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stealth
02/23/2004 09:29 PM (UTC)
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More moves

More special moves (add the move tsub-zero does against liu kang in the first movie)

Remove that thing of 3 styles (maybe)

Most of classic characters had gone (where is rain, ermac, etc...)

In the new characters i ony like kenshi and mavado.

2 fatalities for each characters (bring back scorpion's spit fire)

Stages fatalities in real time and also ring outs (no more invisible walls)

Secrets like MK1 or MK2 (ex to play against reptile we had to do 2 perfets in the pit and do a fatalities)
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stealth
02/24/2004 06:30 PM (UTC)
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Throws like MK1 or MK 2;
2 fatalities for each characters and better fatalities;
Roundhouses (and maybe uppercuts) ike the old school MK;
Ring Outs (invisivle walls, no more);
Some moves are cheap;
More moves and more varieted between the characters;
Stage Fatalities.


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shadow51
02/25/2004 04:00 AM (UTC)
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FATALITIES
FATALITIES
FATALITIES

NO BARRIERS
WHEN YOU SAY RING OUTS DO YOU MEAN GETTING OUT OF THE RING OR LIKE SOUL CALIBER WHERE YOU GET KNOCKED OUT OF THE RING AND YOU LOSE THE MATCH, THAT SUCKS

MORE ORIGINAL LOOK, DONT GET ME WRONG THE GRAPHICS WHERE GREAT BUT A LITTLE TO CARTOONISH
FOR ME MAYBE SOME HOW MIX REAL PEOPLE (MK1,2,3)
WITH COMPUTER GRAPHICS.

STAGE FATALITIES
ANIMALITIES
MORE SIGNATURE MOVES
MORE PROJECTILES
(EX: KENSHI VS. SUB-ZERO NOT REALLY FAIR)

THE ABILITY TO RUN

THATS IT FOR NOW
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stealth
02/25/2004 05:24 PM (UTC)
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Ring Outs would be great like Soul Calibur 2.

And they could put some levels completely with walls to avoid ring outs.


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MaxDam
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02/25/2004 07:39 PM (UTC)
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1. Invisible walls:
Get rid of them, it was annoying. I think the rings out add strategy to the gameplay. The player being near the border should find a way to counter, or move around to avoid falling of the ring.

2. Stage Fatalities:
The Acid bath arena should have being one them. The victim should suffer the acid eating the flesh before dying. Maybe few other like falling of the cliff.

3. Arenas:
Some multiple stages arenas, 2 or 3 levels. Make the characters go through walls, or falling into the bottom part of the arena. In MKDA, all arenas were in circle. Made them like a room, square or an none geometric form.

4. Storyline:
Vampires and Red Dragon addition were a big let down and the fact Reptile was a puppet and not a lone warrior??? please. A beleivable and a storyline that make sense.

5. Details on the gameplay:
Keep the 8 way run and the reduced jumping attack.
Cuts and bruises would have being great. I think that 2 Hand combat style and a Weapon style was too much. I think 1 style and 1 weapon style is enough, just give them more moves with each ones. I mostly used only 1 style and 1 weapon style for most of the characters.
Ex: Kenshi was great only with Tai Chi hand his Katana.
The special moves were ok except scorpion's spear. I miss the
6. Graphics:
MK always had a realistic look. MKDA was cartoonish imo. The graphics were great but too cartoonish imo.

7. fatalities:
2 per character and even if it is an old school one, make it with more detail. If Kano is reaping the heart of his oponent, make us see a hole on his chest. Logical. But it wasn't there.
I think a weapon fatality could work fine.

8. Konquest:
It was a great addition but kinda boring after a while. Intead of text describing the story, make some cutscnenes or pics, kinda like a comic book.
I know it demands a lot but I'm sure you'll sell more than 1 million copies if you add these kind of stuff. It will make the players coming back for more or even play it again.

That is about it.
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Starwinderbeta
02/26/2004 02:50 AM (UTC)
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Once again: 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.

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...
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LouisTypo
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03/01/2004 05:49 AM (UTC)
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Yeah i really like the idea of grapple-ish kinda moves (like, in SC2 you grab 'em and do some badass stuff like jump around and stab your enemy like mad i.e. when Nightmare does that block + sword slash thingy and he reaches over to grab the enemy and cuts em up).

Also, the fast paced battling seems cool.

i.e. player 1 could kick player 2 and P2 could block that and P1 could quickly punch P2, then P2 could block that and punch P1 in the nads. Like really fast paced, not like:

P1 : special move jump punch punch kick (P2 blocks) etc....

I dunno how to explain that ^^^. I think I'll make a (stick figure) .gif file of it later. IMO this would make things pretty realistic.

...

I must be crazy.
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stealth
03/04/2004 08:45 PM (UTC)
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I am withou words... great post man!!!

It was really great and perfet ideas.
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lokin
03/16/2004 04:07 AM (UTC)
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I think MK DA would be much better with more fatalities, I strongly agree on the better hidden characters, the one prob I have with all the hole MK line is the endings are weak not story wise but but graphicly I mean I think not like live action but motion cap would be like cool thats just my thought.
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blackwizard
03/23/2004 04:35 AM (UTC)
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I certainly think Mortal Kombat would be better with these features:

-Shao Kahn as a weakened playable character.

-For the Kombatatants to have more moves available in their arsenal.

-A much Darker mood

-Better fatalities. Thats what seperated this game from other fighters and made it unique.

-A select your difficulty destination.

-A few new modes for multiplayer kombat such as 16 player tournament.

