***MORTAL KOMBAT: ALIGNMENT OF EVIL*** (((((Now discussing characters and gameplay)))) ((GAMEPLAY DETAILS IN POST 1 & 2)) ((Read and discuss))
3D Kombat Klassics
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***MORTAL KOMBAT: ALIGNMENT OF EVIL*** (((((Now discussing characters and gameplay)))) ((GAMEPLAY DETAILS IN POST 1 & 2)) ((Read and discuss))
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posted04/11/2008 02:14 AM (UTC)byChapter One: Introduction of Gameplay Mechanics
I don't know if anyone else thinks this, but I think MK8 should not follow the set pattern that fighting games have typically followed since their inception. That is, two people stand face to face, unable to face in any other direction(barring the occasional standing with your back to your opponent) and fight it out in the same, typical manner. Yes, SC introduced 8-way run, and in the new MK's you can sidestep as if you popped out the womb sidestepping. But it's just not enough for me.
If there is one thing MK has always been about, it's innovation and creativity. Yeah they've copied a lot of movie stuff, but as far as games go, they've always striven to move apart from the pack and always tried to do something different, even totally reinvent themselves, even at the risk of totally ruining the already established gameplay and alienating long time fans.
Konquest and Four Player Kombat
Let me point out two things that would benefit from a complete overhaul of the MK gameplay style. The first thing is Konquest mode and the second is the proposed 4-player combat that was considered for either DA or D (read about it in the Krypt, I can't remember whether it was DA or D) Both of these things are not possible with your typical fighting game design.
Now, let me direct your attention to games such as Bushido Blade 1 & 2, WWF Wrestlemania 2000 & No Mercy for the N64, Def Jam Vendetta & Fight for NY and Mortal Kombat: Shaolin Monks. None of these games used a traditional fighting game format. They were characterized by open 3D environments that the fighter could move about at will. Some even offered the option to have more than two fighters participate in one match, which would be impossible without the ability to target between opponents at will.
OK, now what would be the benefits of using a system similar to the above mentioned games, you ask? Let's see: Matches with more than 2 players fighting simultaneously, not to mention the ability to use the same engine for the fighting game and the Konquest mode. Why would this be good, you ask? Well, for one, you would be able to take any character through Konquest mode, including your Kreated Kharakter and they would perform exactly the same way that they do in the actual fighting game.
This would open up a world of possibilities for the MK development team. They could have worlds, or "adventure courses" that use the in-game fighting arena as stops for boss fights in a larger, adventure game style course where you would be able to fight off multiple attackers simultaneously until you reach each level boss. The bosses of course, would be selectable or non-selectable characters from the fighting game.
For those who cannot stomach all the adventure style gameplay, they would have the option of a "Boss Rush" in which you would play through the game as a normal fighting game, but without all the story and unlockables that would come from playing through the actual adventure mode. Every character could have their own set path, multiple paths, or even branching paths. Depending on how you create your character, (race, origin, allignment, etc) the game would also put together a unique (or somewhat unique as it would depnd on the limits set in place by programmed content) path.
Other Game Modes
This would also open up the possibility for new, never before seen game modes. How about a mode where you, or you and a friend(s) could fight off multiple attackers and/or each other at the same time, either until you defeat a set number, defeat each other, or time runs out. (Whoever defeats the most ninjas wins or something along the lines of that)
Think of all the game modes that are included in your typical wrestling game. All kinds of stipulations can be put in place to determine restrictions or conditions for victory. TLC, submission, TKO, ring out, first blood, ladder matches, the list goes on and on. These same ideas (of course in an MK context with a completely MK twist) can be implemented here and would add substantially more replay value to the game, not to mention broader appeal.
Let me reiterate that all of thse modes will use the same Kombat/Konquest engine.
Life Bars or Spirit Meters
While we're on the subject of wrestling games, why not include "Supermove" fatalities, that would allow characters to build up a "fatality meter" and unleash a lethal, match-ending move in-game at the risk of it being countered, blocked, or completely avoided?
Why not deviate from typical life bars that deplete with each hit and go with something more like a wrestling game style system (which would be more realistic IMO) If you've played Wrestlemania 2000, No Mercy or any earlier THQ titles, think of the "Spirit" meter from those games. The more punishment you take, the lower it gets, but you can increase it by dishing out punishment yourself. Depleting the meter alone does not defeat your opponent, but it does make them more susceptible for a finishing move or a pin that would end the match.
Of course, in MK, we fight to the death, so the match would not be over until you kill your opponent, unless you have set the options to end the match with some other condition, like a ring out or first blood, etc. The damage system could be implemented like wrestling games where each blow to a certain part of the body reduces the effectiveness of that part of the body. Now, I'm not saying include broken bones, like Tao Feng or Bushido Blade 1, as I believe that would annoy many people and possibly detract from gameplay. If people do want it in, however, it should be able to be toggled on and off.
Fatalities and Finishing Moves
So basically, the match would go on until someone dies or another preset condition is met. Of course, what would Mortal Kombat be without the age- old order of "Finish Him!" that the venerable Shao Khan has meted out so well to this very day? Once a character's "Spirit" meter has been drained sufficiently, they would be rendered groggy and this memorable order would be given. However, if he/she is left unmolested long enough to recover, that person could go on to fight and win. Conversely, if your Spirit meter is built up to maximum, you will have the ability to perform a Fatality.
There should be a number of Fatalities open to any given character, depending on hgow many Fatalities they have stored up and upon the condition of their opponent as well as locational context, including the relative position of your opponent and yourself within the environment. For example, some characters may have different Fatalities depending on distance from your opponent or whether they are attacking from the front, rear, side, etc. There could also be counter-attack Fatalities that would require your opponent to be attacking you in a certain way and would be pulled off with some degree of good timing and proper positioning.
Therefore to pull off a Fatality, your opponent does not have to be groggy, or stunned, but you must have your Fatality meter maxed out in order to perform the move. Stage fatalities, or death traps can be pulled off at any time, unless disabled in the options and perhaps could be easier to pull off or pulled off in more stylish ways if one has his/her fatality meter maxed out.
Thus concludes Chapter One of my nuts and bolts breakdown of my ideal MK game. Feedback is welcome and encouraged.
I don't know if anyone else thinks this, but I think MK8 should not follow the set pattern that fighting games have typically followed since their inception. That is, two people stand face to face, unable to face in any other direction(barring the occasional standing with your back to your opponent) and fight it out in the same, typical manner. Yes, SC introduced 8-way run, and in the new MK's you can sidestep as if you popped out the womb sidestepping. But it's just not enough for me.
If there is one thing MK has always been about, it's innovation and creativity. Yeah they've copied a lot of movie stuff, but as far as games go, they've always striven to move apart from the pack and always tried to do something different, even totally reinvent themselves, even at the risk of totally ruining the already established gameplay and alienating long time fans.
Konquest and Four Player Kombat
Let me point out two things that would benefit from a complete overhaul of the MK gameplay style. The first thing is Konquest mode and the second is the proposed 4-player combat that was considered for either DA or D (read about it in the Krypt, I can't remember whether it was DA or D) Both of these things are not possible with your typical fighting game design.
Now, let me direct your attention to games such as Bushido Blade 1 & 2, WWF Wrestlemania 2000 & No Mercy for the N64, Def Jam Vendetta & Fight for NY and Mortal Kombat: Shaolin Monks. None of these games used a traditional fighting game format. They were characterized by open 3D environments that the fighter could move about at will. Some even offered the option to have more than two fighters participate in one match, which would be impossible without the ability to target between opponents at will.
OK, now what would be the benefits of using a system similar to the above mentioned games, you ask? Let's see: Matches with more than 2 players fighting simultaneously, not to mention the ability to use the same engine for the fighting game and the Konquest mode. Why would this be good, you ask? Well, for one, you would be able to take any character through Konquest mode, including your Kreated Kharakter and they would perform exactly the same way that they do in the actual fighting game.
This would open up a world of possibilities for the MK development team. They could have worlds, or "adventure courses" that use the in-game fighting arena as stops for boss fights in a larger, adventure game style course where you would be able to fight off multiple attackers simultaneously until you reach each level boss. The bosses of course, would be selectable or non-selectable characters from the fighting game.
For those who cannot stomach all the adventure style gameplay, they would have the option of a "Boss Rush" in which you would play through the game as a normal fighting game, but without all the story and unlockables that would come from playing through the actual adventure mode. Every character could have their own set path, multiple paths, or even branching paths. Depending on how you create your character, (race, origin, allignment, etc) the game would also put together a unique (or somewhat unique as it would depnd on the limits set in place by programmed content) path.
Other Game Modes
This would also open up the possibility for new, never before seen game modes. How about a mode where you, or you and a friend(s) could fight off multiple attackers and/or each other at the same time, either until you defeat a set number, defeat each other, or time runs out. (Whoever defeats the most ninjas wins or something along the lines of that)
Think of all the game modes that are included in your typical wrestling game. All kinds of stipulations can be put in place to determine restrictions or conditions for victory. TLC, submission, TKO, ring out, first blood, ladder matches, the list goes on and on. These same ideas (of course in an MK context with a completely MK twist) can be implemented here and would add substantially more replay value to the game, not to mention broader appeal.
Let me reiterate that all of thse modes will use the same Kombat/Konquest engine.
Life Bars or Spirit Meters
While we're on the subject of wrestling games, why not include "Supermove" fatalities, that would allow characters to build up a "fatality meter" and unleash a lethal, match-ending move in-game at the risk of it being countered, blocked, or completely avoided?
Why not deviate from typical life bars that deplete with each hit and go with something more like a wrestling game style system (which would be more realistic IMO) If you've played Wrestlemania 2000, No Mercy or any earlier THQ titles, think of the "Spirit" meter from those games. The more punishment you take, the lower it gets, but you can increase it by dishing out punishment yourself. Depleting the meter alone does not defeat your opponent, but it does make them more susceptible for a finishing move or a pin that would end the match.
Of course, in MK, we fight to the death, so the match would not be over until you kill your opponent, unless you have set the options to end the match with some other condition, like a ring out or first blood, etc. The damage system could be implemented like wrestling games where each blow to a certain part of the body reduces the effectiveness of that part of the body. Now, I'm not saying include broken bones, like Tao Feng or Bushido Blade 1, as I believe that would annoy many people and possibly detract from gameplay. If people do want it in, however, it should be able to be toggled on and off.
Fatalities and Finishing Moves
So basically, the match would go on until someone dies or another preset condition is met. Of course, what would Mortal Kombat be without the age- old order of "Finish Him!" that the venerable Shao Khan has meted out so well to this very day? Once a character's "Spirit" meter has been drained sufficiently, they would be rendered groggy and this memorable order would be given. However, if he/she is left unmolested long enough to recover, that person could go on to fight and win. Conversely, if your Spirit meter is built up to maximum, you will have the ability to perform a Fatality.
