Every single person read here if you want MK:6 to be the best it can be
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posted07/28/2003 10:35 PM (UTC)by
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SubScorpTile
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03/02/2003 09:09 PM (UTC)
All kredit to versatile please:
Please note that I am going to post this at most of the boards. I ask of you to please not get mad at me if topics of similair meaning are being posted. MKDA was a near perfect game to me, and I just want Midway to improve on this masterpiece. Some of the midway staff may go to certain boards. This is why im posting it everywhere so the staff members won't miss out. Read to the end, I have something that requires the help of all the MK fans here

As I stated above, MKDA was a superb game, but even the most perfect of things have flaws. MK6 has the potential to be just as great, but certain things must be done to keep the fans pleased and to get the Tekken,VF and SC junkies into MK.

Gameplay Suggestions

1. Multi Throws

I was really hoping multi throws would be in MKDA. For all those reading and do not know, a multi throw is when the fighter goes for a throw, but instead of letting go when the throw is over, he change his position and goes for a different throw, then another, and then another goes Character's like Jax, Hsu Hao and Kano will be much better if they had these type . For all of you that know about Tekken, these multi throws are King's signature moves. For example, Jax could go for a power bomb, but instead of letting go, he will then turn them around and do a boston crab, and he will finish it off by grabbing onto both legs, swinging them around and letting go for a great 45% damage. This will also help with depth, for the player could control what throw goes into what throw. Heres a quick lay out of what im talking about.

lets just look at jax.

Throw A,Throw B, Throw C, Throw D and Throw E.

Throw A= 1+2
Throw B = f+3+1
Throw C = d+4+3
Throw D = d,f,d,b+2
Throw E = b,f+3+4

If the player goes for Throw A, he might as well continue the multi throw with a Throw E, or he may connect throw A onto Throw D. Each of these combinations should vary in difficulty and power. I know what you are thinking. "if we put multi throws into the game, the characters that have them will just be too good". Well, I am glad you have concern for game balance, because many other fighting games (COUGHtekken4) suffer from it badly. To prevent characters with mutli throws from being too good, there should be things called button escapes. This is pretty similair to the throw escapes for King's multithrows. What I mean by this is that each throw should have a certain button that the opponent should press to stop the throw from occuring. For example, throw a's escape might be 2+4, or throw e's escape may be 1. Even half way through the multithrow, the player should be able to have the oppurtunity to escape that particular part before to atleast save themselves from taking too much damage.

This may sound weird, and it may take a long time to put into the game, but I guarantee you it will make MK that much better, and it will get Tekken fans to buy your game. Also, while it wouldn't be that big of a deal if you don't, it would also be cool to give throw dependant characters like jax reversals that go straight into a throw, and can be linked onto others throws to form a reversed multi throw.

2. Throws should beat blocking/More than 1 throw

One of the other issues I had with MKDA is the fact that throwing was rather futile. In 99% of the fighting games out there, throwing is normally used to beat out blocking. So if your opponent is into blocking like crazy, you could go for a throw to punish their blocking ways. Sadly, in MKDA, even throws didn't stop blockers. Sure, throws had special properties like being able to give you some health back, but the main reason for throwing should always be to stop blockers. So please guys, I beg of you to fix this issue.

Another thing is that each character should have more than just f+sm as a throw. It wouldn't be very hard to give everyone about 4 throws. There will be the regular f+sm, and maybe there would be b+1+2,etc.

3. Stun moves

Games like Tekken and Soul Calibur have a little something called stun moves. These moves would cause blockers to stumble back a bit. This would lead to things such as free hits that your opponent had no choice but to receive. For example, a character from Tekken named Hwoarang has a move that stuns your opponent, and if your opponent doesn't block immediately after the stun, Hwoarang gets a guaranteed b+3. However, if you do decide to put this in, you should really make sure that you dont give each character more than 2 block stun moves, and to not make them too good, or else the game might end up being a stun move fight fest.

4. Be a bit more aware of the infinites

A couple figthers in MKDA had infinites..unstoppable infinites. A perfect example is frost. If you connect with her ground freeze, you can do the ground slide, freeze again, do the ground slide, freeze again, do the ground slide, and just repeat the same thing over and over. This is may seem like a big deal, but it is when there is absoulte nothing your opponent can do about it! Thats right, the opponent had no choice but to receive the beating. Even though most major MKDA tournaments have banned these infinites, kids who just play casually will be irritated when their best bud beats the sense out of them using cheesy infinites. Its a seriously problem, and we all want you guys to try your best to get rid of them.

