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I thin think the character select screen was gorgeous with different colors of fire in the background and some of the coolest drawings ive seen in MK. perhaps this time you guys can make it Soul Calibur 2 style. When you pick the character they do something then say something. Like with sub zero he forms his two Kori blades and says "you have much to learn my friend"...or something tight like that. Or with Kenshi he draws his sword and says "My destiny will be fufilled!" Then he swipes at the screen! Gameplay and Modes come first, but shit like that will attract people.
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So now that most gameplay things are out of the way we can move onto cosmetics.
First off, I just got back from playing MK2 with TimsMK,SubZero7th and Scorpio, and let me tell ya, Nostaglia was rushing up my spine. From the old school taunts to some of the moves. Had me walking down memory lane in no time. I think all the classic characters should have their old school victory poses back. Theres absolutely nothign wrong with new taunts, but im sure long time fans would simply love to see Sub raise him hand up once again, or see cage put his shades on and strike a pose. MKDA just didnt have that nastaglia feel. It captured the MK feel in many ways, but not in that category.
Some moves need to make a comeback as well. Kung Lao's stun spin,Sub Zero's Ice Clone,Scorp's teleport,Kitana's Fan Wave(the real deal this time, not this new gay looking one) and Raiden's superman just to name a few.
More later
First off, I just got back from playing MK2 with TimsMK,SubZero7th and Scorpio, and let me tell ya, Nostaglia was rushing up my spine. From the old school taunts to some of the moves. Had me walking down memory lane in no time. I think all the classic characters should have their old school victory poses back. Theres absolutely nothign wrong with new taunts, but im sure long time fans would simply love to see Sub raise him hand up once again, or see cage put his shades on and strike a pose. MKDA just didnt have that nastaglia feel. It captured the MK feel in many ways, but not in that category.
Some moves need to make a comeback as well. Kung Lao's stun spin,Sub Zero's Ice Clone,Scorp's teleport,Kitana's Fan Wave(the real deal this time, not this new gay looking one) and Raiden's superman just to name a few.
More later
How about concentrating on characters themselves?
Lets take a fight between Jax and LiMei...
Jax would be able to destroy LiMei very quickly as he'd be much more powerful, whereas Li Mei would have to use her speed to beat Jax up.
Then a fight between Jax and Subzero, both guys are strong and can take about the same punishment before either gets KO'd.
My point is to stress test the characters with each other and see how they fight against different opponents.
Another thing that crossed my mind.
Give Raiden aikido....
If any of you guys seen aikido masters take out their own club of students, you'll see where i'm coming from.
Aikido masters use almost zero force and they throw their students around like a father plays with his kids.
While Raiden does that, have him use electricity too, which will make his throws even deadlier.
for subzero, have a defensive style, for example subzero catches his opponents limbs and freezes it temporarily rendering it useless for a while...
Have the specific character traits implemented into the game.
Like Scorpion is a spectre right? well use it!!
for example, his counters would be like....someone punching him but cos hes half ghost, only half of his energy is taken away, or at times none, and his opponents attacks go through him.
Get the styles right too, or best yet have an option to select which styles you want for each character....the gameplay will be endless and stress test each style against each other to see how each would work.
Please, add in throws and joint locks....it will add a whole new dimension to MK.
Similiar to the subzero example i gave above, heres how the joint locks would work, after the limb has been rendered useless, any attacks using that limb are disabled temporarily, causing the opponent to use other moves.
depending on styles would effect how people would counter.
Styles like Aikido, Judo, Wrestling would use throws,
Whereas Jujutsu, Hapkido, and various kung fu styles would use joint locks,
Wing chun uses a whats known as simaltaneous block/attack, which can used as its countering system.
A good balance of defense as well as offense.
Style orientated blocking, i wrote about this in mk6 wish list but i'll paste it here:
reversals should be taken out completly, its too cheap. instead, as midway has focused on styles, they should focus on style orientated defense.
for example karate uses various parries for defense.
snake kung fu will snake shaped hand movements for defense. eagle claw will use acrobatics.
wing chun uses simaltenous attack/block.
jujitsu will use more joint locks that would temporarily disable his/her opponents kick or punch and force them to use other techniques until the blood flows back into that limb.
wrestling/aikido would use more throws.
boxing will uses parries and ducking.
characters will react accordingly to different techniques.
for example, I
Lets us the scenario of sub-zero doing a roundhouse kick, here some possible defenses:
Cage(Jeet Kune Do) would use a sweep as as subbys kick comes around.
Kitana(Eagle Claw) would use a backflip, eagle claw being the acrobatic style that it is.