There should be a number of Fatalities open to any given character, depending on hgow many Fatalities they have stored up and upon the condition of their opponent as well as locational context, including the relative position of your opponent and yourself within the environment. For example, some characters may have different Fatalities depending on distance from your opponent or whether they are attacking from the front, rear, side, etc. There could also be counter-attack Fatalities that would require your opponent to be attacking you in a certain way and would be pulled off with some degree of good timing and proper positioning.
Therefore to pull off a Fatality, your opponent does not have to be groggy, or stunned, but you must have your Fatality meter maxed out in order to perform the move. Stage fatalities, or death traps can be pulled off at any time, unless disabled in the options and perhaps could be easier to pull off or pulled off in more stylish ways if one has his/her fatality meter maxed out.
Thus concludes Chapter One of my nuts and bolts breakdown of my ideal MK game. Feedback is welcome and encouraged.
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Chapter Two: Equipment, Skills and Controls
Equipment
I also believe that a "Load Out" screen would be a welcome deviation from typical fighting game format. Every character should be able to be fitted with your own, personal combination of gear and weapons prior to each match. Each character would have a selection of weapons available to them, some of which would have to be unlocked and/or bought and possibly have skills attached to them that can be increased by playing the game or training.
For example, Scorpion would have his Spear, sword(s) and possible shuriken and other ninja weapons. By playing more with Scorpion you can increase your skill with said weapons and unlock additional moves and combos to use when you have that weapon selected. Having a weapon selected would either modify or completely change your moveset. For example, with his swords selected, Scorpion's punches would change to sword attacks but his kicks could remain the same, be slightly modified, or completely changed.
The load-out screen would work like this: When on the character select screen, or after you have selected your character, each player would have the option of going to the load-out screen. You select your gear and weapons for the match and proceed to fight. If you want you can save one or more load outs and simply pick that setting from memory rather that manually configuring your load-out every time you play a match.
While this would seem to be mainly for weapons, I believe clothing should also be included. Some articles of clothing would offer various degrees of protection to certain parts of the body, thus affecting your performance in-match. For example, a pair of iron bracers would give you the ability to block incoming sword attacks with some effectiveness using your wrists. A pair of spiked iron bracers, however would have the added of advantage of doing additional damage when striking your opponent with them or when blocking a bare-fisted attack.
Some weapons, like shuriken or throwing knives would be depleted in battle and have to be replenished by buying more or finding them in Konquest.
Skills
Every character will have a skillset for their hand-to-hand fighting skills as well as their weapon skills. Playing and training will allow you to increase your moveset by unlocking additional moves. The only real style switching will be done when selecting weapons, and again, can do everything from slightly modifying your character's fighting style to completely changing it.
Created characters would start with considerably less skills than preexisting characters, but leave you many more options for customization. Preexisting characters would start out at a competent skill level but still have plenty of room for unlocking moves and weapons and improving attributes. This would give the player more incentive to play as each character to max out their potential.
Every hand-to-hand moveset would be incredibly in-depth, offering moves that are specific to each character's background and personality. For example Reptile may have trained in Hung Gar, so he would have some Hung Gar techniques, but overall, his style would be Reptile's and nobody else's.
Controls
This is the control configuration for a standard PS2 controller.
Square- left punch/weapon attack
Triangle- right punch/weapon attack
X-left kick
Circle-right kick
R1-throw/grapple/various other contextual moves
R2-block/contextual moves
L1-Crouch
L2- Jump
D-pad left, right- target between opponents
D-pad up, down- switch weapons/hand-to-hand
Left Joystick-move
Right joystick-move camera
The L3 and R3 buttons could also be used for additional functions
Thus concludes Chapter Two covering Equipment, Skills and Controls. Please feel free to leave comments, questions or suggestions. The control ideas are of course, preliminary and would require extensive testing with an actual build in order to come up with the perfect control scheme.
Equipment
I also believe that a "Load Out" screen would be a welcome deviation from typical fighting game format. Every character should be able to be fitted with your own, personal combination of gear and weapons prior to each match. Each character would have a selection of weapons available to them, some of which would have to be unlocked and/or bought and possibly have skills attached to them that can be increased by playing the game or training.
For example, Scorpion would have his Spear, sword(s) and possible shuriken and other ninja weapons. By playing more with Scorpion you can increase your skill with said weapons and unlock additional moves and combos to use when you have that weapon selected. Having a weapon selected would either modify or completely change your moveset. For example, with his swords selected, Scorpion's punches would change to sword attacks but his kicks could remain the same, be slightly modified, or completely changed.
The load-out screen would work like this: When on the character select screen, or after you have selected your character, each player would have the option of going to the load-out screen. You select your gear and weapons for the match and proceed to fight. If you want you can save one or more load outs and simply pick that setting from memory rather that manually configuring your load-out every time you play a match.
While this would seem to be mainly for weapons, I believe clothing should also be included. Some articles of clothing would offer various degrees of protection to certain parts of the body, thus affecting your performance in-match. For example, a pair of iron bracers would give you the ability to block incoming sword attacks with some effectiveness using your wrists. A pair of spiked iron bracers, however would have the added of advantage of doing additional damage when striking your opponent with them or when blocking a bare-fisted attack.
Some weapons, like shuriken or throwing knives would be depleted in battle and have to be replenished by buying more or finding them in Konquest.
Skills
Every character will have a skillset for their hand-to-hand fighting skills as well as their weapon skills. Playing and training will allow you to increase your moveset by unlocking additional moves. The only real style switching will be done when selecting weapons, and again, can do everything from slightly modifying your character's fighting style to completely changing it.
Created characters would start with considerably less skills than preexisting characters, but leave you many more options for customization. Preexisting characters would start out at a competent skill level but still have plenty of room for unlocking moves and weapons and improving attributes. This would give the player more incentive to play as each character to max out their potential.
Every hand-to-hand moveset would be incredibly in-depth, offering moves that are specific to each character's background and personality. For example Reptile may have trained in Hung Gar, so he would have some Hung Gar techniques, but overall, his style would be Reptile's and nobody else's.
Controls
This is the control configuration for a standard PS2 controller.
Square- left punch/weapon attack
Triangle- right punch/weapon attack
X-left kick
Circle-right kick
R1-throw/grapple/various other contextual moves
R2-block/contextual moves
L1-Crouch
L2- Jump
D-pad left, right- target between opponents
D-pad up, down- switch weapons/hand-to-hand
Left Joystick-move
Right joystick-move camera
The L3 and R3 buttons could also be used for additional functions
Thus concludes Chapter Two covering Equipment, Skills and Controls. Please feel free to leave comments, questions or suggestions. The control ideas are of course, preliminary and would require extensive testing with an actual build in order to come up with the perfect control scheme.


About Me
Dedicated, hopeless...Li Mei fan.
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TrueNoob Wrote:
Wow, no feedback?
Wow, no feedback?
Give it some time.
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I was thinking the same thing. I thought Bushido Blade was the best thing since Mortal K.
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Chapter 3: Story and Character Details
I know Boon and Co. have touted an all-new, reinvented MK with limited returning characters but I'm doing things a little differently here. I think that in order to truly reinstate this franchise as one of the greats, you need to return to the things that made it great in the first place. In this case, I'm thinking of the classic characters that we all know and love and the dark, mystical spirit that made the early MKs such a big hit.
In this post, I will detail who is returning and what role they will play in the new game. I'll start by roughing out the new storyline.
Mortal Kombat: Alignment of Evil
(working title)
I'm going to leave some variables open here, such as whether or not this is a continuation of MKA's plotline or a retcon/reboot that ignores some or all details of it. Since no matter what you do, the storyline is so messed up as it is, some thin gs will count as canon and others won't. What I'm aiming to do is come up with a good story that caters to good gameplay.
So, assuming everything in MKA actually happened, let's proceed.
After, the horribly overestimated battle at the crater in Edenia, many Komabatants are left dead, but almost equally as many are left standing. (Mainly, I've chosen to eliminate characters who were introduced post-Tobias era. Don't get me wrong, the post-Tobias era had some perks, such as Kenshi and the re-imagining of Ermac. I know Havik has a lot of fans as well, and I would not be opposed to him returning if they made him less comical.)
Basically, the realms now exist in a ravaged post-apacolyptic state in which the weak perish and the strong survive. Shao Kahn, with many of his rivals eliminated in the battle, has decided to make a stand and reestablish his power. Many of his former allies, with no one else to turn to due to the devastation have once again sided with him. This would include Baraka and the remainder of the Tarkatan hordes.
The Shokan have taken this chance to claim their independence and will fight fiercely against any one who tries to subjugate them, Shao Kahn included. Leading in this new era of freedom are Goro, Kintaro and Sheeva. The Shokan are now a force to be reckoned with.
Reptile has found a portal to the Zaterran realm and is reunited with the tattered remnants of his people. He now serves as the champion of his tribe and a preserver of his culture. Anyone who wishes to harm his people will feel his wrath.
Chaosrealm, seemingly unaffected by the disaster, has overrun Orderrealm, and fused the two realms together. Now, Havik reigns supreme and in an ironic twist of fate, Hotaru and his ragtag gang of remaining enforcers fight as guerillas behind the scenes.
Taven, with his priorities as defender of Edenia, managed to stave off any great harm to Edenia, sacrificing himself in the process. Kitana and the remaining forces of Edenia now fight to keep their realm unharmed from the turbulence that the rest of the realms suffer.
Chapter 3 will Kontinue...........Stay Tuned.
I know Boon and Co. have touted an all-new, reinvented MK with limited returning characters but I'm doing things a little differently here. I think that in order to truly reinstate this franchise as one of the greats, you need to return to the things that made it great in the first place. In this case, I'm thinking of the classic characters that we all know and love and the dark, mystical spirit that made the early MKs such a big hit.
In this post, I will detail who is returning and what role they will play in the new game. I'll start by roughing out the new storyline.
Mortal Kombat: Alignment of Evil
(working title)
I'm going to leave some variables open here, such as whether or not this is a continuation of MKA's plotline or a retcon/reboot that ignores some or all details of it. Since no matter what you do, the storyline is so messed up as it is, some thin gs will count as canon and others won't. What I'm aiming to do is come up with a good story that caters to good gameplay.
So, assuming everything in MKA actually happened, let's proceed.
After, the horribly overestimated battle at the crater in Edenia, many Komabatants are left dead, but almost equally as many are left standing. (Mainly, I've chosen to eliminate characters who were introduced post-Tobias era. Don't get me wrong, the post-Tobias era had some perks, such as Kenshi and the re-imagining of Ermac. I know Havik has a lot of fans as well, and I would not be opposed to him returning if they made him less comical.)