5. Ground meneuver techniques

Another problem people had with MKDA is the fact that they couldn't control when they wanted to get up. The game just automatically rose their opponent up when they hit the ground. This was all good and dandy back in the MK2 days, but characters like Sonya get some crazy set ups because of this. This is why it would be best if your opponent can get up whenever they want(simply by pressing 1+2). Of course they can stay on the floor too long, for there will be moves that punish those that want to take naps! m am EXTREMELY glad you guys put in the tech roll(when we tap up,back or down to roll out of the way), but there are a few things us players would appreciate you putting in.

a low kick/mid kick = these could be achieved by presing 3 or 4 on the controller pad. A low kick will give then a quick little kick, insuring a little damage and a safe retreat to their feet. These kicks will be blocked low. a mid kick will do the same, but must be blocked blocked high to prevent. The great thing about it is that you can mix these kicks up to keep your opponent guessing. If you go for a low kick and they think you're going for a mid kick and block high, they'll get hit. If you go for a mid kick and they think you're going for a low kick and block low, they'll get hit. Talk about this with other staff members. Games like Tekken have these, and I think it would be a great idea.

Quick get up = tech rolling has always been the best options, but there are certain moves that will hit people who tech roll(scorpion's spear for an example), this where the quick get up comes into a play. Perhaps by pressing something like 1+2, your fighter will quickly rise to their feet as soon as they hit the ground, letting them block as quick as they want. This is also another great idea that other fighting games have.

Sorry repeating myself, but we all all glad you put tech rolls into MKDA, but these will impliment even more strategy into the game.

6. Unblockables

This would be pretty cool. Unblockables are moves that take long to charge up, does major damage, is unblockable, and has tons of sparkles. These are fairly useless in games like Soul Calibur, but some of them have special properties(track or hit fighters that are on the ground). Im sure we wouldn't mind if they weren't put in, but I doubt they would take long to implament, and they will add more strategy to the game.

7. Arena Obstacles


One of the coolest things about the MKDA arenas is the statues and walls that got in the way. If the opponent was hit when against one of these things, they would be temporarily stunned. I really liked this idea, and I think it would be a great idea if you made all arenas have this type of thing. Now, im not saying that you should but 4 or move obstacles in the game, because that would stink, but throwing a statue into a corner or a catus in the cernter would compliment the game. Perhaps if the player did a combo on your opponent and they hit one of the obstacles it would do more damage. I'd suggest playing around with the idea. It will make players not only concentrate on their opponent's, but on the arena, too.

8. Keep up with the tracking moves

One of the best things to come to MKDA gameplay wise is moves that track. I ask of you to continue to put these moves in your game. Tracking moves are moves that will hit even if you side step. A perfect example is sub zero's u+1. if they sidestep, u+1 will still pin them down. Tracking moves stops cheesy side steppers from abusing the techinique

9. Stances in Stances

What I mean by this is that if Sub Zero is in Dragon Stance, the player can press u,d+2+3+4 to go into a version of dragon. Another example is in Sonya's TKD stance she could go into Flamingo stance by pressing d+4+1. The consequence will be the fact that you will not be able to block in these type of stances.

10. Tag Mode Option

"We want MKDA to be a fighting game, not a wrestling match". You have to realize that just because the word tag is in it doesn't mean its an all out brawl. Tag matches would be the best thing you can do to keep the new engine fresh and to get more fans. Here are the two main reasons why you should have a tag option.

1. Dream match ups

Oh man..Sub Zero/Scorpion vs Jax/Sonya. Mavado/Hsu Hao vs Quan Chi/Shang Tsung. Anything the fans could think of would be possible. Fans have begged for this option, and you haven't delievered. It would be one of the best things to happen to MK in a long time.

2. Dream Combos

Just think about it guys. Perfect example is a Sub Zero/Reptile team. Start with reptile and do Hung Gar: 1,3,4,cs,1,b+2,cs,tag out,b+2,b,d+2,cs,sm,1,2,cs for crazy damage! Man, the possibilities are endless.

You simply can't go wrong with a tag option. The only thing you have to make sure of is that the tag outs are as quick as possible so you can tag out while they are in the air to complete the juggle with another character. Listen to me when I tell you this..Tag Option = bliss

Modes

The biggest dissapointment of all for me was the modes. All you had was versus,arcade,konquest and practice. This is very understandable since you spent most of your time creating the engine and didn't have much time to work on the modes, but there are now no excuses. Heres a dream list of the modes that should be in MK6.