Cyrax(Ninjitsu) and Kano(Aikido) would roll away, falling backwards.
Jax(Muay Thai) would duck under the kick.
Raiden(Jujitsu) would apply a joint lock on subs leg, not making sub lose enrgy but simply making him limp and render his leg helpless for a few seconds forcing him to use hand techniques instead.
Quan Chi(Escrima) would strike his back quickly as subzero spins.
Cage(Karate) would parry and move to the side of subzero.
etc
you get the general idea, it would be sweet to do so.
And instead of holding the block button, it would be about timing instead, you have to time pressing block to effectively defend. it would bring much better gameplay, and it would also seem like a martial art movie too.
Let me give u guys another example,
Scorpion's sweep -
Mavado(wing chun) would simply raise his front leg to avoid contact.
Shang Tsung(Snake) would jump over scorpion's legs.
Sonya/mokap(Tae Kwon Do) would jump over scorpion's legs and strike him in the face whilst in the air.
Kitana(eagle claw) may flip over scorpion behind him.
scorpion(hapkido) somersault in the same position avoiding contact (much like scorpion did when fighting kung lao in mkconquest)
There is so much varety and the styles itself would amaze the player and it would feel as if he really using tae kwon do, eagle claw etc.
Another example
Kung Lao using a mantis punch (attack1)-
Shang Tsung(snake) would use snake like hand movements to parry the mantis punch.
cage(Jeet Kune Do) would use footwork and move backwards or to the side.
mavado(wing chun) would use the simaltaneous attack/defense found in wing chun.
Raiden(Jujitsu) would apply an armbar as the punch comes in, not neccessarily disable it but the jujitsu style of parrying.
Kano(Aikido) woud use circular hand movements much akin to steven seagal movies to throw his opponents on the floor, hence (neutralising his opponents).
Reptile(Hung Gar),Nitara(Leopard and Fu Jow Pai) would use claw like hand movements to parry the punch
etc.
i hope you guys get where i am coming from.
My opinion, take the reversal out and concentrate on styles....thier attacks and defense.
Use timing for block, so that no novice players can hold block to get away with it.
Then my friends, you'd have an excellent mortal kombat game, based on martial arts and gameplay alone.
And one more thing......Please take all this into account RAYROKKA!!!!!
Lets take a fight between Jax and LiMei...
Jax would be able to destroy LiMei very quickly as he'd be much more powerful, whereas Li Mei would have to use her speed to beat Jax up.
Then a fight between Jax and Subzero, both guys are strong and can take about the same punishment before either gets KO'd.
My point is to stress test the characters with each other and see how they fight against different opponents.
Another thing that crossed my mind.
Give Raiden aikido....
If any of you guys seen aikido masters take out their own club of students, you'll see where i'm coming from.
Aikido masters use almost zero force and they throw their students around like a father plays with his kids.
While Raiden does that, have him use electricity too, which will make his throws even deadlier.
for subzero, have a defensive style, for example subzero catches his opponents limbs and freezes it temporarily rendering it useless for a while...
Have the specific character traits implemented into the game.
Like Scorpion is a spectre right? well use it!!
for example, his counters would be like....someone punching him but cos hes half ghost, only half of his energy is taken away, or at times none, and his opponents attacks go through him.
Get the styles right too, or best yet have an option to select which styles you want for each character....the gameplay will be endless and stress test each style against each other to see how each would work.
Please, add in throws and joint locks....it will add a whole new dimension to MK.
Similiar to the subzero example i gave above, heres how the joint locks would work, after the limb has been rendered useless, any attacks using that limb are disabled temporarily, causing the opponent to use other moves.
depending on styles would effect how people would counter.
Styles like Aikido, Judo, Wrestling would use throws,
Whereas Jujutsu, Hapkido, and various kung fu styles would use joint locks,
Wing chun uses a whats known as simaltaneous block/attack, which can used as its countering system.
A good balance of defense as well as offense.
Style orientated blocking, i wrote about this in mk6 wish list but i'll paste it here:
reversals should be taken out completly, its too cheap. instead, as midway has focused on styles, they should focus on style orientated defense.
for example karate uses various parries for defense.
snake kung fu will snake shaped hand movements for defense. eagle claw will use acrobatics.
wing chun uses simaltenous attack/block.
jujitsu will use more joint locks that would temporarily disable his/her opponents kick or punch and force them to use other techniques until the blood flows back into that limb.
wrestling/aikido would use more throws.
boxing will uses parries and ducking.
characters will react accordingly to different techniques.
for example, I
Lets us the scenario of sub-zero doing a roundhouse kick, here some possible defenses:
Cage(Jeet Kune Do) would use a sweep as as subbys kick comes around.
