon King, make him next to impossible to beat and make his attacks extremely powerful and all long range and unavoidable. It would be awesome if he could revive a dead kombatant that had ties to the character's story to fight with the character (Example: Mileena is revived to fight Kitana). That opponent should be relatively easy, but with each hit placed on him/her, that amount is added to the Dragon King's health, replenishing him. The opponent should be an appearance-only opponent. He/she should not be unlockable. They can have the same stances as other characters, yet slightly faster and more powerful. Combined with an awesome and memorable final battle score, this could be the greatest fighting game boss ever.
After unlocking everything, a special FMV should play of what really happened in terms of the main storyline. Then a special trailer of MK7 should play shortly after the credits.
PS: Add more videos like Cooking with Scorpion.
Finally, I've written everything I wish for in a next-gen, 3d MK. Hopefully, Boon and the devel. team will read our ideas and take what they find interesting...
Evas... The MKOnline Anime Authority...
Of course, somethings here need to be edited, because my look on fighters have changes since I made this, but I am far too tired to edit this large post. Maybe some other time. Or PM me if you have specific questions.
Gameplay |
First of all, It would be very beneficial to further balance out the fighting styles. For example, Cyrax's art of Ninjitsu in MKDA was extremely weak. Most of his combos took about 10% damage, give or take. But at the same time, other characters like Hsu Hao are extreme powerhouses. It was too ridiculous.
Another beneficial thing to implement is the ability to attack in any position like VF4 and Tekken. It bothers me that a character can only Okizeme (tech roll) when fallen...or when a character is unable to attack when his/her back is turned to the opposition. Attacks should be implemented for every kind of position possible.
The same thing can be said for the opposition as well. When hit from behind, the character just automatically turns around to recieve the rest of the blows. This is also another issue that should be improved. When a character is hit in the back, they should look AS IF they were hit in the back. It doesn't matter if they fall flat on their faces or clench their backs in pain, just do it!
A wide variety of attacks in a stance would improve the chatacter's development. It would be nice to have multiple throws for each stance, each varying in amount and power depending on the style (Judo would be mostly consisted of throws that cause heavy damage). It should not be a special move. It should be performed by pressing two buttons together or the previously unused button. It would also be nice for certain stances to have other lesser stances in it which could also lead to another set of moves. For example, Drunken Kung-Fu could have a lesser stance known as the Drunken Monkey stance. The name of the stance can be written in green to indicate that it is a lesser stance. This could be easily performed by pressing Back+Stance change or Sidestep+Stance Change. Pressing Stance Change alone or with forward could lead to the character's second stance (eg: B+SC or SS+SC changes into Drunken Monkey, but SC or F+SC changes into Hapkido). The stances also need a little more authencity to it. The fantasy must be kept to a minimum. Also, certain Stances must grant certain abilities. For example, Ninjitsu could grant the user faster pacing, a greater sidestep arc, and a more effective escape. But it should also have certain weaknesses like weaker damage (Not as weak as Cyrax's Ninjitsu) and weaker vitality (Health goes down faster, but not as fast as when a weapon is equipped). Have more nimble fighting styles possess parries and reversals, but have less nimble fighting styles possess power ups and damaging parries.
PS: Multi-throwing would also be a plus (For grappling styles).
Speaking of parries, it would be nice for most characters to have one (Except extremely slow and large characters). A nimble character could parry by just redirecting the opponent's attack, but a more powerful character could strike the limb with which the opponent used to attack, adding damage. But they should be evened fout for fairness. Make the nimble characters have rather quick parries, but have the powerful characters react slowly. There should be high/mid parries as well as low ones. They should be performed by pressing F+SM or D/F+SM.
With parries, come reversals. Have reversals be more realistic this time around. No one would ever stand there with their arms out two seconds before a kick or a punch and still be able to catch the kick. No one would be stupid as to attack when they're like that. Reversals should be timed to the exact point of impact. This would make reversals less frequent and annoying. They also have some lag time, considering the fact that the character opened his defenses to outstretch their arms and catch an attack. Reversal's could be performed by pressing B+SM or B/D+SM.
Special moves such as power ups and escapes could be performed by just pressing the SM button without any directional buttons. It would be nice for a character's escape move to change into a sidestepping escape by pressing U+SM or D+SM. For example, Cyrax's Ninjitsu Escape is a high, fast, and well executed backflip. When U+SM is pressed, Cyrax could perform a sideflip. It could be a side cartwheel or a roll to the side.
Broken limbs should not affect gameplay a lot. Just have the characters with broken limbs react slowly to different attacks. Lowering the damage seems unfair.