Mode Suggestions

1. Arcade

No need for explanation here. Every fighting game has an arcade mode.

2. Practice

The practice in MKDA wasn't terrible, but there should some stuff in it besides a dummy CPU. There should be a built in pad that saves your favorite combos onto to it so you'll know what to use and practice as soon as you enter. Another thing that needs to happen is a more in depth CPU. You should be able to make the CPU do whatever you want. You could set it to mix up mode to make him trick you out with mix ups constantly. You can set him to Branch so that he will constantly do his branch. You can set him to throw so he will keep throwing random throws at you. Lastly, you should be able to set it to human so you can practice with your friends! This would be really simple to put in, and it will make the fans happy!

3. Time Attack

Nothing like competeting with your friends to see who can beat 10 fighters the quickest. Or even competeting with yourself. This has been a staple for fighting games, and should be put into the next MK.

4. Survival Mode

Nothing like posting up your survival records on the internet. Survival is when you go through an unlimited amount of fighters till you lose. Thing is that the fighters get increasingly harder. This would be an extremely fun mode, and I'd suggest putting it in.

5. Konquest Mode

Konquest was awesome. Bring it back to help out rookies and to teach experts the new combos there are to offer.

6. Versus

No need to explain.

7. Four Player Tag Battle Mode

This is when there are four players ready to brawl. Once tagged out, your teamate will get control.

8. Online Mode

Oh man..the possibilities. Seeing how all 3 systems will be fully online by next year, this would be the ultimate thing. "Yo jeff, meet me online so we can take out the so called best Drahmin/Bo Rai Cho team in america!" and other scenarios like this will be possible if MK6 goes online. Online tournaments, online tag matches, online chat lobbies, online practice mode. All the trash talk would end if it went online. We will really be able to seperate the men from the boys.

9. Krypt

Make it bigger than ever! I loved that thing.

Other Suggestions

1. Make one of jax's multi throws the old school multi slam from MK2-MK4

2. Bring back Smoke..PLEASE!

3. MK-MK4 as a secret in the Krypt! the fans would die I tell you!

4. Video endings would be cool, but we all appreciate the midway staff's hard work, and im sure us fans wound understand if you couldn't put FMVs in.

5. A 30 minute video of the staff talking about their favorite characters would be really cool.

5. A Caporeia, American Kickboxer, Monkey, Val Tudo and Boxing styled fighter would be off the hook.

Well, these are what I think would make MK6 the best game ever guys. MKDA was great, but fans of games like VF,Tekken and SC were really dissapointed. If you followed the stuff I gave ya, MK6 would bring MK back to its MK2 days. Yea, It may seem like Im trying to make you guys turn MK into Tekken, but thats far from the truth. Tekken doesn't have awesome secrets and characters. Tekekn does have cool arenas and awesome fatalities. Believe it or not, the stuff I gave ya above are whats in all fighting games. MK6 will be a masterpiece if ya throw in the stuff I gave ya, plus the good old MK flavor that has made the MK series one of the most successful video games of all time.

I'd appreciate it if all that read this and agree with me would post of up their user name so I can make a list of the people that want to see this come true(im going to email to them also. just in case the staff doesn't go to the most visited MK site on the net..). They will not listen to one person, but I can get all the fans to put their names down, perhaps they will show some interest. Team effort guys..

-Versatile
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ZeroMcleod
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Death will came to us all some are just unlucky for dying first

03/19/2003 11:34 AM (UTC)
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The only thing I can had is:
Story mode, like this:
In certain matches to or not to do a fatality would matter becouse if we choose not to do it the char would still alive and appear again after some matches to seek revenge, or other char would appear to revenge him, something like that, so every char should have at least to endings, one would be a great ending shouing how the char is powerfull and stuff...
the other could or not be good for the char but would show how the story goes for the nxt mk game.
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papa_boy
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You can milk anything with nipples...

03/19/2003 03:19 PM (UTC)
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Those are some great ideas SubScorpTile. I agree with almost everything you said except for the "stances-inside-other-stances-thing". Midway really needs to make the next game go online in order for it to become as successful as it's predesesors. A tagteam option would really add some much needed depth and multithrows would suit characters such as Hsu Hao and Jax quite nicely. Some may disagree with me on this, but I don't think the MK development team should spend so much time writing the stories for each character. It's the gameplay that makes a good fighting game and not the story (take a look at the DOA series) and quite honestly, I don't give a rat's ass about why the characters fight each other as long as they look cool and fight well. Same thing goes for the ending cinematics and the intro. Concentrate on the gameplay and everything will be just fine... wink

Just my 0.02$
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ScorpionMcleod
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Death will came to us all, some are just unlucky for Dying first...