Basically, the realms now exist in a ravaged post-apacolyptic state in which the weak perish and the strong survive. Shao Kahn, with many of his rivals eliminated in the battle, has decided to make a stand and reestablish his power. Many of his former allies, with no one else to turn to due to the devastation have once again sided with him. This would include Baraka and the remainder of the Tarkatan hordes.
The Shokan have taken this chance to claim their independence and will fight fiercely against any one who tries to subjugate them, Shao Kahn included. Leading in this new era of freedom are Goro, Kintaro and Sheeva. The Shokan are now a force to be reckoned with.
Reptile has found a portal to the Zaterran realm and is reunited with the tattered remnants of his people. He now serves as the champion of his tribe and a preserver of his culture. Anyone who wishes to harm his people will feel his wrath.
Chaosrealm, seemingly unaffected by the disaster, has overrun Orderrealm, and fused the two realms together. Now, Havik reigns supreme and in an ironic twist of fate, Hotaru and his ragtag gang of remaining enforcers fight as guerillas behind the scenes.
Taven, with his priorities as defender of Edenia, managed to stave off any great harm to Edenia, sacrificing himself in the process. Kitana and the remaining forces of Edenia now fight to keep their realm unharmed from the turbulence that the rest of the realms suffer.
Chapter 3 will Kontinue...........Stay Tuned.
About Me

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This is awesome! I would love to see free range combat.
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Thank you, and that's really what I'm going for here. I really loved how when GTA3 came out and it just inspired me because it wasn't just another shooter or another racing game or a fighting game. Instead it took all of those elements and blended them seamlessly into what's become practically it's own genre, or style of game making.
I think MK would really benefit from that approach because to me, it's always been the black sheep of fighting games and instead of trying to fit in and be the same as all the other fighting games, that they should try to do something different and really blend the adventure game style gameplay with the fighting game, and to me, that would be infinitely better than playing a regular fighting game.
I think anyone who's ever spent hours playing WWF Wrestlemania 2000 or No Mercy or Bushido Blade 2 or even just thought that MKSM was a breath of fresh air for the franchise would really love MK8 if it used this format. Plus, every character would have their own adventure game style story mode without detracting at all from development of the main fighting engine. What's not to love?
I think MK would really benefit from that approach because to me, it's always been the black sheep of fighting games and instead of trying to fit in and be the same as all the other fighting games, that they should try to do something different and really blend the adventure game style gameplay with the fighting game, and to me, that would be infinitely better than playing a regular fighting game.
I think anyone who's ever spent hours playing WWF Wrestlemania 2000 or No Mercy or Bushido Blade 2 or even just thought that MKSM was a breath of fresh air for the franchise would really love MK8 if it used this format. Plus, every character would have their own adventure game style story mode without detracting at all from development of the main fighting engine. What's not to love?
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Acrobatic Gameplay
Just thought I'd throw this video up so you can get some idea of what I think gameplay should look like, which in this case, is very acrobatic. Check it out.
This is just a small sample. If I come across better examples, I'll post those as well.
Just thought I'd throw this video up so you can get some idea of what I think gameplay should look like, which in this case, is very acrobatic. Check it out.
This is just a small sample. If I come across better examples, I'll post those as well.
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Here's another great clip from Tom Yum Goong (AKA The Protector). Now if only they could get Tony Jaa to do motion capture......
Tony Jaa Kicking Ass and Taking Names
Tony Jaa Kicking Ass and Taking Names


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Chaper 1:
Alright, alright, alright....let's take it from the top. Hold on.
I agree. I think they should try something totally new with MK8. BUT, doesn't say that there was anything "wrong" with the format from before. Afterall, that's a major part of what got people into the genre in the first place(It was how heads up, right in your face, what are you gonna do about it? type of fighting game that it is//was).
MK's main flaw over time that I see, has been that they never...completely master what people like about the game before they move on to refresh the game again.
Saying that if they mastered, Mortal Kombats type of Gameplay, Mortal Kombats Story Telling method, Mortal Kombats Fantasy element...we'd likely see more products//types of games from Mortal Kombat. Cuz MK's big enough to do that with ease imO. There's too much content for one game as it is....right now anyway.
They could have an adventure game series for consoles, an MMoRpg for console and or PC, and Character specific titles...ect if they'd master why people play the main fighting game. We could logically see things like a continuing Adventure series from Mortal Kombat. And instead of just one Mk Mythologies, or MkSm, those things would be series' themselves...All contributing to the lifeline that started Mk...the face to face, arena, bloody mess traditional styled Mortal Kombat. But eh..
Instead, what do we got? We have those "side games" in scarce moderation, and once we get them...there's always a considerable amount of things about them that are reeealy questionable. Like MkSm's story. Looks like you're new so, I'll just tell ya that alot of people hate the characterizations, and overall story that motivates MkSM. Even though the repore about that game is pretty much excellent otherwise.
heh..I don't hate it, but I gotta admit I am disappointed that they retconed Mk2 for that games story. There wasn't much of anything wrong with Mk2's story element, and we love that game as a whole...so why did you do that to those characters....and to that story MkTeam?
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Anyway, there is a problem in what I've quoted from you so far.
The problem with MK is not reinvention, or experimentation itself, it's in what they'll sacrifice in order to "start all over". They sacrifice mastering the elements that attract people to the game, for the sake of attracting people to the game. Which is a weird business tactic, and a weird way to establish the product as a serious commodity. imO. Traditionally, you want to keep the customers you have, and make smaller, gradual adjustments to the product, in order to attract even more customers.
See that? One day, MK is going to be done. So, what's customer retention gonna look like if we could never tell what was actually the truth? How's product reliability gonna look, if we can't depend on the Team to do some things perfectly, for how the product is remembered in it's inception? All that'll happen is, when the name "Mortal Kombat" is brought up, everybody you'll talk to will be talking about the first three games(Mk1-T). lol, but that's not really funny cuz their working hard, and continuing to make more and more games.
See so, I think that's the wrong kind of sacrifice to make. Cuz then, you don't leave a legacy, you leave people confused, irritated, and really quite pissed off about the name of the product as a whole. *shrugs*
Bottom line is, they NEED to show mastery. It's the main deterrent I can see through all the "specific" bickering over this component, or that component of any of the past games.
1. Master the fact that MK borrows stuff from movies....and go into making the game look like we're controlling a choreographed fight.
2. Master the fact that MK has the most prominent story element in any fighting game I can think of. So get in there, and meticulously describe everything about a character, and the overall story already. Iiii don't want to guess how powerful a character is anymore. I don't feel I should still have questions about pasts games, albeit rare. And I do not still need guessing on what is the truth or not. You're just lie-ing to me, and simply "selling me a product" after a point. When I should know fact about the past, and buy the next game simply because I liked the last one. Nobody likes to be "sold".
3. Master the Fantasy that Mk has, and make it so that it feels like I'm fighting for my life in a terrifying dream already. That's the "dark", "errie", gritty feel everybody keeps bitching about is missing now. That's the "secrecy" quality, and the...the "guilty pleasure" people get from playing MK. lol
You control the real person, in a dream-like environment.
4. Everything else on the disc is where you take risk....but it should always compliment the reason why people buy the games. I'm saying, Motor Kombat has absolutely nothing to do with Scorpions family getting killed, and his quest for revenge. Chess Kombat has absolutely nothing to do with Scorpions fighting style, or any of his special moves. MKTetris has absolutely nothing to do, with how to improve your fighting skills, so you can Kill the other guy over there. lol!
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So yea, while risk an innovation are great attributes of MK, it's also the failing point, because of what THAT sacrifices. Which is that it sacrifices opportunity to improve and expand on specific things that are still good about MK's past. And frankly, should stick around to maintain a strong customer base, all the while amassing a greater base through small, gradual risk and experimentation.
*clears throat*
erm...let's move on to the point of this thread now, shall we? lol
sry bout that, please excuse the derail...
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1. I love that, but I think I'd have to be restricted to those modes, or online gameplay. Gives clans relevancy, and it would let us experience MK differently...cool.
I remember playing Bushido Blade and Def Jam Vendetta, the others I haven't played. They were both cool, but I put both of those games down pretty fast, and never touched them again for whatever reasons at their time.
I thin BB was because of the instant kill thing, and I think DJ:V was because of how the characters moved around, and how they affected their environments. Something about that I just couldn't appreciate. I think I didn't want my fights to be SO concerned with the environment like DJ:V has it.
Sounds especially good to me because I've been spitting the same type of message for almost a year now.
Kak through the Konquest mode, more than two players in one fight...ect. Only question that arises is: What the hell would you do with the camera for all this possible activity?
I like "Non" for selectable bosses idea. I feel that it takes away from the fear a boss should have if you can just pick them. I wouldn't even want them as secret characters that we can find. Leave them like superstars in Hollywood...Untouchable.
The overall idea sounds like an big Konquest with pit stops.
What if you could bet, or have people bet on your fights? I figure this is a Konquest type thing right? So, that's how you get money, to buy weapons and armor, or to pay your sensei for lessons or whatever...At least at first. Then when you reach a certain level, your sensei(s) of choice become dedicated to you.
eh, an idea.
That's dope as hell man.
This mode should have you develop your character as well. It'd be crazy if we could input background story stuff on them as we go along(twist, ect). And the game itself takes note of the journey we've made as we go along.
Race, Origin, Alignment, Age, Type of Fighter(sorcerer, elemental character, monk, weapons specialist, strictly military ect), and Skill level should be things that we could manipulate from the start. Like Fight Night: Round 3 gives you 100 notches to distribute throughout you attributes or whatever. That's very nice strategy control to have over your character, even though they're pretty weak in the beginning.
Again, really REALLY dope man. Add to that character specific stuff. Like Freeze the enemies, Target Practice(projectiles, like guns, or Nightwolfs bow and arrows)
This would be an excellent opportunity for a FPS type mode//mini game. It's relevant to the core of the game and it's characters, and gives us another new way to look at MK. Even add to that, Teams like in Call of Duty 4. We could talk to each other while destroying the enemy, or capturing the flag..objective or whatever...
If there's a time limit for these things, no actual, visual clock. I wanna read it on the screen(red color, funky font, little indicator picture with it...maybe some blinking the closer the limit gets to zero.). Like a notification that something big is going on. That, and either tell me through some good voice acting. "We're loosing the battle!", or whatever...again, just like CoD4 does it. Point is, I don't want the clock for this kind of thing....and if you're gonna voice it out, I want the voice to have real concern...real haste about it the closer I get to loosing AND OR winning.
But yea, I'm getting caught up in it, lol This is a really good idea.
That's right on point too.
I was thinking one time, about how the MKTeam was introducing us to those old games like Tetris and Motor Kombat...Chess, ect.