The barriers should be taken out. Ring outs should be present in the game, but not easily executed. It should take a strong shove or a powerful pushing attack to knock someone out. For nimble characters, juggling the opponent out of the ring is good too. The environments should be multi-tiered and they should be linked to one another. For example, the Courtyard could lead to Shang Tsung's temple. Characters should have the ability to turn around and walk when they are near switching points between stages. Opponent's could be slammed through walls to lead to other sections in the level (ala DOA). Environments should be very interactive as well. Boon should keep his promises and include levels with weapons on the walls that could be picked up. (Doing this should change the default weapon to the one the character is currently wielding). Weapons should also be dropped. Heavy weapons should be hard to use for nimble opponents and light weapons should take less damage for powerful opponents. Throws against the walls should be nice as well. Performing a throw near the wall should perform a throw involving the wall. Special wall escapes should be included as well (ala Tekken 4). The character uses the wall to escape. Example, Sonya could jump up and kick the wall with her feet to propel herself over the opponent and out of harms way. It provides a more stylish look to the basic wall tech escapes.
A run/dash forward comand should be implemented (F, F).
Special Moves such as Scorpion's spear of Sub-Zero's freeze should be performed by holding the block button and pressing the combination. It may seem strange, but at times when I was playing MKDA, I dash backwards to dodge a move, then I press forward and a button to attack. 50% of the time, the attack comes in the form of a Special move and it messes up my strategy. There should be a way for special moves to be performed without that happening.
One last thing, the game should move at a faster pace. I found MKDA to be a bit slow. It would be nice to have faster paced gameplay.
That's all I have for gameplay. Now on to ...
Graphics |
The graphics were average in MKDA. They could have been better. Not that I'm complaining, but I believe the MK Team can certainly dish out better graphics than this. The characters should have high polygon counts like the ones in VF4/DOA3. The character designs are very well done and they reflect the time and environment the MK world is immersed in. It would be nice to be able to distinguish a clan by certain aspects of their designs. For example, all Link Kuei members should have a universal emblem on their backs or their chests. Also, have other-worldly characters wear attires of non-earthling material or design. Edenians should have a certain kind of look to their attires, such as strange head ornaments, extremely large shoulder guards, or armored upper attires. There are many possibilities.
Character faces should have a VERY WIDE range of emotions. VF4 almost perfectly executed this. Characters should have little pre-fight scenes that show emotions in the face. For example, before the fight, the battle music plays. Then the camera pans to character A's body. They perform a small demonstration of his/her art (In dynamic angles) and the camera pans to his/her face. Short dialogue ensues with excellent facial animation. Then the camera pans to Character B. The same thing (In general) happens and the fight begins. A seperate animation director should be assigned to facial work only. It is that important. It expresses the character's feelings toward the battle ahead and their experiences. It would be nice for each animation to vary depending on who the character is facing. For example, is Frost is about to battle Sub-Zero, She could bow with a solemn look on her face and her eyes closed. She could say something like "I wish not to face you, Sifu." Then her eyes could open and her face, a look of determination. "But I must prove to myself that I am worthy of your forgiveness." She could then move into her fighting stance and the battle can begin. There are so many possibilities with things like this.
When a character is hit with a certain move in MKDA, they sometimes fall or react in a way they are not supposed to. Each attack for each character should have a different reaction on the opponent depending on the opponent's size, height, and distance from the character. Let's take Tekken for example. When a sweep is used from the farthest hitting range, it only hits the front leg of the opponent. The opponent then stumbles a bit. But when it is used at the closest range, the opponent completely falls. Things should be more like this.
Have every character's parry/reversal differ. Let's use Jax as an example. For an arm reversal, he could grab the opponent's arm with his corresponding hand. He could use his other arm to grab the opponent's garment and pull them closer. Then you could press 1 or 2 repeatedly for 3 "gotcha" punches. Maybe you could press 3 or 4 for knees to the abdomen. Pressing the reversal combination (B+SM) again could result in releasing the opponent. Pressing SM only could result in a throw. Pressing F+SM could result in shoving the opponent away from you. Maybe U and D+SM could result in Jax shoving the opponent to either side.
His reversal should be nothing like let's say...Frost's. Frost could grab the opponent's arm and proceed to freeze them. Then she can let go. New moves should be opened up during this reversal. 1 and 2 could make her slap the opponent silly. 3 and 4 could make her deliver a stylish kick to the face. B+SM could lead to a throw move. The freezing reversal movelist should only be accesible by reversal means. Normal freezing abilities should not open them up.