03/19/2003 10:26 PM (UTC)
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papa_boy Wrote:
I don't think the MK development team should spend so much time writing the stories for each character. It's the gameplay that makes a good fighting game and not the story (take a look at the DOA series) and quite honestly, I don't give a rat's ass about why the characters fight each other as long as they look cool and fight well. Same thing goes for the ending cinematics and the intro. Concentrate on the gameplay and everything will be just fine...


That's such a lie, I hate DOA story and gameplay, the best fighting engine in game sis tekken, and guess what They also have the best story.
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deadinholywood
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03/20/2003 02:14 AM (UTC)
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Cool ideas, SubScorpTile, but I think it would be cool to have alternate endings. Like, you could continue the game even if you lose to someone, and there would be like, a cut-scene with your loss and they could maybe come back later to kill you....I dunno...just thought that would be cool. tongue
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SubScorpTile
03/20/2003 02:22 AM (UTC)
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i didnt think of these ideas all kredit to versatile...and yes they are all very good ideas
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UReiko
03/20/2003 04:14 AM (UTC)
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ScorpionMcleod Wrote:
That's such a lie, I hate DOA story and gameplay, the best fighting engine in game sis tekken, and guess what They also have the best story.


I know it's your OPINION and all, but you can;t be serious.
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scorpio-hunter
03/20/2003 04:25 AM (UTC)
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i agree , that would be somthing on a whole new level of combat. and like you could use the arena to do tag moves also. for example if kitana and jade did a killer tag move and knock a fighter into a hidden part of an arena. people would love that kinda stuff.
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ZeroMcleod
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Death will came to us all some are just unlucky for dying first

03/20/2003 01:06 PM (UTC)
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UREIKO Wrote:

I know it's your OPINION and all, but you can;t be serious.


It's not only my opinion, tekken battle engine is considered the best 3d battle engine; as for the storyline it's sure better than DOA.
Of course I agree that gameplay is more important than story and all, but I honestly hate DOA, it looks so superficial, Tekken and MK are depper, don't know what makes me think that, but wen I play Tekken or MK I feel the game...
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papa_boy
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You can milk anything with nipples...

03/20/2003 05:39 PM (UTC)
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ScorpionMcleod Wrote:
That's such a lie, I hate DOA story and gameplay, the best fighting engine in game sis tekken, and guess what They also have the best story.

My point is that they should prioritize gameplay before anything else. I don't necessarily want the game to have similar gameplay to DOA. The MK development team should prioritize gameplay before the game's storyline just like Tecmo did in their fighting series.
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UReiko
03/21/2003 05:07 AM (UTC)
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All I feel when I play Tekken, is a button mashing combo coming on lol.
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Starwinderbeta
03/21/2003 08:09 AM (UTC)
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Check the MK6 Wishlist Thread for even more ideas. It's right at the top of the page...
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tabmok
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TAKE ME OFF OF BAN AUGUST 1st-TABMOK,aka IQO aka SpAWn

03/21/2003 01:42 PM (UTC)
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I think that mk6 Should have grab moves but.No grab combos, where you can catch them again.
In Mortal Kombat you only have a lil bit of health to fight with anyway.Just my opinon
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Ecclesiastes
04/21/2003 11:58 PM (UTC)
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Here are some of my suggestions. And, I hope someone from the MK dev. team actually reads this.

GAMEPLAY

1. Counter attacks

One of the few bones I had to pick with MK:DA was that if your back was turn to your opponent, he could beat the heck out of you, from behind, and there was vertually, nothing you could do about it. In my opinion, counter attacks are a must. I don't know if this can be called a counter move, but, in Tekken, I loved when Lin Xoayu did that beutiful backflip (something else they need more of in MK-_flips).

2. More realistic fighting styles

I'm not trying to insult anyone (I hope I don't), but, they might want to do a little more research into different fighting styles, what they mean, and exactly why, and how they work. I know that they had a there was a martial artist working on the team, but, there were a lot of inaccuracies within the fighting styles. Stances are one thing, but gameplay is another.