What about using the objective fun factor of more old nostalgic games like that, but making everything about it influenced by MK?
Like, take an old game like "Intelligent Cube" for example. For starters, this super simple game is a classic...you can't find the damn thing anywhere because people are holding on to them like it's a gold bar of the good lords doo-doo. aheh
But second and most importantly, is that it's an assaultive puzzle type game that moves. So, if you substitute that little guy in there for Sub-Zero, and substitute the blocks for rocks falling down a mountain(or tornados, or whatever...) that he has to strategically get rid of in order to complete his mission..there you go. Cuz that little guy in there, he can't just evade the oncoming blocks and let them fall off the edge, there's a penalty for that. He HAS to dispense them from existence in order to "win"......And not get squished, AND not fall off the edge. lol It's crazy as hell once the blocks start moving faster, and faster.
Also, if they wanted to use Tetris, use the essence of Tetris, and do it something like God of War 1&2 did. Reference the different puzzles that game could possibly make, and don't just hijack the thing and but Mk characters on it. Make it relevant to the mission in the mode. Make the puzzles elemental, or circumstantial, or contradictory to the character that we're taking thought that obstacle. "Sub-Zero vs hot lava boulders"...or whatever. He'd have a harder time with boulders that are bigger than him, falling at him...right?
Well, do the same thing for Chess, Checkers, Monopoly, CandyLand, Hungry Hungry Hippo, Operation, Mario Kart...ect ect If you're gonna reference old games like that. Don't just rip those old games right out...play with the concept of those games, and make them relevant to MK, and or it's characters.
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Lastly here, I think it's great that you're thinking about the Engine capabilities, but I really don't see how ALL this would work using the same set up.
Quite a bit, but not all of it.
Sounds good. That sounds like a natural progression in the fighting genre. There's more options, more opportunity in it for the player. Good idea, although, since I haven't played any of the wrestling games, I don't have a real good grasp on this concept. I'll have to jump on my 360 and search for a demo or something.
About the broken bones and all that, it could be an online mode for those "elite" players. There's ALOT of strategy in something like that, and would require that the players really know what they're doing. Ametures would be extremely turned off by though...so they should have the option to endure it. Turn it on/off -- offline, or just not enter that room online.
I like how much strategy this idea presents. There seems to be limitations in "when" you can do a fatality, even if it is possible to perform one at any time. And that's cool cuz it allows depth, and it could have the potential to maintain the fun factor from the 2D games. Alot like MkSm did.
About the Shao Kahn command, something new could happen here in the sound dept. The way I'm looking at it now, is that people are scared of the same things as they were back in the day...it just needs to be presented in a different mannor. "Finish Him//Her" should now sound like some sort of dead, menacing demond from the after life. Maybe a voice comprised of crazy high pitches, raspy, whispy, and deep throaty octives. Not exactly like a "creature", but like an inhuman...human. Banshee + Shao Kahn, in one voice even. You get really creepy sounding stuff when you start fooling around with real human voices. In that movie "Underworld", there's a dude named
Kevin Grevioux(30sec & 40sec in), that is a werewolf...and when that fucker speaks it's just amazing how naturally deep his voice seems to be. You let him shout "Finish Him", and mix some creepy sounding, purgatory-esk stuff in there...and I'm tellin ya. wow.
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About this "Spirit meter", is sounds alot like the blood ball in MkSm, which, I think that was cool... But it was cool becase it accompanied the life bar. I don't know how that would work without a life bar so, I'll just leave that alone. You'll have to reference me a game that I can play without the life bar.
This is cool too. But it makes me wonder how much the system and disk can take because, there's an opportunity here to get really character specific multiple times. Really creative with each character individually. And I think that's something people are really into right now abroad.
I'll take Raiden for example (of course). Raiden has control over the most irratic natural elemental force known to man, and all we've seen him do is..explode a head, or body shock an opponent. Atop that, he's a god character that hasn't had an extremely hainous fatality yet? Why is that?
With a system like what you're talking about, we could explore a character (Raiden in this example) more. They could give him Fatalities like:
a. Electrocution: It's logical, so it should stick around for him. The best electrocution Raiden's had, was in...MkDa. I think if they make that fatality more violent looking, plus the direction they're taking with the new graphics engine, that fatality could very well embody our favorite thunder god. Add to that, the fact that he's supposed to be "intollerant" right now. A more realistic quality to the thing, is that when he's done electrocuting them...he just throws the body down on the ground...and maybe kicks it. lol
b. God Smite: Raiden should have had something like this a long time ago. At least as a special move...But essentially, it's Rain's MK3-T//Nightwolfs MKD special move, but Raidens fatality blows the character up. Blood and guts everywhere. Again, with the new engine, imagine how gritty, punishing, and viseral this fatality could look. Maybe add more than one lightning bolt, some martial arts mojo on Raidens part, and some stylistic slow motion. Just the idea of a god smiting someone is a worth-while concept for Mortal Kombat. It's the ultimate "finish" to bestow on any Mortal.
c. Thunder Clap: He charges, wounds back, and then punches a whole in the opponnents chest...Or literally claps his hands together like Jax's old fatality to get rid of the head. Except it's a distanced fatality. *special effects* an eyeball, blood everywhere..ect
d. Order of the Gods: Like the hex that binded Onaga to the Nether, Raiden draws some funky diagrahm and commands it to kill his opponent. The effect is that of electrical lasers, that slice the victim apart once it touches them. Alot like the lasers in the pit of Quan Chis' Fortress areana. I figure, gods have special punishements for certain individuals. So, this "diagrahm" that Raiden draws up, or summons by some funky god jargen,....can either come from the top of the screen, down onto the opponents head and slice them apart down to the floor til there's nothing left...Or it could be another lateral and distanced fatality that he pushes, puches, or kicks over to kill the victim. *blood and body parts everywhere*
which brings me to this one..
e. look at this fake (UltimateRyu). It's a good concept, and something Raiden could have been doing a long time ago.
f. Use the staff already will ya MkTeam? It's a symbol that represents the characters power and wisdom. A lightning bolt puts the staff in his hand, stabs the staff in the ground and lighting strikes the staff, the opponent, and Raiden until the opponent is chard to death...ecept Raiden enjoys the lightning shower in some dramatic demonstration, while the opponent suffers the consequence of so much lightning on-screen at once. Yes, it's an extremely wild looking fatality. But that's what lightning is about anyway. "An aweing spectacle to behold. heheh
and that's just 6 ideas....
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Anywho, I think it's a great idea to consider where we are on the screen. Gives a unique creative control over things, and alot more stategy in when we could pull of a fataility.
You're thinking either or, right? They can be groggy...but they don't have to be as long as your meter is filled up? I mean, that makes sense I suppose. Cuz if you're kicking their ass, you as the aggressor should have the capability to end the match in some extravagant fashion. That sounds cool, yea.....and I guess it doesn't drag out a match with someone who would otherwise take advantage of a "come back" strategy. Even though the opportunity is there for them to exploit if they're good enough.
hm..yea, that's nice. You put some thought into this concept didn't you? lol
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Alright, alright, alright....let's take it from the top. Hold on.
TrueNoob Wrote:
Chapter One: Introduction of Gameplay Mechanics
I don't know if anyone else thinks this, but I think MK8 should not follow the set pattern that fighting games have typically followed since their inception. That is, two people stand face to face, unable to face in any other direction(barring the occasional standing with your back to your opponent) and fight it out in the same, typical manner. Yes, SC introduced 8-way run, and in the new MK's you can sidestep as if you popped out the womb sidestepping. But it's just not enough for me.
If there is one thing MK has always been about, it's innovation and creativity. Yeah they've copied a lot of movie stuff, but as far as games go, they've always striven to move apart from the pack and always tried to do something different, even totally reinvent themselves, even at the risk of totally ruining the already established gameplay and alienating long time fans.
Chapter One: Introduction of Gameplay Mechanics
I don't know if anyone else thinks this, but I think MK8 should not follow the set pattern that fighting games have typically followed since their inception. That is, two people stand face to face, unable to face in any other direction(barring the occasional standing with your back to your opponent) and fight it out in the same, typical manner. Yes, SC introduced 8-way run, and in the new MK's you can sidestep as if you popped out the womb sidestepping. But it's just not enough for me.
If there is one thing MK has always been about, it's innovation and creativity. Yeah they've copied a lot of movie stuff, but as far as games go, they've always striven to move apart from the pack and always tried to do something different, even totally reinvent themselves, even at the risk of totally ruining the already established gameplay and alienating long time fans.
I agree. I think they should try something totally new with MK8. BUT, doesn't say that there was anything "wrong" with the format from before. Afterall, that's a major part of what got people into the genre in the first place(It was how heads up, right in your face, what are you gonna do about it? type of fighting game that it is//was).
MK's main flaw over time that I see, has been that they never...completely master what people like about the game before they move on to refresh the game again.
Saying that if they mastered, Mortal Kombats type of Gameplay, Mortal Kombats Story Telling method, Mortal Kombats Fantasy element...we'd likely see more products//types of games from Mortal Kombat. Cuz MK's big enough to do that with ease imO. There's too much content for one game as it is....right now anyway.
They could have an adventure game series for consoles, an MMoRpg for console and or PC, and Character specific titles...ect if they'd master why people play the main fighting game. We could logically see things like a continuing Adventure series from Mortal Kombat. And instead of just one Mk Mythologies, or MkSm, those things would be series' themselves...All contributing to the lifeline that started Mk...the face to face, arena, bloody mess traditional styled Mortal Kombat. But eh..
Instead, what do we got? We have those "side games" in scarce moderation, and once we get them...there's always a considerable amount of things about them that are reeealy questionable. Like MkSm's story. Looks like you're new so, I'll just tell ya that alot of people hate the characterizations, and overall story that motivates MkSM. Even though the repore about that game is pretty much excellent otherwise.
heh..I don't hate it, but I gotta admit I am disappointed that they retconed Mk2 for that games story. There wasn't much of anything wrong with Mk2's story element, and we love that game as a whole...so why did you do that to those characters....and to that story MkTeam?
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Anyway, there is a problem in what I've quoted from you so far.
The problem with MK is not reinvention, or experimentation itself, it's in what they'll sacrifice in order to "start all over". They sacrifice mastering the elements that attract people to the game, for the sake of attracting people to the game. Which is a weird business tactic, and a weird way to establish the product as a serious commodity. imO. Traditionally, you want to keep the customers you have, and make smaller, gradual adjustments to the product, in order to attract even more customers.
See that? One day, MK is going to be done. So, what's customer retention gonna look like if we could never tell what was actually the truth? How's product reliability gonna look, if we can't depend on the Team to do some things perfectly, for how the product is remembered in it's inception? All that'll happen is, when the name "Mortal Kombat" is brought up, everybody you'll talk to will be talking about the first three games(Mk1-T). lol, but that's not really funny cuz their working hard, and continuing to make more and more games.