Kitana(Eagle Claw) would use a backflip, eagle claw being the acrobatic style that it is.
Cyrax(Ninjitsu) and Kano(Aikido) would roll away, falling backwards.
Jax(Muay Thai) would duck under the kick.
Raiden(Jujitsu) would apply a joint lock on subs leg, not making sub lose enrgy but simply making him limp and render his leg helpless for a few seconds forcing him to use hand techniques instead.
Quan Chi(Escrima) would strike his back quickly as subzero spins.
Cage(Karate) would parry and move to the side of subzero.
etc
you get the general idea, it would be sweet to do so.
And instead of holding the block button, it would be about timing instead, you have to time pressing block to effectively defend. it would bring much better gameplay, and it would also seem like a martial art movie too.
Let me give u guys another example,
Scorpion's sweep -
Mavado(wing chun) would simply raise his front leg to avoid contact.
Shang Tsung(Snake) would jump over scorpion's legs.
Sonya/mokap(Tae Kwon Do) would jump over scorpion's legs and strike him in the face whilst in the air.
Kitana(eagle claw) may flip over scorpion behind him.
scorpion(hapkido) somersault in the same position avoiding contact (much like scorpion did when fighting kung lao in mkconquest)
There is so much varety and the styles itself would amaze the player and it would feel as if he really using tae kwon do, eagle claw etc.
Another example
Kung Lao using a mantis punch (attack1)-
Shang Tsung(snake) would use snake like hand movements to parry the mantis punch.
cage(Jeet Kune Do) would use footwork and move backwards or to the side.
mavado(wing chun) would use the simaltaneous attack/defense found in wing chun.
Raiden(Jujitsu) would apply an armbar as the punch comes in, not neccessarily disable it but the jujitsu style of parrying.
Kano(Aikido) woud use circular hand movements much akin to steven seagal movies to throw his opponents on the floor, hence (neutralising his opponents).
Reptile(Hung Gar),Nitara(Leopard and Fu Jow Pai) would use claw like hand movements to parry the punch
etc.
i hope you guys get where i am coming from.
My opinion, take the reversal out and concentrate on styles....thier attacks and defense.
Use timing for block, so that no novice players can hold block to get away with it.
Then my friends, you'd have an excellent mortal kombat game, based on martial arts and gameplay alone.
And one more thing......Please take all this into account RAYROKKA!!!!!
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I love those Sub and Scorp ideas, but I think that would make the game a littleu unbalanced. Perhaps that should be their agressor special abilities? Oh well, Who cares if Sub and Scorp dominate. Their the two most popular anyway..heh.
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I think Scorpion should be the most counter hit dependant character in the game, but in order to excecute this correctly a lot of things would have to change.
Hapkido: His sweeps would also have to be toned down speed wise, ESPECIALLY f+3,b+3. Making these slower would make the scorp have to work harder to get them to hit. So for example, on if f+3 hits on CH then the b+3 afterwards is guaranteed. However, if f+3 does not hit on ch the b+3 will be blockable and at a severe frame disadvatange on block. The other sweeps could do solid damage. 2,2 should be guaranteed on hit since after 2 first 2 the second one comes immediately, but 2,2,4 and 2,2,1 should only hit completely on CH.
Hapkido's throw game should be solid, but not too game breaking. Oh and when d+4 hits on CH it should guarantee a hell fire, but not when it hits regularly.
Pi Gua: Either 3 should be made MUCH slower or shouldn't exist period. It was arguably the best move in MKDA(besides maybe the hellfire). So maybe you can make it much slower or give him a different mid for pi gua. Pi Gua 4's damage,speed and results should all be toned down. It should not stun on hit for a guaranteed hellfire unless its on CH. On regular hit it should do ok damage but not for guaranteed hellfire. Oh and before I forget, if Pi Gua 3 hits on CH it can have a wicked effect. It would cause the to crumple down and hold their stomach, giving scorpion a guaranteed Hapkido:u+4 into spear into juggle. A lot of characters should have this CRUMPLE COUNTER HIT EFFECT. A unique CH that gives you free damage when the move CHs. Sub's Shotokan: 2, Sonya's TKD:2, Quan's Escrima f+4 are just a few examples of moves that I think should have this effect.