3. Uneven Terain

There is no doubt that the stages in MK:DA were beutiful, and distinguished. But, the thing that has been missing in every single MK game is non-flat arenas. Although, the stages in MK are beutiful, and deep, in atmosphere, they are all flat, and 1-demensional. But, just imagine how the Living Forest, as a full, varied environment.

4. More interactive stages

Yes, MK:DA did have breakable statues, but, so did Streetfighter2 (on sega, snes...). I say, first of all, bring nack multi-stage arenas--this is a must. And, it would be very could to have the weather have different environmental effects (just use your imagination). Stage Fatalities are also a must, and a definite plus.

5. Optional barriers/freedom

It is no secret that the arenas in MK:DA were stunning, but, without the freedome to take complete advantage of the arenas, it's just eyes candy. The barriers were a unique and cool idea, but it's no fun if the are inevitable.

6. More variety in the MUSIC

7. Deeper storyline

Whoever says that the storyline in MK truely misses the whole concept of Mortal Kombat, and really does'nt know what they're talking about. The storyline is the only reason Mortal Kombat is famous today. If I just want to go around killing people, I can easily pick up Grand Theft Auto. Or, if I just wanted a fight, I can play Dead Or Alive, or Vertua Fighter. The storyline is as important as the gameplay.



GRAPHICS

I am definitely not complaining about MK:DA's graphics. MK:DA was a good step up from MK4. The arenas, were especially beutiful. But, there is no denying that the character models and animation could use some inprovement.

1. Character Models

I wish that the character models, in MK had a pixel count, as big as Tao Feng's characters. The characters in Tao Feng, IMO, suck. I think that the characters in MK deserve a more detailed pixel count, more than the lame characters in Tao Feng. MK:DA models were almost up there. They just need a little more detail put into them.

2. Animation

While most of the animation in DA was GREAT, there are some areas that seem a little rushed, and was even surpassed by it's predassesor, MKG. Just fix some of the choppiness, and it will be fine.

Other Suggestions

1. Give the characters more vocabular
2. Give Sonya back her leg grab
3. Give Sonya back that cool "Get out of my face" grunt, she had in MK4. I thought that was pretty cool, and unique, as simple as it is.
4. Let fighters draw thier weapons, in full motion. This complements the balance of the game.
5. Bring back the old fatality music, along with the deming of the lights.
6. Bring Fujin back
7. clarify more on the characters from MK4, intead of filling the roster with new characters
8. Stop giving everything away


The End



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DRFATALITY
04/22/2003 12:54 AM (UTC)
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a free-roam mode would be great for mk.also they should bring the krypt keeper in the new krypt.

DRFATALITY Wrote:
a free-roam mode would be great for mk.also they should bring the krypt keeper in the new krypt.


I agree 100%

I also agree with everything single thing SubScorpTile said. Ecclesiastes also raised some good ideas.

Yes, the developemet team should REALLY get into making this game (MK6), if they want it to be a success. If it turns out MK:DA, it will be a failure.
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[MK]Sub-Zero
04/26/2003 07:32 AM (UTC)
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I disagree with SubScorpTile about stun moves. I always hated that cheap crap from Street Fighter II. I also disagree with him about tag matches. One kombo with two fighters brings back bad memories of Marvel versus Capcom. :S :P Why not just have 2 on 2 Kombat like in MKT?

I agree with ecclesiastes about fighting styles. If the screen said "Praying Mantis Kung Fu," I'd expect to see Praying Mantis Kung Fu. I also agree with him about the uneven terrain and the storyline. I always want to know why my favorite characters are fighting. A fighting game without a storyline would be gay. Also, since I'm a Mortal Kombat freak, reading their stories makes the game even more interesting. Reading the stories also helps me know what's going on when the movies come out, not to mention it helps the producers write the storyline.

Preventing "infinites" as you call them requires a ton of game testing. I think Midway should design MK so that stuff like this isn't possible. Also, they should design it so that every character is guaranteed to win the tournament. They should also design the game so that every character is guaranteed to have the ability to beat every other fighter. I still have bad dreams about Kitana always beating me (Sub-Zero) in MK2. LOL

I also think Dead or Alive, Virtua Fighter, Soul Caliber, Tekken, and all of those other fighters that copy each other all suck compared to MK:DA. All of the characters in there are generic and don't even look cool.
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Cyrax9797
04/26/2003 01:02 PM (UTC)
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I think u should have to block a weapon with a weapon
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Kal3aL
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LiFe Is LiKe a GaRdeN... DiG iT...