Leg reversals should be an automatic throw. For example, Johnny Cage could grab the leg, do the splits and perform his infamous nut breaker attack. As usual, it should be different from someone like Sub-Zero's, who would probably grab the leg with one arm and painfully break it with the other. Each reversal should be different and unique to the character. Even their shoves should have a different look and feel to them. Have stronger people shove harder and weaker people shove lightly.
Everyone's parries should be different as well. Have nimble characters like Sonya lightly grab and redirect the limb in another direction, but have powerful monsters like Bo Rai Cho push the limb towards the opponent's direction or side (Maybe causing a stumbling effect).
Broken limbs should be expressed accordingly. Have a character with a broken leg limp around the ring and so forth.
One more thing...there must be absolutely NO EXACT WINNING POSES, MOVES, AND STANCES FOR ANY TWO CHARACTERS!!! Scorpion's Ninja Sword and Kenshi's Katana were the exact same thing (Same applies to the Butterfly and the Sun-Moon). The same taunts were given to multiple characters, some basic moves were exchanged between characters, and some winning stances were the same. Just make it simple: Have everyone have two winning poses for themselves. One for if they win against a neutral/evil character and another for if they win against good characters. The winning poses should be performed in the way the character would actually do them. Have Scorpion walk away from the opponent and vanish in flames or have Kano make snide comments in his Aussie accent. The taunts should be handled in the same manner. One character's taunt should not be the same as another's. Have Frost quickly form a deformed ice clone of the opponent or have Scorpion explode in flames. Also, no exchanged moves! Scorpion and Kano have the same kicking launcher. Cyrax has a low kick that Hsu Hao also has. I cannot fully stress how much it annoys me! Each weapon should have their own moveset and unique look. NO MORE CLONES!!!
The environments in MKDA were above average, but they could still use a little polishing up. I'm not expecting anything like VF4 or DOA's arenas, I'm just expecting more detailed arenas. Footsteps should be left in snow/sand and water should splash about realistically. If a wind is blowing, have some leaves float up in the air and fall back down.
The characters should have more realistic hair. Sonya's hair made me feel kind of uncomfortable. It was like a big lump of clay moving around. There should be individual strands of hair visible and they should move according to the direction they're being pushed/pulled to and the position of the part of hair. The hair should be designed like VF4 hair.
The movement of clothing should also be improved a little. It should look a bit more realistic and respond faster. Ripped clothing should be implemented, but not to the point of full undergarments showing.
Now, on to...
Sound |
First, let me just say that the music in MKDA was horrible (No offense to Dan "Toasty" Forden). It would be nice to have memorable scores that could make an MK hater feel better about playing the game. The next MK needs music that could pump someone up and give them renewed vigor towards the game. Soul Edge/Blade/Calibur and GGXX have some of the greatest musical scores in fighting game history. Any song in Guilty Gear XX is a great example of the kind of music a fighting game should have. Even though MK is taking to the path of dark roots, it should still have uplifting and memorable music.
The sound effects are very good. They need little improvement.
The in-game voice acting is horrible. The intro scene had well done voice acting, but the sounds during the fights themselves are horrible. Have Sub-Zero do a power-up and see what I mean. Have one voice actor assigned to one character for those possible pre-match scenes and in-battle grunts and howls. It annoys me to hear the same sounds over and over again coming from different characters. Have Scorpion groan like a specter from the underworld would. Have Kano throw in a couple of annoying comments here and there (In his great Aussie accent). Don't make them mumble strange things when they're powering up. Just have them make an "Errrggghhh" sound or make them say "Power up" or "Neijin" or "Chi". Anything is better than those garbled words.
The background sounds should be more audible. It would be nice to hear the wind rustling about and water splashing around.
Replayability |
There should be an improved Conquest mode (ala Soul Calibur 2) for each character. The mission mode explains the character's journey/storyline through the MK world. By accomplishing missions, you earn Mission Koins. These Mission Koins are different from the regular coins. They are used only in Mission mode. You can go to a "Store" section and "buy" a new costume (Up to 3) for your character. You could also "buy" a new look for your weapon. The new look does not improve damage of anything. It's just there for the heck of it. You can buy up tp 15 different looks for your characters. At the beginning of the game, each character should have the exact same styles as they did in MKDA. During Mission Mode, there should be some training mission in which you learn the new "lesser styles", reversals, parries, escapes, etc. By passing the missions, the new moves you learn are added to your movelist. So not all attacks like launchers, combos, etc. are available to you when you start the game. After completing your character's Mission Mode, the player is rewarded with a kata of their character, a final costume and weapon, and the option to change the color of your weapon, the weapon trails, and parts of the costume. Notice I said parts. It would be absurd to have a fully pink Scorpion or a fully green Sub-Zero. Only minor things like armguards, chestplates, etc. can be changed. This should replace the old Konquest mode. After completing Mission Mode with all characters, a hint should be given that leads to the final secret character (Which should be a BIG surprise). The other secret characters should be unlocked through different means (Eg: Fight 35 battles without blocking or win a match by only reversals). Also, the button combo for the character's fatality and (possible) stage fatality should be presented
The Krypt should be just for unlocking minor things like pictures of the devel. team, stages and such.