See so, I think that's the wrong kind of sacrifice to make. Cuz then, you don't leave a legacy, you leave people confused, irritated, and really quite pissed off about the name of the product as a whole. *shrugs*
Bottom line is, they NEED to show mastery. It's the main deterrent I can see through all the "specific" bickering over this component, or that component of any of the past games.
1. Master the fact that MK borrows stuff from movies....and go into making the game look like we're controlling a choreographed fight.
2. Master the fact that MK has the most prominent story element in any fighting game I can think of. So get in there, and meticulously describe everything about a character, and the overall story already. Iiii don't want to guess how powerful a character is anymore. I don't feel I should still have questions about pasts games, albeit rare. And I do not still need guessing on what is the truth or not. You're just lie-ing to me, and simply "selling me a product" after a point. When I should know fact about the past, and buy the next game simply because I liked the last one. Nobody likes to be "sold".
3. Master the Fantasy that Mk has, and make it so that it feels like I'm fighting for my life in a terrifying dream already. That's the "dark", "errie", gritty feel everybody keeps bitching about is missing now. That's the "secrecy" quality, and the...the "guilty pleasure" people get from playing MK. lol
You control the real person, in a dream-like environment.
4. Everything else on the disc is where you take risk....but it should always compliment the reason why people buy the games. I'm saying, Motor Kombat has absolutely nothing to do with Scorpions family getting killed, and his quest for revenge. Chess Kombat has absolutely nothing to do with Scorpions fighting style, or any of his special moves. MKTetris has absolutely nothing to do, with how to improve your fighting skills, so you can Kill the other guy over there. lol!
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So yea, while risk an innovation are great attributes of MK, it's also the failing point, because of what THAT sacrifices. Which is that it sacrifices opportunity to improve and expand on specific things that are still good about MK's past. And frankly, should stick around to maintain a strong customer base, all the while amassing a greater base through small, gradual risk and experimentation.
*clears throat*
erm...let's move on to the point of this thread now, shall we? lol
sry bout that, please excuse the derail...
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TrueNoob Wrote:
Let me point out two things that would benefit from a complete overhaul of the MK gameplay style. The first thing is Konquest mode and the second is the proposed 4-player combat that was considered for either DA or D (read about it in the Krypt, I can't remember whether it was DA or D) Both of these things are not possible with your typical fighting game design.
Let me point out two things that would benefit from a complete overhaul of the MK gameplay style. The first thing is Konquest mode and the second is the proposed 4-player combat that was considered for either DA or D (read about it in the Krypt, I can't remember whether it was DA or D) Both of these things are not possible with your typical fighting game design.
1. I love that, but I think I'd have to be restricted to those modes, or online gameplay. Gives clans relevancy, and it would let us experience MK differently...cool.
TrueNoob Wrote:
Now, let me direct your attention to games such as Bushido Blade 1 & 2, WWF Wrestlemania 2000 & No Mercy for the N64, Def Jam Vendetta & Fight for NY and Mortal Kombat: Shaolin Monks. None of these games used a traditional fighting game format. They were characterized by open 3D environments that the fighter could move about at will. Some even offered the option to have more than two fighters participate in one match, which would be impossible without the ability to target between opponents at will.
Now, let me direct your attention to games such as Bushido Blade 1 & 2, WWF Wrestlemania 2000 & No Mercy for the N64, Def Jam Vendetta & Fight for NY and Mortal Kombat: Shaolin Monks. None of these games used a traditional fighting game format. They were characterized by open 3D environments that the fighter could move about at will. Some even offered the option to have more than two fighters participate in one match, which would be impossible without the ability to target between opponents at will.
I remember playing Bushido Blade and Def Jam Vendetta, the others I haven't played. They were both cool, but I put both of those games down pretty fast, and never touched them again for whatever reasons at their time.
I thin BB was because of the instant kill thing, and I think DJ:V was because of how the characters moved around, and how they affected their environments. Something about that I just couldn't appreciate. I think I didn't want my fights to be SO concerned with the environment like DJ:V has it.
TrueNoob Wrote:
OK, now what would be the benefits of using a system similar to the above mentioned games, you ask? Let's see: Matches with more than 2 players fighting simultaneously, not to mention the ability to use the same engine for the fighting game and the Konquest mode. Why would this be good, you ask? Well, for one, you would be able to take any character through Konquest mode, including your Kreated Kharakter and they would perform exactly the same way that they do in the actual fighting game.
OK, now what would be the benefits of using a system similar to the above mentioned games, you ask? Let's see: Matches with more than 2 players fighting simultaneously, not to mention the ability to use the same engine for the fighting game and the Konquest mode. Why would this be good, you ask? Well, for one, you would be able to take any character through Konquest mode, including your Kreated Kharakter and they would perform exactly the same way that they do in the actual fighting game.
Sounds especially good to me because I've been spitting the same type of message for almost a year now.
Kak through the Konquest mode, more than two players in one fight...ect. Only question that arises is: What the hell would you do with the camera for all this possible activity?
TrueNoob Wrote:
This would open up a world of possibilities for the MK development team. They could have worlds, or "adventure courses" that use the in-game fighting arena as stops for boss fights in a larger, adventure game style course where you would be able to fight off multiple attackers simultaneously until you reach each level boss. The bosses of course, would be selectable or non-selectable characters from the fighting game.
This would open up a world of possibilities for the MK development team. They could have worlds, or "adventure courses" that use the in-game fighting arena as stops for boss fights in a larger, adventure game style course where you would be able to fight off multiple attackers simultaneously until you reach each level boss. The bosses of course, would be selectable or non-selectable characters from the fighting game.
I like "Non" for selectable bosses idea. I feel that it takes away from the fear a boss should have if you can just pick them. I wouldn't even want them as secret characters that we can find. Leave them like superstars in Hollywood...Untouchable.
The overall idea sounds like an big Konquest with pit stops.
What if you could bet, or have people bet on your fights? I figure this is a Konquest type thing right? So, that's how you get money, to buy weapons and armor, or to pay your sensei for lessons or whatever...At least at first. Then when you reach a certain level, your sensei(s) of choice become dedicated to you.
eh, an idea.
TrueNoob Wrote:
For those who cannot stomach all the adventure style gameplay, they would have the option of a "Boss Rush" in which you would play through the game as a normal fighting game, but without all the story and unlockables that would come from playing through the actual adventure mode. Every character could have their own set path, multiple paths, or even branching paths. Depending on how you create your character, (race, origin, allignment, etc) the game would also put together a unique (or somewhat unique as it would depnd on the limits set in place by programmed content) path.
For those who cannot stomach all the adventure style gameplay, they would have the option of a "Boss Rush" in which you would play through the game as a normal fighting game, but without all the story and unlockables that would come from playing through the actual adventure mode. Every character could have their own set path, multiple paths, or even branching paths. Depending on how you create your character, (race, origin, allignment, etc) the game would also put together a unique (or somewhat unique as it would depnd on the limits set in place by programmed content) path.
That's dope as hell man.
This mode should have you develop your character as well. It'd be crazy if we could input background story stuff on them as we go along(twist, ect). And the game itself takes note of the journey we've made as we go along.
Race, Origin, Alignment, Age, Type of Fighter(sorcerer, elemental character, monk, weapons specialist, strictly military ect), and Skill level should be things that we could manipulate from the start. Like Fight Night: Round 3 gives you 100 notches to distribute throughout you attributes or whatever. That's very nice strategy control to have over your character, even though they're pretty weak in the beginning.
TrueNoob Wrote:
Other Game Modes
This would also open up the possibility for new, never before seen game modes. How about a mode where you, or you and a friend(s) could fight off multiple attackers and/or each other at the same time, either until you defeat a set number, defeat each other, or time runs out. (Whoever defeats the most ninjas wins or something along the lines of that)
Other Game Modes
This would also open up the possibility for new, never before seen game modes. How about a mode where you, or you and a friend(s) could fight off multiple attackers and/or each other at the same time, either until you defeat a set number, defeat each other, or time runs out. (Whoever defeats the most ninjas wins or something along the lines of that)
Again, really REALLY dope man. Add to that character specific stuff. Like Freeze the enemies, Target Practice(projectiles, like guns, or Nightwolfs bow and arrows)
This would be an excellent opportunity for a FPS type mode//mini game. It's relevant to the core of the game and it's characters, and gives us another new way to look at MK. Even add to that, Teams like in Call of Duty 4. We could talk to each other while destroying the enemy, or capturing the flag..objective or whatever...
If there's a time limit for these things, no actual, visual clock. I wanna read it on the screen(red color, funky font, little indicator picture with it...maybe some blinking the closer the limit gets to zero.). Like a notification that something big is going on. That, and either tell me through some good voice acting. "We're loosing the battle!", or whatever...again, just like CoD4 does it. Point is, I don't want the clock for this kind of thing....and if you're gonna voice it out, I want the voice to have real concern...real haste about it the closer I get to loosing AND OR winning.
But yea, I'm getting caught up in it, lol This is a really good idea.
TrueNoob Wrote:
Think of all the game modes that are included in your typical wrestling game. All kinds of stipulations can be put in place to determine restrictions or conditions for victory. TLC, submission, TKO, ring out, first blood, ladder matches, the list goes on and on. These same ideas (of course in an MK context with a completely MK twist) can be implemented here and would add substantially more replay value to the game, not to mention broader appeal.
Think of all the game modes that are included in your typical wrestling game. All kinds of stipulations can be put in place to determine restrictions or conditions for victory. TLC, submission, TKO, ring out, first blood, ladder matches, the list goes on and on. These same ideas (of course in an MK context with a completely MK twist) can be implemented here and would add substantially more replay value to the game, not to mention broader appeal.
That's right on point too.
I was thinking one time, about how the MKTeam was introducing us to those old games like Tetris and Motor Kombat...Chess, ect.
What about using the objective fun factor of more old nostalgic games like that, but making everything about it influenced by MK?
Like, take an old game like "Intelligent Cube" for example. For starters, this super simple game is a classic...you can't find the damn thing anywhere because people are holding on to them like it's a gold bar of the good lords doo-doo. aheh
But second and most importantly, is that it's an assaultive puzzle type game that moves. So, if you substitute that little guy in there for Sub-Zero, and substitute the blocks for rocks falling down a mountain(or tornados, or whatever...) that he has to strategically get rid of in order to complete his mission..there you go. Cuz that little guy in there, he can't just evade the oncoming blocks and let them fall off the edge, there's a penalty for that. He HAS to dispense them from existence in order to "win"......And not get squished, AND not fall off the edge. lol It's crazy as hell once the blocks start moving faster, and faster.
