A block, counter, reversal indicator? WTF?
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posted03/25/2004 07:25 PM (UTC)by
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TonyTheTiger
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10/05/2003 01:09 AM (UTC)
From the Game Informer website:

To teach people the different nuances in fighting games – like counters and reversals - Deception will feature on screen indicators to help teach players when the proper time is to block, attack, perform a counter, etc. There will be 3 indicator circles (red, blue, yellow) on the side of the screens which will tell you the strength and weaknesses of your attacks, as well as when you are the most vulnerable.

This, frankly, scares the hell out of me because it's indicating that the MK team wants to add depth to MK but is afraid to. Sure, the arguement could be made that if you don't like it don't look at it. But the issue is not that it's there. The issue is that something influenced the MK team to put it there and the influence isn't a good one. They think that players need their hand held through things that require actual timing like counters. Honestly, I blame us as fans. Somewhere along the line we made the MK team afraid of improvement. That if they add timing sensitive gameplay elements like throw reversals, parries, etc. Players will drop the controller, put their hands in the air and say, "Ah, fooey, I don't get this newage humabaloo!". We're not eighty year olds just learning how to play video games.

What I get out of this is that the team wants these standard elements in the game but would rather play it safe and make MK a fighting game with training wheels so players won't have to be bothered with "feeling out" their opponent and reacting accordingly but "Luk at teh pretty culers" and press a button when it turns red. If they're putting this in as a feature of a training mode or something then this rant of mine is meaningless so ignore it. But if this is as standard as the lifebar will be then I hope they allow it to be turned off at least. I don't want MK to be the stupid man's fighting game. We can handle a 6-10 frame throw reversal without a light flashing telling us when to do it. Don't be afraid that we won't "get it". We already "get it" and are waiting for MK to give it to us.
Agreed


I think that should be a practice option like how you can see the frames in VF4, or be an option that can be turned on and off.

But things like reversal timing are not that hard to do. We don't need training wheels all the time, only as an option in training mode.
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cek12345
03/24/2004 10:17 PM (UTC)
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Yeah that could be. I do believe though you can enable or disable it in the options probably. It is probably for beginners of mortal kombat or to become better at it so later you wont need those indicators.

That's just my opinion.
Take Care. smile
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MethMaker
03/24/2004 10:41 PM (UTC)
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The IGN article said that it could "of course" be switched off.

I hope there is also an option to switch off the onscreen style indicator, or, perhaps, just a quick flash on the screen of the style (like the special move indicator in Tekken 4).
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TonyTheTiger
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TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

03/25/2004 05:53 AM (UTC)
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Yeah, I posted this before the news came that it could be turned off. But it still bugs me that you'd have to turn it off implying that it being on is the default. That the expected standard is that people can't time their blocks and reversals without a light flashing.
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Satyagraha
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"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

03/25/2004 07:47 AM (UTC)
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LOL, yah, this is kinda funny, actually. It's like a version of Simon Says for MK. The mini games never end, WEEEEEE!! grin

Everything I've seen so far regarding MKD is niether yay or nay. This is no different. Though, at first I was like, "uh, yeah, woo...oot?" Then I figured that it could turn out something like VF's training shizzle....then reality hit me, heh.

If MK is indeed getting an over due shot of depth in the "Big D", then maybe the whole "indicator" thing is just a way to help guide the noobs along. Lord knows a lot of them need it and I'm all for helping gamers grow in their "gaming maturity." If this move helps even only a small percentage of, prospectfull, hardcore fighters become engrossed, then bring it on!

Right now all I see is some pretty decent eye candy, though. Until we all get a chance to play, I'm keeping my shizzle locked down on Onimusha:BW, WOOOT! That shit is off the hooooook! Fricken wax!!

Peace and love ya'll.
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[Shaokahn]
03/25/2004 08:01 AM (UTC)
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Don't knock it untill you see it.The counter system etc,may be alot diff from the others we have seen.Let's wait and see
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Humulis
03/25/2004 08:25 AM (UTC)
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before people rant they should just wait until there is some videos showing the features in motion. words and pics cannot convey how a game really works like a video clip can. and as we all know now, you can turn it off so who cares. whether this new feature is good or bad, at least they are trying new ideas unlike say sc2 where the game still ruled but had very, very few fresh gameplay ideas added to it.
sounds like a nice way to learn and a good idea for less experinced gamers. It is good that it can be turned off
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mccauslander
03/25/2004 10:37 AM (UTC)
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i feel that they are a "training wheel" addition to MK. but, lets remember that Boon and Co. haven't actually added this feature, it's still a theory. so, the final product might turn out completely different to the initial idea, or maybe it won't be in the game at all
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DirtyStankButter
03/25/2004 12:01 PM (UTC)
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I hate the idea of flashing lights, to tell you when to do something. If you can't figure out when to block or when your going to get hit why play. You should go back to playing games that you don't need skill for. Yeh man I am going to beat your as at Kingdom hearts you just wait. Ohh wait there was a flash of red light I did something wrong, (grab my strat guide..... Oh yeh right punch ....or block ummm...style change...o...ooooooo...fuck this game, I can't wait for some thing else. like dance dance 167.
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DirtyStankButter
03/25/2004 12:08 PM (UTC)
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Fighting games have always been about madd skill. Who has the time and patience to practice learn all the moves and mem the FATALITIES. Who does what and what counters this. If you add lights you take skill out of the chess game. You don't have to think three or six moves ahead or guess if your friend is going to jump or block you can see it on screen cheap. Mortal need s to be careful if you piss off to many old school fans, there won't be a next mortal kombat. I have 6 friends that have quit playing mortal and moved on to different fighting games. And the have made up there minds to NEVER play a mortal game again. BOON be careful
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TheDarkPrince
03/25/2004 04:18 PM (UTC)
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Well put,fighting games use to be about who trained more.Learning how certin characters attacked,what are their weakness.I hope Boon pulls of the counter system,if done just right defense can make or break this game.
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tgrant
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Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
03/25/2004 04:30 PM (UTC)
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I think this is a good addition myself. It will allow people to learn effectively when to attack and gain a successful hit rather than attempting and failing. It'll teach us when the appropriate times to attempt a counter or reversal are. And also when to block, duck, or sidestep.

Using it can also help us to judge timing as each syle has a different speed and your retaliation to each has to be at a specific speed and time. When usage of the indicator has been mastered you can just turn it off. I think it's there to help improve higher level gameplay.
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Calibus_
03/25/2004 07:25 PM (UTC)
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MethMaker Wrote:...
I hope there is also an option to switch off the onscreen style indicator, or, perhaps, just a quick flash on the screen of the style (like the special move indicator in Tekken 4).


I AGREE...those (permanent) fighting style indicators have always pissed me off
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