04/27/2003 08:11 AM (UTC)
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I think we should go back to old school fighting style like in mk3 when they did those bad ass combos... and tag team that would be cool but it'd be better to play a solo... so they should make like 2 seperate button thingy's to choose from whether you want to play solo or have a 2v2?
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BloodyEyes
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Your Eyes Never Lie...

04/27/2003 02:08 PM (UTC)
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I think that story mode is essencial in every fighting game. It could be something like this:

We choose a character, then we see that character intro(it could be a movie or drawings like Tekken 4), then he fights another characters according to his/hers story and if the character that you're fighting is important for future events you do a fatality but in a different way, so that the person don't die. with cutscenes before the most important fights or even all. then when the character story mode ends we see a video. In my opinion that's very very important.

Another thing: more characters. A fighting game with 20 25 characters like MKDA it could be a good fighting game, but no matter what it still will have a lack of longivity. A rooster of 30/40 it's better. But of course every character has to have a decent storyline.

ANd cut with the fighting style crap. One fighting style and a weapon style per character is more than enough.

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[MK]Sub-Zero
04/27/2003 10:59 PM (UTC)
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I think that each character if he is good should not have to go against a good guy. There should be enough bad guys/good guys for a player to fight. I disagree about the fighting styles. It's cool if a player has more than one style, because that means longer kombos.
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sub_zeron
07/28/2003 01:46 PM (UTC)
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Each character should have at least 3 fatalities or they could have animality, babality, brutality, and friendship.

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massdeath
07/28/2003 04:48 PM (UTC)
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1) What an obnoxious title this thread has.
2) You liked the Krypt? It had 98% filler.
I'm all for the Krypt but the items should be worthwhile: characters, costumes, stories, stages, weapons, minigames, etc.
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quan_chilli
07/28/2003 04:51 PM (UTC)
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Versatile sure does like to type a lot. Cross platform online gaming won't happen. Ever.
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Sub-Zero_7th
07/28/2003 05:50 PM (UTC)
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Hmmm well I'll just give you a brief description.

Gameplay:

I want the fighting engine to evolve and for there to be more fighting styles and more moves. They should also combine different attack buttons and stuff for more moves. There should be even more accuracy to the fighting style moves in real life but there should also be some MK influenced moves in the styles.

Graphics:

The graphics in MKDA were well done and all I have to say is that they should just enhance them for MK6. I would like the blood to be a bit more realistic and it should stay on the characters' clothing and stuff. I was impressed with the blood staying on the ground and the bloody footprints thing.

Konquest:

This should be more of a story-based thing with action/adventure, fighting and rpg elements in it. It should just be missions but there should be some other things too and perhaps some freeroaming.

Training:

The Konquest stuff in MKDA should all go here (except for the little storyline info stuff). And of course they should add more to it and perhaps create your own combos and stuff like that.

Storyline:

I liked the way MKDA's storyline killed off Liu Kang and I think that perhaps the bad guys should gain the upper hand in MK6. I won't get into too much detail here (perhaps later).

Characters:

They should bring back characters such as Sub-Zero, Mavado, Frost, Kung Lao, Raiden, Kitana, Nitara, etc. but as long as they don't put any unnecessary characters from the past. And I would like to see a few new characters as well as hidden and secret characters. There should be 20 characters at minimum and a max of about 30-35 but 35 might be overdoing it a bit.

Music/Sound fx:

There should be a set of sounds for each character and the music should be very dark and mystical like in MK1, MK2, and MK4. The music should flow smoothly with the action of the game.

Endings:

I didn't really mind the way MKDA had their endings but I would like to see more FMVs though. MK's great storyline presented in cinematic form would blow the other fighting games' storylines' cinematics away if there is enough time and resources.

Mini games:

They should bring back the two mini games from MKDA and they should remake the shooter games from the older MKs and put them in MK6. I would of course like to see new mini games and perhaps they can help in certain ways.

The Krypt:

I would like the number of koffins to be reduced to 500 and for there to be 5 chambers of 100 koffins each. The content should be stuff like unlockable characters, alternate costumes, miscalleneous MK stuff and clues to a 6th and secret chamber of the Krypt with 50 super koffins with content such as perhaps secret characters and maybe classic MK games and other stuff like alternate endings. However, the way to unlock these super koffins shouldn't be with currency but with the clues. If you solve the clues, then you will be able to get the content. I would like to see some of the secret characters lurk behind koffins and stuff.
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