Also, if they wanted to use Tetris, use the essence of Tetris, and do it something like God of War 1&2 did. Reference the different puzzles that game could possibly make, and don't just hijack the thing and but Mk characters on it. Make it relevant to the mission in the mode. Make the puzzles elemental, or circumstantial, or contradictory to the character that we're taking thought that obstacle. "Sub-Zero vs hot lava boulders"...or whatever. He'd have a harder time with boulders that are bigger than him, falling at him...right?
Well, do the same thing for Chess, Checkers, Monopoly, CandyLand, Hungry Hungry Hippo, Operation, Mario Kart...ect ect If you're gonna reference old games like that. Don't just rip those old games right out...play with the concept of those games, and make them relevant to MK, and or it's characters.
----
Lastly here, I think it's great that you're thinking about the Engine capabilities, but I really don't see how ALL this would work using the same set up.
Quite a bit, but not all of it.
TrueNoob Wrote:
Life Bars or Spirit Meters
Life Bars or Spirit Meters
Sounds good. That sounds like a natural progression in the fighting genre. There's more options, more opportunity in it for the player. Good idea, although, since I haven't played any of the wrestling games, I don't have a real good grasp on this concept. I'll have to jump on my 360 and search for a demo or something.
About the broken bones and all that, it could be an online mode for those "elite" players. There's ALOT of strategy in something like that, and would require that the players really know what they're doing. Ametures would be extremely turned off by though...so they should have the option to endure it. Turn it on/off -- offline, or just not enter that room online.
TrueNoob Wrote:
Fatalities and Finishing Moves
Fatalities and Finishing Moves
I like how much strategy this idea presents. There seems to be limitations in "when" you can do a fatality, even if it is possible to perform one at any time. And that's cool cuz it allows depth, and it could have the potential to maintain the fun factor from the 2D games. Alot like MkSm did.
About the Shao Kahn command, something new could happen here in the sound dept. The way I'm looking at it now, is that people are scared of the same things as they were back in the day...it just needs to be presented in a different mannor. "Finish Him//Her" should now sound like some sort of dead, menacing demond from the after life. Maybe a voice comprised of crazy high pitches, raspy, whispy, and deep throaty octives. Not exactly like a "creature", but like an inhuman...human. Banshee + Shao Kahn, in one voice even. You get really creepy sounding stuff when you start fooling around with real human voices. In that movie "Underworld", there's a dude named
Kevin Grevioux(30sec & 40sec in), that is a werewolf...and when that fucker speaks it's just amazing how naturally deep his voice seems to be. You let him shout "Finish Him", and mix some creepy sounding, purgatory-esk stuff in there...and I'm tellin ya. wow. ----
About this "Spirit meter", is sounds alot like the blood ball in MkSm, which, I think that was cool... But it was cool becase it accompanied the life bar. I don't know how that would work without a life bar so, I'll just leave that alone. You'll have to reference me a game that I can play without the life bar.
TrueNoob Wrote:
There should be a number of Fatalities open to any given character, depending on hgow many Fatalities they have stored up and upon the condition of their opponent as well as locational context, including the relative position of your opponent and yourself within the environment. For example, some characters may have different Fatalities depending on distance from your opponent or whether they are attacking from the front, rear, side, etc. There could also be counter-attack Fatalities that would require your opponent to be attacking you in a certain way and would be pulled off with some degree of good timing and proper positioning.
There should be a number of Fatalities open to any given character, depending on hgow many Fatalities they have stored up and upon the condition of their opponent as well as locational context, including the relative position of your opponent and yourself within the environment. For example, some characters may have different Fatalities depending on distance from your opponent or whether they are attacking from the front, rear, side, etc. There could also be counter-attack Fatalities that would require your opponent to be attacking you in a certain way and would be pulled off with some degree of good timing and proper positioning.
This is cool too. But it makes me wonder how much the system and disk can take because, there's an opportunity here to get really character specific multiple times. Really creative with each character individually. And I think that's something people are really into right now abroad.
I'll take Raiden for example (of course). Raiden has control over the most irratic natural elemental force known to man, and all we've seen him do is..explode a head, or body shock an opponent. Atop that, he's a god character that hasn't had an extremely hainous fatality yet? Why is that?
With a system like what you're talking about, we could explore a character (Raiden in this example) more. They could give him Fatalities like:
a. Electrocution: It's logical, so it should stick around for him. The best electrocution Raiden's had, was in...MkDa. I think if they make that fatality more violent looking, plus the direction they're taking with the new graphics engine, that fatality could very well embody our favorite thunder god. Add to that, the fact that he's supposed to be "intollerant" right now. A more realistic quality to the thing, is that when he's done electrocuting them...he just throws the body down on the ground...and maybe kicks it. lol
b. God Smite: Raiden should have had something like this a long time ago. At least as a special move...But essentially, it's Rain's MK3-T//Nightwolfs MKD special move, but Raidens fatality blows the character up. Blood and guts everywhere. Again, with the new engine, imagine how gritty, punishing, and viseral this fatality could look. Maybe add more than one lightning bolt, some martial arts mojo on Raidens part, and some stylistic slow motion. Just the idea of a god smiting someone is a worth-while concept for Mortal Kombat. It's the ultimate "finish" to bestow on any Mortal.
c. Thunder Clap: He charges, wounds back, and then punches a whole in the opponnents chest...Or literally claps his hands together like Jax's old fatality to get rid of the head. Except it's a distanced fatality. *special effects* an eyeball, blood everywhere..ect
d. Order of the Gods: Like the hex that binded Onaga to the Nether, Raiden draws some funky diagrahm and commands it to kill his opponent. The effect is that of electrical lasers, that slice the victim apart once it touches them. Alot like the lasers in the pit of Quan Chis' Fortress areana. I figure, gods have special punishements for certain individuals. So, this "diagrahm" that Raiden draws up, or summons by some funky god jargen,....can either come from the top of the screen, down onto the opponents head and slice them apart down to the floor til there's nothing left...Or it could be another lateral and distanced fatality that he pushes, puches, or kicks over to kill the victim. *blood and body parts everywhere*
which brings me to this one..
e. look at this fake (UltimateRyu). It's a good concept, and something Raiden could have been doing a long time ago.
f. Use the staff already will ya MkTeam? It's a symbol that represents the characters power and wisdom. A lightning bolt puts the staff in his hand, stabs the staff in the ground and lighting strikes the staff, the opponent, and Raiden until the opponent is chard to death...ecept Raiden enjoys the lightning shower in some dramatic demonstration, while the opponent suffers the consequence of so much lightning on-screen at once. Yes, it's an extremely wild looking fatality. But that's what lightning is about anyway. "An aweing spectacle to behold. heheh
and that's just 6 ideas....
----
Anywho, I think it's a great idea to consider where we are on the screen. Gives a unique creative control over things, and alot more stategy in when we could pull of a fataility.
TrueNoob Wrote:
Therefore to pull off a Fatality, your opponent does not have to be groggy, or stunned, but you must have your Fatality meter maxed out in order to perform the move. Stage fatalities, or death traps can be pulled off at any time, unless disabled in the options and perhaps could be easier to pull off or pulled off in more stylish ways if one has his/her fatality meter maxed out.
Therefore to pull off a Fatality, your opponent does not have to be groggy, or stunned, but you must have your Fatality meter maxed out in order to perform the move. Stage fatalities, or death traps can be pulled off at any time, unless disabled in the options and perhaps could be easier to pull off or pulled off in more stylish ways if one has his/her fatality meter maxed out.
You're thinking either or, right? They can be groggy...but they don't have to be as long as your meter is filled up? I mean, that makes sense I suppose. Cuz if you're kicking their ass, you as the aggressor should have the capability to end the match in some extravagant fashion. That sounds cool, yea.....and I guess it doesn't drag out a match with someone who would otherwise take advantage of a "come back" strategy. Even though the opportunity is there for them to exploit if they're good enough.
hm..yea, that's nice. You put some thought into this concept didn't you? lol
===>>


0
Chapter 2:
"Load Out Screen"? Be careful with this idea, because the quicker I can get back to fighting, the better. We should have the option immediately after a bout is finished, to
a. "repeat" = same characters and same arena. this one starts the exact same match over again. I don't need to re pick my character alot of the times, because I wanna use the same character. I wanna get right back in there sometimes.
b. "rematch" = takes you right back to the select screen. Two players that wanna try different things, with different characters, a different arena to fight in, but don't want to go through finding each other again (for online).
c. "Finished" = Discontinues your contact with the other player. Goes back to the main menu if you're offline, and goes back into whatever room you're in, if you're online.
---
I think selecting weapons, clothes, armor and all that should happen before you accept a match. Instead, have presets.
Slot one: Raiden, my favorite character. The one that is my all around character that I've played with the most, so I've built him up and can fight with him vs anybody with the most confidence...or whatever.
Slot two: Sareena: I might want a nimble character here...so I'd preset a ninja, or a female or whatever.
ect ect..
Gives another type of control there, if you know who you're gonna play with before you go into the select screen, makes the select screen a quicker process too. All that manipulation of those presets, and the characters there-in, should happen offline. Cuz I don't wanna sit there, and wait for you to choose your shit for character...lol You know how aggravating that will get? Waiting to get it on, and this prick wants to take his time dicking around the select screen?.
I remember a few people just dialing around all the characters on the MKA roster for minutes at a time. It's like, "eugh...come on already".
----
Also, in conjunction with manipulating presets and characters offline, you should be able to go into all your "saved stuff" somewhere. All your weapons and armor and where ever you can view your "Skill stuff"....I have been recommending a "Dojo" for some time now. It's a "house" for all your shit essentially, but also, a place to go and train, and a place to configure and refine all your fighting habits. I think it'd replace the "Content" section of the pasts games, as well as encompass, and expand on our past trainig sections of the disc. Simplified by a couple menu screens to organize everything.
Yes, shiat! lol
I think weapons should take the back seat in the next MK. Mainly because it was more fun with them, when they would just appear as a part of a combo. So again, yes, I like the idea of weapons//equipment affecting the way we see, or can use our characters. It's logical, and practical. Weapons and Equipment do affect people in a fight that way. This is another good one that contributes to the possibilities that could happen in a real fight, AND the strategy involved in real time game play.
That complies with when I talking about presets, so I like it. But I'd rather have all the configuring and selections for my characters happen before I even get to the select screen, because I'm gonna know what I want from my character in the fight..before I get to the fight. I'm gonna know which way I fight, what I want my character to look like, the strengths I want from certain characters...as per how much time I've invested into whatever character(s).
So, while i like the concept of a "Load Out Screen", I think that should be simplified more. And only really give me the option...like this:
If I pick Sareena at the character select screen, but I have her built up on my hard drive, the Load Out screen would let me select that saved version of her. Instead of just being stuck with the pre-programmed version of her.