Ninja Sword - This should probably be the most balanced weapon in the game, but dont make it too good, for people will not even think about using Hapkido and Pi Gua. Every character should have a main stance with the other 2 or 3 stances supporting it. Ninja Sword should be like this. Like Scorpion's theme would be Count Hitting. Sub-Zero's theme would be defense. Jax and Kung Lao's theme would be all out Offense, while Blaze's theme would be all around balance(speed,power,defensive capabilities and good throws). Its much easier to make a game more balanced when every character has a theme and you make that character the best they can be at the theme. I don't care if a game is broken as long as most, if not all the characters are cheesy and not just 5 like in MKDA.
Anyway back to ninja sword. This stance should be solid. Nice frame advantage, solid damage, but nothing really guaranteed. Ninja Sword could be the seal the deal stance. Once you have them down to a certain amount of damage you could switch to nina and pressure with frame advantage. However, Ninja Sword's weakness should be that it's very duckable and side steppable. So every ninja sword attack should be planned and excecuted correctly.
I cant speak for all Scorpion fans, because frankly, Im not a huge fan of the character, but Id bet that people are tired of Scorpion being the pick up and play character. People are also tired of MKDA Scorp's un fareness. Making scorpion like this would automatically tone him down and up at the same time. Yes his cheese is gone because of the counter hit system ,but since frame advantage,REAL throws and character specific movement should be implemented he wont be too toned down. Lastly, Scorpion should not have any defensive options. This would make it too easy to just turtle(play defensively) and wait for CH oppurtunities. Scorp should be a high risk/very high reward character.
Hapkido: His sweeps would also have to be toned down speed wise, ESPECIALLY f+3,b+3. Making these slower would make the scorp have to work harder to get them to hit. So for example, on if f+3 hits on CH then the b+3 afterwards is guaranteed. However, if f+3 does not hit on ch the b+3 will be blockable and at a severe frame disadvatange on block. The other sweeps could do solid damage. 2,2 should be guaranteed on hit since after 2 first 2 the second one comes immediately, but 2,2,4 and 2,2,1 should only hit completely on CH.
Hapkido's throw game should be solid, but not too game breaking. Oh and when d+4 hits on CH it should guarantee a hell fire, but not when it hits regularly.
Pi Gua: Either 3 should be made MUCH slower or shouldn't exist period. It was arguably the best move in MKDA(besides maybe the hellfire). So maybe you can make it much slower or give him a different mid for pi gua. Pi Gua 4's damage,speed and results should all be toned down. It should not stun on hit for a guaranteed hellfire unless its on CH. On regular hit it should do ok damage but not for guaranteed hellfire. Oh and before I forget, if Pi Gua 3 hits on CH it can have a wicked effect. It would cause the to crumple down and hold their stomach, giving scorpion a guaranteed Hapkido:u+4 into spear into juggle. A lot of characters should have this CRUMPLE COUNTER HIT EFFECT. A unique CH that gives you free damage when the move CHs. Sub's Shotokan: 2, Sonya's TKD:2, Quan's Escrima f+4 are just a few examples of moves that I think should have this effect.
Ninja Sword - This should probably be the most balanced weapon in the game, but dont make it too good, for people will not even think about using Hapkido and Pi Gua. Every character should have a main stance with the other 2 or 3 stances supporting it. Ninja Sword should be like this. Like Scorpion's theme would be Count Hitting. Sub-Zero's theme would be defense. Jax and Kung Lao's theme would be all out Offense, while Blaze's theme would be all around balance(speed,power,defensive capabilities and good throws). Its much easier to make a game more balanced when every character has a theme and you make that character the best they can be at the theme. I don't care if a game is broken as long as most, if not all the characters are cheesy and not just 5 like in MKDA.
Anyway back to ninja sword. This stance should be solid. Nice frame advantage, solid damage, but nothing really guaranteed. Ninja Sword could be the seal the deal stance. Once you have them down to a certain amount of damage you could switch to nina and pressure with frame advantage. However, Ninja Sword's weakness should be that it's very duckable and side steppable. So every ninja sword attack should be planned and excecuted correctly.
I cant speak for all Scorpion fans, because frankly, Im not a huge fan of the character, but Id bet that people are tired of Scorpion being the pick up and play character. People are also tired of MKDA Scorp's un fareness. Making scorpion like this would automatically tone him down and up at the same time. Yes his cheese is gone because of the counter hit system ,but since frame advantage,REAL throws and character specific movement should be implemented he wont be too toned down. Lastly, Scorpion should not have any defensive options. This would make it too easy to just turtle(play defensively) and wait for CH oppurtunities. Scorp should be a high risk/very high reward character.