-Wagering Matches would be really intense and would put a new spin on the game.

-Kitana, if your gonna bring back sonya, mileena, sindel Aka the ugly biches, you might as well include a hot chick and please give her back the fan throw!!

Cant think of anything else. Im really satisfied with Noob Saibot and Nightwolf coming back. Maybe if Kung Lao would come back, this would be the best cast ever assembled (excluding MKT's, that had all of them tongue
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MethMaker
03/23/2004 07:39 AM (UTC)
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excellent post, Starwinderbeta.

a deeper fighting system
substances
a return of the run button (and runs that can be done in any direction)
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mister_ice
03/29/2004 09:45 PM (UTC)
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well,i love the game.just a few minor facts:
-just 1 fatality?
-where are the other guys (i'm a ninja fan so i'm missing ermac,noob saibot,rain and the old reptile)
-and lastly the fact that some characters are far to easy to play with; example: i can clear the game in no time with sonja (easy combo's) compared to other characters.

(p.s.:how many of you have cleared the "test your might" stages?)
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MajinTsung
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I'm not the Monster

04/02/2004 11:55 PM (UTC)
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Couldn't read all the posts at the moment, so forgive me for repeating other people....

Stage fatalities obviously, but those are going into MKD
Reverals.. an entire countering system like in DOA3...
More attacks, more projectiles or special moves in general, ICE CLONE!!....
More original fatalities, more fatalities
4 to 5 secret characters
A boss character.. coming to MKD...ok then a really hard boss character!!
Kintaro, Smoke, and Jade


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SpeedRacer
04/07/2004 05:47 AM (UTC)
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this has probably been talked about before but there are just too many pages to this post lol i cant read all that so...

no more cheapness in fatalities:

when scorpion does his head spear fatality there head doesnt even come off its not a head its a skull sad booo

when subzero pulls out nitaras skeliton there arnt any trace of the wings not even part of the wing bones nothing

after frost shatters her opponent you can see midway have just gotten a scan of a steak from the butcher and placed that ontop of what remains

even though these things are really small issues i guess, it would be good if they were corrected to make a better quality game
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04/10/2004 08:54 AM (UTC)
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IMO the floating camera would look cool WHILE playing (well, you know.. like when you leave the game on for a while, when you're not playing it. It just shows demonstrations like a character doing kata or the the cpu duking it out.. well the floating camera angles I thought were cool and it'd be cool to have somthin' like that while you were playing)
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etahecilam
04/24/2004 02:06 AM (UTC)
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like it was said earlier more and better fatalities.
it would make more since if Midway would have given each character only one fighting style, besides the weapon, with more moves. this would make room for more characters.
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Faction
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Hither came Conan the Cimmerian...

05/01/2004 06:56 PM (UTC)
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1.Better fatalities, I'm sorry but the vast majority of DA's were ridiculous and stupid. For a game that appears so dark alot of the fatalities are childish, Quan Chi's was a perfect example. Johnny Cages is a good example of the kind I would like to see more of. It was simple yet gruesome.

2. Ring outs in stages that would allow it. I dunno how this would work because the understanding might be that a ringout=instant kill (acid surround the ring, lava, blades, etc) Perhaps it could be made that in the third round there would be an expanded danger zone. For example ur fighting on a platform surrounded by lava and theres other grid-like platforms that would fall away on the third round.

3. Better special moves, some of the ones in DA were ridiculous and or useless.

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Digital_Assassin
05/01/2004 08:02 PM (UTC)
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What would make MKDA better?.....hmm
1 name
1 person
john tobias
hes needs to come back..

ed is just the Co creator

tobias is the one!!1

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glensen1515
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Stop complaining about a good game like deception

05/02/2004 07:48 PM (UTC)
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MKDA would of been better if it had the running button,the running button is really cool how you could run and scream at your opponent and activate a combo at the same time.
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05/06/2004 11:47 PM (UTC)
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Okay.. I don't wanna sound rude but : They get the picture. Plz don't say more fatalities/more combos/ninja/etc. anymore kthx.

And I agree whole-heartedly that John Tobias should come back. Also, if MK went back to arcades, that would be awesome too.
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Seraph
05/26/2004 10:53 AM (UTC)
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Every fighter looking fierce in their fighting stance. Make some very similar looking to others if you have to, but don't make certain ones bad @ss looking and others goony just for the sake of change.

I would rather look somewhat similar to someone else and intimidating as hell, instead of ooooo... original, but lame.

Quality always >>>>>>>>> Quantity.

The day that Boon and the MK team learns this is the day I am awe struck with amazement. wink
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busser691124
06/22/2004 12:37 PM (UTC)
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The thing that would have made mkda better if there was the same number of fatalities as all the other games but diffrent ones. A fatalitie with there wepon would have been asome and a lot of brand new fatalities that werent in othere previous mk games. glasses
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Adam7
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Death Is The Mother of Beauty

06/29/2004 03:46 AM (UTC)
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1. Well I think some of the ending stories for some of the characters were very short (like sub zero's). I think having complete stories to fill in the some of the mysteries of the characters (even the new ones) would be awesome. IMO everyone was captivated by some of the origins of key MK characters.

2. Music, music, music.........
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MilkBeard
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WHY MK:DA isin't on COMPUTER :'(

07/05/2004 04:13 PM (UTC)
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the Problem with MK:DA was that it never came out for PC....lolsad
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You cannot match my speed...

07/13/2004 08:16 PM (UTC)
0
a pit stage like the old school ones, i miss those
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