So, if I don't have a "built up version" of her on my hard drive, the option on the load out screen would be nullified...until i do more creative things with that "official roster character". If I chose my Kreated Fighter on the select screen, I'd logically skip the load out screen.
Maybe I could play MkPong or something while I'm waiting for my opponent to finish deciding....eeeh, but that's beside the point of the screen.
---
Another option, would be to eliminate the load out screen completely, and give us the option to choose our saved version of the official roster character, on the character select screen. On scroll over or as a secondary option once we pick them...like say Soul Calibur 3 lets you pick your costume after you've picked the character.
See what I mean?
---
Thing is, I want to get right to the fighting...especially online. I don't really care to wait for the other guy (or feel bad cuz he's waiting for me) to "get ready" to fight me. So I guess ultimately I should ask a question here:
What are some other types of options on this "Load Out Screen"? And is what I'd be doing while there, visible to my opponent?
Arena selection? Costume? What else is worth even having it there?
I'm 50/50 about this idea.
Yea okay, so clothes and stuff are there hu? Shouldn't I be fooling with that stuff on my own time? In my "dojo" or whatever..
Having presets seems to eliminate the need for this. Especially with cosmetic stuff..even if the cosmetics do effect gameplay a little bit. I should be manipulating that stuff out of preparation for the fights to come. On or Offline. Don't you agree?
hm..
Really like this one. We Buy equipment and weapons, we Earn skills. There adds more strategy to the fights too, if there isn't an unlimited amount of the equipment/weapons we should have to buy. Makes perfect practical sense.
Good job man.
I'd question breakable, or dropable weapons too though. I'd give us a reason to go back and re-buy a weapon that we lost in battle. Means a weapon that I like, could get broken, or I could loose it. In this case, I should be given the option to pick it up...or pick up a dropped weapon of my opponents(next to impossible in the actual fight...cuz you just won't have time with somebody trying to kill you. aheh), take that back to my "dojo" and earn the right to use it. lol Unless of course it's totally out of character for me to have. Y'know?
A little bitty, nimble woman character isn't going to carry a huge sword you know? Much less swing that thing around with any efficientcy. So if she picked up the weapon, and won the match, and took the thing back to the dojo...it'd be next to impossible for her to logically learn to use the thing. Her anatomy would prohibit it to the extent that it would need to be, in order to be effective..
A "skill set"? You mean attributes about the style that we can manipulate? Hand to hand and or weapons styles?
Then cool. I want ALOT of control like that.
Like, if I go train on implementing my wake up game, my skill level for that attribute of my character goes up, showing that I know how to use that skill better. Which would mean for me, that it is more likely that I will use that in a fight against somebody.
Skill levels should show how well I am utilizing the system that the MkTeam gives us to work in. Also, this should be viewable, or give me the the option to have it be viewable, by other players in the Mk Gaming community.
So, a guy that uses his weapon alot, we'd be able to see it in his stats, for those particular character he's using most frequently. In the same fashion, someone who throws, or sweeps alot, we should be able to see that about him...IF he let us see that about him. dig? The challenge in fighting this kind of player, would then be to see if you could beat him regardless of his winning habits.
---
A question: Are you thinking of "switching" styles (weapon//hand to hand) in terms of the way MkDa-A did it? Where, the weapon just "pops out of nowhere, and disappears". Or, are you thinking like, once the weapon is draw through a combo or something, the character can re-sheath the weapon? Using a fluid motion in animation to practically but the weapon back?
A small subtlety like that matters. Would speak volumes for some of these fans saying that the "MkTeam is lazy", or whatever...
------
I'd love to "find out" that my character has "secret" combos, or "secret" special moves or even "secret" fatalities. I Love that concept so much, and I think that it was apart of what made the early games so damn fun to keep investigating. Cuz we never really knew if that was the end of the capabilities for the character. At least until we started being told that "MK__'s characters have 1-2-3 fatalities each", in whatever game..ect. If the MKTeam were to read this post, I'd request that they keep that shit under wraps until well after the game has been released. Matter of fact, if it's like that, I wouldn't even want the team to tell us that kind of thing while MK8 was the hot topic. Save it for when the next game is about to be released or something.
But this kind of thing would keep me playing for-ever. So long as "the possibility for more" is still there. It should get gradually bigger, better, more violent in concept or and presentation as you find more and more stuff for the character.
So with that said, every character shouldn't have the same amount of fatalities. Could be 3 for Nitara?, or 8 for Raiden(all of his fatalities to date, updated, and a couple new ones..ect)?, or 10 for Sub-Zero?...who knows, right?
Really creative, really character specific.
----
As for gradually amassing a huge move list in particular, *2 thumbs up d00d*. Goes right along with Earning your skill, instead of it just being given to you, or opening up a chest and having it be unlocked that way. It's not practical, and I can't appreciate it that way. The game wouldn't "stick" with me if that were the case.
......
I have no qualms about the controls you suggest, but that's mainly because I'd need to feel it out in order to have an adequate opinion on it. So, I'll hold off on that one.
~~~~
Working on Ch3.
151
TrueNoob Wrote:
Equipment
I also believe that a "Load Out" screen would be a welcome deviation from typical fighting game format. Every character should be able to be fitted with your own, personal combination of gear and weapons prior to each match. Each character would have a selection of weapons available to them, some of which would have to be unlocked and/or bought and possibly have skills attached to them that can be increased by playing the game or training.
Equipment
I also believe that a "Load Out" screen would be a welcome deviation from typical fighting game format. Every character should be able to be fitted with your own, personal combination of gear and weapons prior to each match. Each character would have a selection of weapons available to them, some of which would have to be unlocked and/or bought and possibly have skills attached to them that can be increased by playing the game or training.
"Load Out Screen"? Be careful with this idea, because the quicker I can get back to fighting, the better. We should have the option immediately after a bout is finished, to
a. "repeat" = same characters and same arena. this one starts the exact same match over again. I don't need to re pick my character alot of the times, because I wanna use the same character. I wanna get right back in there sometimes.
b. "rematch" = takes you right back to the select screen. Two players that wanna try different things, with different characters, a different arena to fight in, but don't want to go through finding each other again (for online).
c. "Finished" = Discontinues your contact with the other player. Goes back to the main menu if you're offline, and goes back into whatever room you're in, if you're online.
---
I think selecting weapons, clothes, armor and all that should happen before you accept a match. Instead, have presets.
Slot one: Raiden, my favorite character. The one that is my all around character that I've played with the most, so I've built him up and can fight with him vs anybody with the most confidence...or whatever.
Slot two: Sareena: I might want a nimble character here...so I'd preset a ninja, or a female or whatever.
ect ect..
Gives another type of control there, if you know who you're gonna play with before you go into the select screen, makes the select screen a quicker process too. All that manipulation of those presets, and the characters there-in, should happen offline. Cuz I don't wanna sit there, and wait for you to choose your shit for character...lol You know how aggravating that will get? Waiting to get it on, and this prick wants to take his time dicking around the select screen?.
I remember a few people just dialing around all the characters on the MKA roster for minutes at a time. It's like, "eugh...come on already".
----
Also, in conjunction with manipulating presets and characters offline, you should be able to go into all your "saved stuff" somewhere. All your weapons and armor and where ever you can view your "Skill stuff"....I have been recommending a "Dojo" for some time now. It's a "house" for all your shit essentially, but also, a place to go and train, and a place to configure and refine all your fighting habits. I think it'd replace the "Content" section of the pasts games, as well as encompass, and expand on our past trainig sections of the disc. Simplified by a couple menu screens to organize everything.
TrueNoob Wrote:
For example, Scorpion would have his Spear, sword(s) and possible shuriken and other ninja weapons. By playing more with Scorpion you can increase your skill with said weapons and unlock additional moves and combos to use when you have that weapon selected. Having a weapon selected would either modify or completely change your moveset. For example, with his swords selected, Scorpion's punches would change to sword attacks but his kicks could remain the same, be slightly modified, or completely changed.
For example, Scorpion would have his Spear, sword(s) and possible shuriken and other ninja weapons. By playing more with Scorpion you can increase your skill with said weapons and unlock additional moves and combos to use when you have that weapon selected. Having a weapon selected would either modify or completely change your moveset. For example, with his swords selected, Scorpion's punches would change to sword attacks but his kicks could remain the same, be slightly modified, or completely changed.
Yes, shiat! lol
I think weapons should take the back seat in the next MK. Mainly because it was more fun with them, when they would just appear as a part of a combo. So again, yes, I like the idea of weapons//equipment affecting the way we see, or can use our characters. It's logical, and practical. Weapons and Equipment do affect people in a fight that way. This is another good one that contributes to the possibilities that could happen in a real fight, AND the strategy involved in real time game play.
TrueNoob Wrote:
The load-out screen would work like this: When on the character select screen, or after you have selected your character, each player would have the option of going to the load-out screen. You select your gear and weapons for the match and proceed to fight. If you want you can save one or more load outs and simply pick that setting from memory rather that manually configuring your load-out every time you play a match.
The load-out screen would work like this: When on the character select screen, or after you have selected your character, each player would have the option of going to the load-out screen. You select your gear and weapons for the match and proceed to fight. If you want you can save one or more load outs and simply pick that setting from memory rather that manually configuring your load-out every time you play a match.
That complies with when I talking about presets, so I like it. But I'd rather have all the configuring and selections for my characters happen before I even get to the select screen, because I'm gonna know what I want from my character in the fight..before I get to the fight. I'm gonna know which way I fight, what I want my character to look like, the strengths I want from certain characters...as per how much time I've invested into whatever character(s).
So, while i like the concept of a "Load Out Screen", I think that should be simplified more. And only really give me the option...like this:
If I pick Sareena at the character select screen, but I have her built up on my hard drive, the Load Out screen would let me select that saved version of her. Instead of just being stuck with the pre-programmed version of her.
So, if I don't have a "built up version" of her on my hard drive, the option on the load out screen would be nullified...until i do more creative things with that "official roster character". If I chose my Kreated Fighter on the select screen, I'd logically skip the load out screen.
Maybe I could play MkPong or something while I'm waiting for my opponent to finish deciding....eeeh, but that's beside the point of the screen.
---
Another option, would be to eliminate the load out screen completely, and give us the option to choose our saved version of the official roster character, on the character select screen. On scroll over or as a secondary option once we pick them...like say Soul Calibur 3 lets you pick your costume after you've picked the character.
See what I mean?
---
Thing is, I want to get right to the fighting...especially online. I don't really care to wait for the other guy (or feel bad cuz he's waiting for me) to "get ready" to fight me. So I guess ultimately I should ask a question here:
What are some other types of options on this "Load Out Screen"? And is what I'd be doing while there, visible to my opponent?