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knockouts would be dumb in a mk game. a ringout option for some sourt of tournament mode would be cool, after all mk is a tournament.
basically, mk needs a few elements from other fighting games...the depth if vf..even deeper if possible. multiple throws (no dumb powerbombs and piledrivers...its not a wrestling game, although has hao would be an exception) enhanced graphics..d looked great, but mk6 should look better. i liked mkdas just they way it was. its a shame mosst people complain about the fatalities and dont concentrate on other things.
more modes of play..a more indepth practice mode..have the cpu be able to fight back, and you could start out in situations, like the opponent jumps at you, then you practice how to defend that, and so on.
basically, mk needs a few elements from other fighting games...the depth if vf..even deeper if possible. multiple throws (no dumb powerbombs and piledrivers...its not a wrestling game, although has hao would be an exception) enhanced graphics..d looked great, but mk6 should look better. i liked mkdas just they way it was. its a shame mosst people complain about the fatalities and dont concentrate on other things.
more modes of play..a more indepth practice mode..have the cpu be able to fight back, and you could start out in situations, like the opponent jumps at you, then you practice how to defend that, and so on.
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Well Ray, I've been doing some research (as always) and I found out how the Shirai Ryu (like the Lin Kuei) was an actual clan. It would be perfect for Scorpion to have Shirai Ryu Ninjitsu. But, there is also Takeda Ryu Ninjitsu. The thing about the Shirai Ryu Ninjitsu style is that it is classified under that of Togakure Ryu which is one of the 9 schools of Bujinkan. I have this book about Taijitsu and it shows some stuff about Ninja techniques such as rolling and flipping as well as wrestling. But the interesting thing I found was how Scorpion's Ninja Sword stance was like that of the one I saw in the Taijitsu book. Although I liked Hapkido and Pi Gua, I thought Scorpion should have had a form of Ninjitsu.
For Raiden, he really does need those joint-lock moves that nindz was talking about for his Jujitsu stance. Although nindz would like for Raiden to have Aikido, I would prefer Raiden having Shorinji Kempo Jujitsu because of its connections to both Shaolin and Samurai techniques. It could have many different techniques from Shaolin Kempo and Jujitsu.
Now as for Reptile, I didn't find either of his hand to hand styles to suit him well. Hung Gar is like a Tiger style and Crab is....well...Crab style. If he is going to be the Dragon King or some sort of Dragon-like warrior in MK6, he should have more of Dragon styles (not the same as that of Sub's). Something like Ha Say Fu Dragon and Dark Dragon Kempo would be nice.
Now speaking of Dragon styles, I thought Sub's Dragon style in MKDA was pretty cool but to me, he should have Pai Lum. And the sneaky Dragon techniques should be kept as well. Now as we all know, Sub is the Lin Kuei Grandmaster. Well, a Lin Kuei fighting style would be very fitting for him wouldn't it? The closest thing to Lin Kuei techniques that I know of is found in Fuma-Ryu Ninjitsu. The thing is, I think that should be for another character.
But enough of fighting style ideas....(for now
)
I will say this...the fighting should be like that of in the movies (namely the first). Now I already mentioned my idea about the endurance thing. Hmmmm...ah yes, weapon combat.
Well one thing I would like to see put into the weapon combat is two weapons clashing together (like two swords for example) and perhaps you can press something like D + 1 to push the opponent's weapon down with your weapon.
As for the impaling in MKDA, it can be considered as cheap because once you've impaled your opponent, they are pretty much screwed. The opponent should be able to remove the weapon (but not too easily of course). As for the function itself, impaling shouldn't be so easy to do. There should be a SM meter so when it's up to a certain amount, then you can impale your opponent. Of course they should still be able to evade being impaled and with nindz's ideas about the style-oriented blocking and evasion, it could work out quite nicely.
And of course, there should be more variety of weapons. For example, I would really like someone (namely Noob Saibot) to have a Kusarigama (Kama attached to a Chain). Not only would you be able to slash your opponent to death with the blade of the Kama, but the factor of the Chain would add even more to the weapon experience as a distance range advantage.
Now I know that Nitara used a Kama in MKDA, maybe she should use a different weapon.
For Raiden, he really does need those joint-lock moves that nindz was talking about for his Jujitsu stance. Although nindz would like for Raiden to have Aikido, I would prefer Raiden having Shorinji Kempo Jujitsu because of its connections to both Shaolin and Samurai techniques. It could have many different techniques from Shaolin Kempo and Jujitsu.
Now as for Reptile, I didn't find either of his hand to hand styles to suit him well. Hung Gar is like a Tiger style and Crab is....well...Crab style. If he is going to be the Dragon King or some sort of Dragon-like warrior in MK6, he should have more of Dragon styles (not the same as that of Sub's). Something like Ha Say Fu Dragon and Dark Dragon Kempo would be nice.