I liked the idea of new minigames that someone earlier stated. The Test Your Speed and Test Your Skill modes would be excellent. I would like for there to be a Test Your Reflex mode, where you are in a first person view with a random opponent in front of you. The opponent shoots a fireball and you have to dodge it by pressing left or right. You gain extra coins by dodging at the last second or by trying a daring dodge (Moving to the left then right and vice versa). Each character has different "shooting" speeds. Characters like Cyrax have missiles, so he would shoot very fast. As the difficulty increases, the character changes. Example: If the difficulty level is 1, the character would be Bo Rai Cho, because he shoots slowly. When the level is 8, the character will change to Cyrax, because his missiles are extraordinarily fast. Winning these reflex minigames a certain amount of times will lead you to the Test Your Reflex II special stage. A silhouetted character shoots random fireballs in random directions at the maximum speed. By winning the special stage, you unlock the silhouetted character (Could be anyone).
There should be more modes like Survival, Time Attack, etc. The Practice mode needs to be fleshed out more like VF4, but it should not get into the really technical things (That's what Mission Mode should be for).
The Sub-Boss should be extremely difficult to beat, and the final boss(es) should be much harder. The final boss(es) should be able to perform a special attack which handicaps the character (Block is not allowed, parries are not allowed, special moves are not allowed, etc.)
If the final bosses are the deadly alliance, have the character fight both of them at once. If that is not possible, then have the match be like an oldschool Endurance match. Have Shang Tsung/Quan Chi start off the match with a little dialogue. The other member of the alliance sits in a nearby throne and watches. After he is beaten, the other member gets up from his throne and continues the battle. The character should still have the same amount of health left.
If the final boss is the Dragon King, make him next to impossible to beat and make his attacks extremely powerful and all long range and unavoidable. It would be awesome if he could revive a dead kombatant that had ties to the character's story to fight with the character (Example: Mileena is revived to fight Kitana). That opponent should be relatively easy, but with each hit placed on him/her, that amount is added to the Dragon King's health, replenishing him. The opponent should be an appearance-only opponent. He/she should not be unlockable. They can have the same stances as other characters, yet slightly faster and more powerful. Combined with an awesome and memorable final battle score, this could be the greatest fighting game boss ever.
After unlocking everything, a special FMV should play of what really happened in terms of the main storyline. Then a special trailer of MK7 should play shortly after the credits.
PS: Add more videos like Cooking with Scorpion.
Finally, I've written everything I wish for in a next-gen, 3d MK. Hopefully, Boon and the devel. team will read our ideas and take what they find interesting...

Evas... The MKOnline Anime Authority...

0
Smoke and sektor should of been in the game
take out reversal and power up function :> didnt dig it. and toss in something better like a special move when some kind of light glows in the health bar or another mini bar under it. different move wich reflect the style you have? whos strong but hard to pull of. should make it more intressting.
0
saw this thread when i got home from work and must say it is one of the best reads i have ever seen on this forum ....well in a long long time anyway
good input from everyone , very interesting well thought out ideas.
good input from everyone , very interesting well thought out ideas.


About Me
0
The air moves need a lot of inproving. There should be another throw system, kinda like the ones in other fighters. More detailed block/ defensive moves.( like when scord does a spinning sweep, that's not the kind of thing you block, you jump over it. And if some dude is slashing at you with a weapon, you don't try to block that, you dodge or get the hell out of there.) Better reversal system, it should'nt slow down the game that much. SOME generic moves should have been there, like uppercuts and roundhouses. Some of the fighters weren't balanced either, that was kind of a drag. That is all i can think of now.
btw, i apologize if i am confusing.
btw, i apologize if i am confusing.
I think the Krypt needed some work. I liked some of the rewards; it was a good challenge. But it is just too extreme getting all the Koins, especially when all you need is Silver and Onyx. Right now, I have 20,000 Ruby Koins! I think after you purchase all of one color, you should be able to convert the Koins you already have of that color to another color or the game SHOULDN"T GIVE YOU ANYMORE OF THAT TYPE! It's a waste for me. That's what I think. Also, it was a little dark and annoying to play for long periods of time.
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