Game Informer has just released a new interview with Mortal Kombat co-creator and project lead for the upcoming Mortal Kombat: Armageddon, Ed Boon. In the interview, Ed discusses various things concerning MK: Armageddon; for example, he reveals another reason for doing the game on the current generation of consoles instead of the next generation. From the article:

Game Informer: When Mortal Kombat: Armageddon was announced, some people cried out because it was for the current generation of consoles. What was the reason behind going with current-gen instead of next-gen?

Ed Boon: The main thing was timing. We have always introduced Mortal Kombat games to established systems and while we’re totally jazzed about doing 360 games and doing PS3 games, our concern for doing it so early was that it would have been a launch title for PS3 and the 360 would only had been out for about a year. We really wanted a bigger install base of players. Second, the idea of doing a Mortal Kombat game with all of the characters on the next-gen would have been too much content because we already had a head start with Deadly Alliance and Deception. So we just thought to fill in all of the ones we haven’t done and do the entire roster as one of the big features in the game.

In addition, it's revealed that the more you play Armageddon, the more powerful you can make your custom character.

GI: When you are creating a character, will you have a set number of attribute points or something that you spend?

Boon: Yes, when you start off, you won’t have the ability to pick every single attack to assign on to your character. Everything that you do in the game we are trying to consolidate into one monetary system. So when you are playing the fighting game, you will be earning the same type of points as you would playing the Konquest Mode or any of the other modes in the game. With that currency, you can go back and purchase different kinds of moves and special attacks and keep building your character visually and skillfully.

GI: So the more you play, the more beefy you can make your fighter?

Boon: Exactly.

The discussion also came around to Mortal Kombat: Unchained, which was only touched on briefly, but it was revealed the game was not being developed in-house. Again, from the article:

GI: I know you’re a fan of the PSP and now you have Unchained coming out. What was it like working with that hardware?

Boon: Well Unchained was developed in Santa Monica by a company called Climax. So we didn’t develop the game here in Chicago but there were a lot of issues that we wanted to address. We really wanted to keep the framerate very high. So we went in there and helped them optimize their code and the Wi-Fi linking - we really wanted to make sure that was tight. We did have a lot more exposure to the hardware than we normally would have when working with a third party, but the main work was done by Climax.

The interview also touches upon create-a-fatality, Konquest mode, and veers off to other subjects like other genres Ed would want to try and develop for, his thoughts on fighting games on the Nintendo Revolution controller, and what he hopes to see in the next generation. To read the interview in its entirety, click here.

Our thanks to forum member for the heads-up on this new interview!