Now speaking of Dragon styles, I thought Sub's Dragon style in MKDA was pretty cool but to me, he should have Pai Lum. And the sneaky Dragon techniques should be kept as well. Now as we all know, Sub is the Lin Kuei Grandmaster. Well, a Lin Kuei fighting style would be very fitting for him wouldn't it? The closest thing to Lin Kuei techniques that I know of is found in Fuma-Ryu Ninjitsu. The thing is, I think that should be for another character.
But enough of fighting style ideas....(for now
I will say this...the fighting should be like that of in the movies (namely the first). Now I already mentioned my idea about the endurance thing. Hmmmm...ah yes, weapon combat.
Well one thing I would like to see put into the weapon combat is two weapons clashing together (like two swords for example) and perhaps you can press something like D + 1 to push the opponent's weapon down with your weapon.
As for the impaling in MKDA, it can be considered as cheap because once you've impaled your opponent, they are pretty much screwed. The opponent should be able to remove the weapon (but not too easily of course). As for the function itself, impaling shouldn't be so easy to do. There should be a SM meter so when it's up to a certain amount, then you can impale your opponent. Of course they should still be able to evade being impaled and with nindz's ideas about the style-oriented blocking and evasion, it could work out quite nicely.
And of course, there should be more variety of weapons. For example, I would really like someone (namely Noob Saibot) to have a Kusarigama (Kama attached to a Chain). Not only would you be able to slash your opponent to death with the blade of the Kama, but the factor of the Chain would add even more to the weapon experience as a distance range advantage.
Now I know that Nitara used a Kama in MKDA, maybe she should use a different weapon.
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Another thing about that needs to be changes is the MAUTRNESS of the game. Now don't get me wrong. I LOVE Midway's sense of humor, but don't overload it. MKDA just had a cartoony feel written all over it. Things like Drahmin's super uppercut made a stupid sound when you did it. Same goes for moves like. No more boinks and doinks. Realistic sounds. I think Midway did a GREAT job with the weapon collision. If you closed your eyes you'd really think your in the middle of an intense weapon fight. And things like Drahmin's pound sound and Kung Lao's hat toss have great effects.
MKDA could also benefit from more blur effects and such. Like when you do a taunt to gain back health, instead of hearing a gay sound you could make the character be surrounded by the genetlest of an element. Sub would be Ice, Kung lao would be Shaolin Spirit perhaps,etc. Midway has to realize that while gameplay comes first and cosmetics is a distance second, eye candy matters. Soul Calibur 2 is such an appealing game because it's probably the most eye candy packed game in fighting game history besides perhaps Marvel Vs Capcom 2. Every hit and dodge causes some sort of spark or light effect.
MKDA could also benefit from more blur effects and such. Like when you do a taunt to gain back health, instead of hearing a gay sound you could make the character be surrounded by the genetlest of an element. Sub would be Ice, Kung lao would be Shaolin Spirit perhaps,etc. Midway has to realize that while gameplay comes first and cosmetics is a distance second, eye candy matters. Soul Calibur 2 is such an appealing game because it's probably the most eye candy packed game in fighting game history besides perhaps Marvel Vs Capcom 2. Every hit and dodge causes some sort of spark or light effect.
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and while we're on the subject of cosmetics...the win poses..my gosh. I've never seen such dull win poses in my 15 years of existence. One of MK's coolest features are it's largest than life characters. What's the point if the character is only being largest than life in his or her/ending. I think each character should have atleast 1 new taunt, 1 old school taunt with some new flavor and a weapon taunt. Seriously, seeing Sub raise his arm up in the air once again or seeing Cage throw on his shades, kiss his hands and raise them to the sky again would be enough for some MK fans to shed more than a tear or two.
Weapon taunts would be ill too. Cage doing fancy tricks with his Nunchaku while talkin shit and Quan Chi gracefully swinging his broadswords while saying something so in depth most people wouldn't comprehend in their gray years.
No need to explain new taunts. I mean..heh.
Weapon taunts would be ill too. Cage doing fancy tricks with his Nunchaku while talkin shit and Quan Chi gracefully swinging his broadswords while saying something so in depth most people wouldn't comprehend in their gray years.
No need to explain new taunts. I mean..heh.
That would really suck ... Sorry, but it sounds ridiculous.
Next you'll come up with Cage saying "Come on, Baby" or something.
I hope, Mortal Kombat will not turn into "Mortal Circus".
