Gameplay thoughts
3D Kombat Klassics
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Gameplay thoughts
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posted09/13/2008 12:09 AM (UTC)byMember Since
08/19/2008 04:58 PM (UTC)
I was wondering what people thought of the gameplay of MK v DC.
I personally like the more UMK3-like 2d juggling. The more interactive stage hazards are fine too I think, since they aren't insta-kill anymore, and keep the element of environmental awareness.
Close kombat is essentially a throw, but I can see it quickly losing its charm after a couple of them, so I'm not totally sold on it yet.
One thing I'm concerned about is sidestepping though. I know it's kind of a forced feature due to it being a 3d fighter, but I can only picture it ruining the gameplay. It works fine in a game like Soul Calibur, but that's because the whole game is based on horizontal and vertical slashes.
I haven't played the game yet, but MK v DC from what I've seen, it looks like characters are going to be distinguished by their special moves and not really their standard attacks. In a case like that, I don't know what stops someone from just sidestepping the whole match.
My recommendation would be that sidestepping doesn't allow dodging, and would only be for positioning characters for the stage hazards.
I personally like the more UMK3-like 2d juggling. The more interactive stage hazards are fine too I think, since they aren't insta-kill anymore, and keep the element of environmental awareness.
Close kombat is essentially a throw, but I can see it quickly losing its charm after a couple of them, so I'm not totally sold on it yet.
One thing I'm concerned about is sidestepping though. I know it's kind of a forced feature due to it being a 3d fighter, but I can only picture it ruining the gameplay. It works fine in a game like Soul Calibur, but that's because the whole game is based on horizontal and vertical slashes.
I haven't played the game yet, but MK v DC from what I've seen, it looks like characters are going to be distinguished by their special moves and not really their standard attacks. In a case like that, I don't know what stops someone from just sidestepping the whole match.
My recommendation would be that sidestepping doesn't allow dodging, and would only be for positioning characters for the stage hazards.

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I don't see the problem with side stepping. If someone threw something at you from far away, it would be pretty easy to side step.
Specials would be better used during combos or when the opponent is busy doing something. It helps to avoid annoying fireball traps and forces more hand to hand combat.
I like how the combos are going back to the custom style of the 2D games.
Specials would be better used during combos or when the opponent is busy doing something. It helps to avoid annoying fireball traps and forces more hand to hand combat.
I like how the combos are going back to the custom style of the 2D games.

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I am very much looking forward to the retro combo style. I'm not a serious player so games like Soul Calibur, Tekken etc with tons and tons of combos and directional attacks don't tickle my fancy very much. The only part of the game play I'm not looking forward to is Klose Kombat. I can tell that it's a feature I won't enjoy as it seems to really slow down the game play. If it's optional then I'll probably turn it off.

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What they have for close combat now looks like a cosplay battle, and the start up is really distracting.
I like how it adds an extra layer to the throw game. The basic idea they have is good, it just needs to look and flow better.
I like how it adds an extra layer to the throw game. The basic idea they have is good, it just needs to look and flow better.
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Pink_Ranger Wrote:
I am very much looking forward to the retro combo style.
I am very much looking forward to the retro combo style.
Yeah, me too.
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bleed Wrote:
I don't see the problem with side stepping. If someone threw something at you from far away, it would be pretty easy to side step.
Specials would be better used during combos or when the opponent is busy doing something. It helps to avoid annoying fireball traps and forces more hand to hand combat.
I like how the combos are going back to the custom style of the 2D games.
I don't see the problem with side stepping. If someone threw something at you from far away, it would be pretty easy to side step.
Specials would be better used during combos or when the opponent is busy doing something. It helps to avoid annoying fireball traps and forces more hand to hand combat.
I like how the combos are going back to the custom style of the 2D games.
The problem I see with sidestepping is that it'll make the game favor defense rather than offense. This usually ends up with boring fights.

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I don't think that'll be so much of a broblem now that you can run after the opponent.
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