Characters, fluidity, and fighting styles.
3D Kombat Klassics
Pages: 1
Characters, fluidity, and fighting styles.
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posted03/18/2004 07:49 PM (UTC)byMember Since
02/29/2004 09:15 PM (UTC)
I find it really interesting that each character has two distinct fighting styles (neglecting weapons), but much more could--and should--be done to broaden these fairly limited movesets.
These characters should be masters of their art--and, like any actual master, should have progressed far beyond the art taught to them, so I find no qualm that two people may share "the same" style. The two fighters should fight very differently, according to their own personalities and strengths, despite using the same core system.
Styles should be selected and created carefully for each character. I found it amusing that Jax had a "Muay Thai" style in MKDA--when I first learned that MKDA was going to have multiple fighting styles, I assumed that Johnny Cage would fight in Muay Thai, especially since his MK1 appearance looked very much like Muay Thai shorts.
I think created styles would improve the game deeply, perhaps to the extent that every character should have at least one created style--a nod to show how good of a fighter these people are--so good to have been able to design and execute their own fighting systems. An interesting idea would be to have the two styles as one based and augmented from a traditional style and one completely original.
As for the movesets themselves, I'd enjoy several fluid substances where a certain move can be done wherein a limited amount of other moves can be done, as well as some moves which have an option of several different follow up moves, moves which would seem to naturally flow after doing one move due to the motion of the fighter's body. This would enhance the semblance of fluidity and flow to the game's fighting style.
More moves are needed that utilize a 3d engine--there are many moves that could be executed while sidestepping--backhands, moving throws, etc.--and there should be moves that can only be done while moving in a certain direction (if running is available, this is even more important).
I think that there should even be "blocking moves"--combinations of d-pad/joystick and block button presses that produce different types of blocks and defensive tactics.
There is a great deal of things that could and should be done in order to make fighting deeper and more fluid. I could go into greater detail, but my terminology on these things are lacking--I'd be best disposed to demonstration, which isn't facilitated well in this medium.
These characters should be masters of their art--and, like any actual master, should have progressed far beyond the art taught to them, so I find no qualm that two people may share "the same" style. The two fighters should fight very differently, according to their own personalities and strengths, despite using the same core system.
Styles should be selected and created carefully for each character. I found it amusing that Jax had a "Muay Thai" style in MKDA--when I first learned that MKDA was going to have multiple fighting styles, I assumed that Johnny Cage would fight in Muay Thai, especially since his MK1 appearance looked very much like Muay Thai shorts.
I think created styles would improve the game deeply, perhaps to the extent that every character should have at least one created style--a nod to show how good of a fighter these people are--so good to have been able to design and execute their own fighting systems. An interesting idea would be to have the two styles as one based and augmented from a traditional style and one completely original.
As for the movesets themselves, I'd enjoy several fluid substances where a certain move can be done wherein a limited amount of other moves can be done, as well as some moves which have an option of several different follow up moves, moves which would seem to naturally flow after doing one move due to the motion of the fighter's body. This would enhance the semblance of fluidity and flow to the game's fighting style.
More moves are needed that utilize a 3d engine--there are many moves that could be executed while sidestepping--backhands, moving throws, etc.--and there should be moves that can only be done while moving in a certain direction (if running is available, this is even more important).
I think that there should even be "blocking moves"--combinations of d-pad/joystick and block button presses that produce different types of blocks and defensive tactics.
There is a great deal of things that could and should be done in order to make fighting deeper and more fluid. I could go into greater detail, but my terminology on these things are lacking--I'd be best disposed to demonstration, which isn't facilitated well in this medium.
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Holy shit no wonder im the first one to reply god damn child dont you think you wrote a little too much there?
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Ok ok sounds good but there is already a thread that's a lot like this.
Anyway, some quickies from me are:
Sub-Zero and Scorpion should be well-rounded and hard to master characters.
Kung Lao should be more of the Kung Fu fighter and be fast, fluid, acrobatic, etc. while Johnny Cage would be more of the Karate fighter with powerful attacks.
Sonya and Frost can be relatively fast and somewhat strong characters.
Kitana and Sindel can be very fast but very weak characters.
Anyway, some quickies from me are:
Sub-Zero and Scorpion should be well-rounded and hard to master characters.
Kung Lao should be more of the Kung Fu fighter and be fast, fluid, acrobatic, etc. while Johnny Cage would be more of the Karate fighter with powerful attacks.
Sonya and Frost can be relatively fast and somewhat strong characters.
Kitana and Sindel can be very fast but very weak characters.
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