... this is not an offence.
Next you'll come up with Cage saying "Come on, Baby" or something.
I hope, Mortal Kombat will not turn into "Mortal Circus".
... this is not an offence.
Versatile Wrote: I thin think the character select screen was gorgeous with different colors of fire in the background and some of the coolest drawings ive seen in MK. perhaps this time you guys can make it Soul Calibur 2 style. When you pick the character they do something then say something. Like with sub zero he forms his two Kori blades and says "you have much to learn my friend"...or something tight like that. Or with Kenshi he draws his sword and says "My destiny will be fufilled!" Then he swipes at the screen! Gameplay and Modes come first, but shit like that will attract people. |
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I'm near possitive that you are one of the minorities. No one wants boring win poses.


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This might be simple but i think you should be able to pick the arena in versus mode. With the ability to choose arenas I think it would add more.
And one more thing more characters! They need to put characters such as Saibot, Smoke etc.
And one more thing more characters! They need to put characters such as Saibot, Smoke etc.


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Actually, you can pick the arena in vs. mode. one of the L or R buttons (I forget which) accesses it. It's a little wierd hiding it like that but whatever.
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Yes, midway already has that in check.
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sig1n Wrote: That's not the point. No one wants to see stupid or ridiculous poses. Versatile Wrote: I'm near possitive that you are one of the minorities. No one wants boring win poses. |
I just said I am near possitive that you are one of the minorities. Meaning for every person that thinks the more in depth winning poses is gay atleast 3 or so think it's great. Look at SC2. No one call that game ridiculous or stupid, and look at the winning poses. The poses give it an even more polished feel. In MKDA the poses are recycled and uncharismatic.
And how could you possibly say they would be ridiculous? If done right I think they would be great. If you want ridiculous, look out how MKDA's graphics(while great) look more cartoony than less mature games like tekken. If you want ridiculous, look at how some of the sound effects are boinks and dings while less mature games like Soul Calibur 2 has realistic clashes and elemental effects.
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Jebus this game is gonna own! More stuff...
Unlockable in the krypt should be cosmetics that you can add onto to your character. Some of these should be character specific while others could be exclusive to one character. The ability to change eye color,skin color,hair color and costume color would be tight along with other things such as the ability to make their hair styled differently. Hairstyles like mullets,corn rows,dreadlochs,long hair,short hair,bald and bowl cuts would make for some interesting combinations.
Exclusive stuff would be tight as well. The ability to change Jax's arms from metal to wood or coal would be interesting, and since they are all different things they would cause different kinds of sounds when you play. Exclusive clothes like g-string sonya or grandmaster sub(with robe and everything) would also be a weclomed edition.
One thing that I thought would of been cool in MKDA was intros. Like in T4,DOA and SC2 before the fight starts each character has about 4 or so animation possibilities.
A couple of examples, perhaps with Sub-Zero he will walk towards the opponent and slowly take off his grandmaster gear(robe,hat,etc) and then get into stance. With Scorpion fire would shoot from the ground and slowly form him and then he'd shout his signature "COM' ERE!" and shit like that.
One thing that I think would balance out the game more would be the ability to reverse weapon attacks that don't involve the weapon. Stuff like Sub-Zer's b+4 in Kori and Cyrax's 3. This would also balance out the weapon repel(if you have no idea what I am talking about check out my guide to fighting game perfection on page 3/4.) since that only works against weapon based attacks. So against weapon repel happy opponents you could use the weapon's stances punches and kicks. Since Quan Chi is the most weapon dependant character he should have a nice array of kicks and punches out of broadsword so he wont be weak to the weapon repel. More to come
Unlockable in the krypt should be cosmetics that you can add onto to your character. Some of these should be character specific while others could be exclusive to one character. The ability to change eye color,skin color,hair color and costume color would be tight along with other things such as the ability to make their hair styled differently. Hairstyles like mullets,corn rows,dreadlochs,long hair,short hair,bald and bowl cuts would make for some interesting combinations.
Exclusive stuff would be tight as well. The ability to change Jax's arms from metal to wood or coal would be interesting, and since they are all different things they would cause different kinds of sounds when you play. Exclusive clothes like g-string sonya or grandmaster sub(with robe and everything) would also be a weclomed edition.
One thing that I thought would of been cool in MKDA was intros. Like in T4,DOA and SC2 before the fight starts each character has about 4 or so animation possibilities.
A couple of examples, perhaps with Sub-Zero he will walk towards the opponent and slowly take off his grandmaster gear(robe,hat,etc) and then get into stance. With Scorpion fire would shoot from the ground and slowly form him and then he'd shout his signature "COM' ERE!" and shit like that.
One thing that I think would balance out the game more would be the ability to reverse weapon attacks that don't involve the weapon. Stuff like Sub-Zer's b+4 in Kori and Cyrax's 3. This would also balance out the weapon repel(if you have no idea what I am talking about check out my guide to fighting game perfection on page 3/4.) since that only works against weapon based attacks. So against weapon repel happy opponents you could use the weapon's stances punches and kicks. Since Quan Chi is the most weapon dependant character he should have a nice array of kicks and punches out of broadsword so he wont be weak to the weapon repel. More to come
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Character should have a lot more specials. As someone said earlier it's a real let down to see that characters like Sub-Zero and Raiden only have 3 or 4 special attacks. I think each character should have atleast 10 that effects the way they are played dramatically.
Oh, and I just thought about something. Why not just break everyone? I mean, no one ever complains when everyoen is cheap. It's justt bad when 3 or 4 characters are cheap and the rest aren't that good. If you give everyone great specials, solid frame advantage and solid character specific movement I can't see how balance would be an issue. Stuff like the ice slone and the Kung Lao's vortex spin should come back along with the likes of a faster ground pound etc. Of course everyone should have their own weaknesses and style of play so that every character won't be the same, but I think making everyone unbalanced would make for an extremely balanced game.
Oh, and I just thought about something. Why not just break everyone? I mean, no one ever complains when everyoen is cheap. It's justt bad when 3 or 4 characters are cheap and the rest aren't that good. If you give everyone great specials, solid frame advantage and solid character specific movement I can't see how balance would be an issue. Stuff like the ice slone and the Kung Lao's vortex spin should come back along with the likes of a faster ground pound etc. Of course everyone should have their own weaknesses and style of play so that every character won't be the same, but I think making everyone unbalanced would make for an extremely balanced game.
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olympic_Hero Wrote: I liked the old school controls because it was just more fun and simpler that way. I liked it when it was just projectiles, uppercuts, and roundhouse kicks. its more simple and more fun that way. the MKDA control is more complicated. I don't like having to do these 10 button combos switching to one style to the other. You have to memorize all these stupid combo moves and it becomes more of a chore than having fun, where as in games like MKT or MK4 its much more simpler and alot more fun. When I play a Mortal Kombat game, I wanna play a MORTAL KOMBAT game. not no stupid slow-ass Tekken/Vurtural Fighter knock-off. |
Bro, I respect your opinion, but stuff like this is going to hold MK down. Do you want MK to be the laughing stock forever of all fighters forever? Slowly but surely once hardcore fans are now moving on to things such as tekken and soul calibur. MK is a different game now. Midway can no longer get away with uppercuts and roundhouses. GGXX,T4,SC2,VF4,MVC2,CVS2 and countless other players want depth, and depth is what midway should give them. Lot's of MK fans agree with this as well. People got bored of DA within a month, for outside of the unlockables and a great story there was not much depth to it. People tossed MKDA aside and picked up SC2 and other fighters just because they have larger replay value. My point is that you can't please everyone, and that MK fans should get used to the fact that this is not your daddy's MK. Boon said he's rebuilding the system, and I for one am happy.
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No offense to anyone, for I really feel 99.9% of the stuff in here is excellent, but I really like Digital Ninja's first post. I think that really sums up what needs to be in MK6. I sure hope you go through all 5 of these pages again and read every post clearly ray.
You just don't get it. But it's okay. Fortunately your ideas will have no influence on MK6.
Versatile Wrote: sig1n Wrote: That's not the point. No one wants to see stupid or ridiculous poses. Versatile Wrote: I'm near possitive that you are one of the minorities. No one wants boring win poses. I just said I am near possitive that you are one of the minorities. Meaning for every person that thinks the more in depth winning poses is gay atleast 3 or so think it's great. Look at SC2. No one call that game ridiculous or stupid, and look at the winning poses. The poses give it an even more polished feel. In MKDA the poses are recycled and uncharismatic. And how could you possibly say they would be ridiculous? If done right I think they would be great. If you want ridiculous, look out how MKDA's graphics(while great) look more cartoony than less mature games like tekken. If you want ridiculous, look at how some of the sound effects are boinks and dings while less mature games like Soul Calibur 2 has realistic clashes and elemental effects. |
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If they do I'll be sure to laugh at you ass
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*OFF TOPIC* if anyone online thta sees this topic interested in a UMK3/MK2 tournament happening at 4:30 pm easter time hit me up via pm.
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