Arena selection? Costume? What else is worth even having it there?
I'm 50/50 about this idea.
TrueNoob Wrote:
While this would seem to be mainly for weapons, I believe clothing should also be included. Some articles of clothing would offer various degrees of protection to certain parts of the body, thus affecting your performance in-match. For example, a pair of iron bracers would give you the ability to block incoming sword attacks with some effectiveness using your wrists. A pair of spiked iron bracers, however would have the added of advantage of doing additional damage when striking your opponent with them or when blocking a bare-fisted attack.
While this would seem to be mainly for weapons, I believe clothing should also be included. Some articles of clothing would offer various degrees of protection to certain parts of the body, thus affecting your performance in-match. For example, a pair of iron bracers would give you the ability to block incoming sword attacks with some effectiveness using your wrists. A pair of spiked iron bracers, however would have the added of advantage of doing additional damage when striking your opponent with them or when blocking a bare-fisted attack.
Yea okay, so clothes and stuff are there hu? Shouldn't I be fooling with that stuff on my own time? In my "dojo" or whatever..
Having presets seems to eliminate the need for this. Especially with cosmetic stuff..even if the cosmetics do effect gameplay a little bit. I should be manipulating that stuff out of preparation for the fights to come. On or Offline. Don't you agree?
hm..
TrueNoob Wrote:
Some weapons, like shuriken or throwing knives would be depleted in battle and have to be replenished by buying more or finding them in Konquest.
Some weapons, like shuriken or throwing knives would be depleted in battle and have to be replenished by buying more or finding them in Konquest.
Really like this one. We Buy equipment and weapons, we Earn skills. There adds more strategy to the fights too, if there isn't an unlimited amount of the equipment/weapons we should have to buy. Makes perfect practical sense.
Good job man.
I'd question breakable, or dropable weapons too though. I'd give us a reason to go back and re-buy a weapon that we lost in battle. Means a weapon that I like, could get broken, or I could loose it. In this case, I should be given the option to pick it up...or pick up a dropped weapon of my opponents(next to impossible in the actual fight...cuz you just won't have time with somebody trying to kill you. aheh), take that back to my "dojo" and earn the right to use it. lol Unless of course it's totally out of character for me to have. Y'know?
A little bitty, nimble woman character isn't going to carry a huge sword you know? Much less swing that thing around with any efficientcy. So if she picked up the weapon, and won the match, and took the thing back to the dojo...it'd be next to impossible for her to logically learn to use the thing. Her anatomy would prohibit it to the extent that it would need to be, in order to be effective..
TrueNoob Wrote:
Skills
Every character will have a skillset for their hand-to-hand fighting skills as well as their weapon skills. Playing and training will allow you to increase your moveset by unlocking additional moves. The only real style switching will be done when selecting weapons, and again, can do everything from slightly modifying your character's fighting style to completely changing it.
Skills
Every character will have a skillset for their hand-to-hand fighting skills as well as their weapon skills. Playing and training will allow you to increase your moveset by unlocking additional moves. The only real style switching will be done when selecting weapons, and again, can do everything from slightly modifying your character's fighting style to completely changing it.
A "skill set"? You mean attributes about the style that we can manipulate? Hand to hand and or weapons styles?
Then cool. I want ALOT of control like that.
Like, if I go train on implementing my wake up game, my skill level for that attribute of my character goes up, showing that I know how to use that skill better. Which would mean for me, that it is more likely that I will use that in a fight against somebody.
Skill levels should show how well I am utilizing the system that the MkTeam gives us to work in. Also, this should be viewable, or give me the the option to have it be viewable, by other players in the Mk Gaming community.
So, a guy that uses his weapon alot, we'd be able to see it in his stats, for those particular character he's using most frequently. In the same fashion, someone who throws, or sweeps alot, we should be able to see that about him...IF he let us see that about him. dig? The challenge in fighting this kind of player, would then be to see if you could beat him regardless of his winning habits.
---
A question: Are you thinking of "switching" styles (weapon//hand to hand) in terms of the way MkDa-A did it? Where, the weapon just "pops out of nowhere, and disappears". Or, are you thinking like, once the weapon is draw through a combo or something, the character can re-sheath the weapon? Using a fluid motion in animation to practically but the weapon back?
A small subtlety like that matters. Would speak volumes for some of these fans saying that the "MkTeam is lazy", or whatever...
------
I'd love to "find out" that my character has "secret" combos, or "secret" special moves or even "secret" fatalities. I Love that concept so much, and I think that it was apart of what made the early games so damn fun to keep investigating. Cuz we never really knew if that was the end of the capabilities for the character. At least until we started being told that "MK__'s characters have 1-2-3 fatalities each", in whatever game..ect. If the MKTeam were to read this post, I'd request that they keep that shit under wraps until well after the game has been released. Matter of fact, if it's like that, I wouldn't even want the team to tell us that kind of thing while MK8 was the hot topic. Save it for when the next game is about to be released or something.
But this kind of thing would keep me playing for-ever. So long as "the possibility for more" is still there. It should get gradually bigger, better, more violent in concept or and presentation as you find more and more stuff for the character.
So with that said, every character shouldn't have the same amount of fatalities. Could be 3 for Nitara?, or 8 for Raiden(all of his fatalities to date, updated, and a couple new ones..ect)?, or 10 for Sub-Zero?...who knows, right?
Really creative, really character specific.
----
As for gradually amassing a huge move list in particular, *2 thumbs up d00d*. Goes right along with Earning your skill, instead of it just being given to you, or opening up a chest and having it be unlocked that way. It's not practical, and I can't appreciate it that way. The game wouldn't "stick" with me if that were the case.
TrueNoob Wrote:
Created characters would start with considerably less skills than preexisting characters, but leave you many more options for customization. Preexisting characters would start out at a competent skill level but still have plenty of room for unlocking moves and weapons and improving attributes. This would give the player more incentive to play as each character to max out their potential.
Every hand-to-hand moveset would be incredibly in-depth, offering moves that are specific to each character's background and personality. For example Reptile may have trained in Hung Gar, so he would have some Hung Gar techniques, but overall, his style would be Reptile's and nobody else's.
Created characters would start with considerably less skills than preexisting characters, but leave you many more options for customization. Preexisting characters would start out at a competent skill level but still have plenty of room for unlocking moves and weapons and improving attributes. This would give the player more incentive to play as each character to max out their potential.
Every hand-to-hand moveset would be incredibly in-depth, offering moves that are specific to each character's background and personality. For example Reptile may have trained in Hung Gar, so he would have some Hung Gar techniques, but overall, his style would be Reptile's and nobody else's.
......
TrueNoob Wrote:
Controls
Controls
I have no qualms about the controls you suggest, but that's mainly because I'd need to feel it out in order to have an adequate opinion on it. So, I'll hold off on that one.
~~~~
Working on Ch3.
151
0
Thanks for the feedback, man. There's a lot of stuff there, so I'll try to address all of the stuff you pointed out, even if it is a little bit at a time.
First of all, I'd like to point out that the biggest inspiration for this was the WWF games for the N64(Wrestlemania 2000 and No Mercy) AKI, one of the companies that worked on it, also worked on the Def Jam games, so I'm not sure if you would like them much, but they're definitely worth checking out and hailed by many as the best wrestling games ever made.
The thing that I loved about these games was the ultimate freedom to play however you like. The character creator was top notch for its time and practically a game in itself. You could customize everything about your character from the way he walked to the way that he climbed in and out of the ring. Anything you see your character do onscreen, you could most likely go into the editor and change it.
The reason why this engine makes such a good blueprint is because it can be used as either a fighting game or an adventure game. In No Mercy, there were large backstage areas you could explore, including a bar, a parking lot, the boiler room and more. Basically, this shows that you can take a fighting game, move it outside of the ring while still using the same controls, and still have in-depth competitive gameplay.
You bring up some good points. I guess the bulk of the character customization could be done in, say, the dojo, and presets could be made to select when on the character select screen, ala Soul Calibur, like when you select weapons and costumes on the character select screen. It was never my intention to do anything to slow down gameplay, only to add choices and replay value. I just wanted to get that idea out there but hadn't exactly solidified every detail of it yet.
Since you bring this up, I'll have to use the dojo as the topic of an upcoming post.
The whole point of having selectable weapons is to mix things up a bit and give fighters all kinds of dirty little tricks to have up their sleeves. Just part of a grand scheme to make sure that no two fights are the same.
I'll have some more later.
First of all, I'd like to point out that the biggest inspiration for this was the WWF games for the N64(Wrestlemania 2000 and No Mercy) AKI, one of the companies that worked on it, also worked on the Def Jam games, so I'm not sure if you would like them much, but they're definitely worth checking out and hailed by many as the best wrestling games ever made.
The thing that I loved about these games was the ultimate freedom to play however you like. The character creator was top notch for its time and practically a game in itself. You could customize everything about your character from the way he walked to the way that he climbed in and out of the ring. Anything you see your character do onscreen, you could most likely go into the editor and change it.
The reason why this engine makes such a good blueprint is because it can be used as either a fighting game or an adventure game. In No Mercy, there were large backstage areas you could explore, including a bar, a parking lot, the boiler room and more. Basically, this shows that you can take a fighting game, move it outside of the ring while still using the same controls, and still have in-depth competitive gameplay.
ThePredator151 Wrote:
Chapter 2:
"Load Out Screen"? Be careful with this idea, because the quicker I can get back to fighting, the better. We should have the option immediately after a bout is finished, to
a. "repeat" = same characters and same arena. this one starts the exact same match over again. I don't need to re pick my character alot of the times, because I wanna use the same character. I wanna get right back in there sometimes.
b. "rematch" = takes you right back to the select screen. Two players that wanna try different things, with different characters, a different arena to fight in, but don't want to go through finding each other again (for online).
c. "Finished" = Discontinues your contact with the other player. Goes back to the main menu if you're offline, and goes back into whatever room you're in, if you're online.
---
I think selecting weapons, clothes, armor and all that should happen before you accept a match. Instead, have presets.
Slot one: Raiden, my favorite character. The one that is my all around character that I've played with the most, so I've built him up and can fight with him vs anybody with the most confidence...or whatever.
Slot two: Sareena: I might want a nimble character here...so I'd preset a ninja, or a female or whatever.
ect ect..
Gives another type of control there, if you know who you're gonna play with before you go into the select screen, makes the select screen a quicker process too. All that manipulation of those presets, and the characters there-in, should happen offline. Cuz I don't wanna sit there, and wait for you to choose your shit for character...lol You know how aggravating that will get? Waiting to get it on, and this prick wants to take his time dicking around the select screen?.
I remember a few people just dialing around all the characters on the MKA roster for minutes at a time. It's like, "eugh...come on already".
----
Also, in conjunction with manipulating presets and characters offline, you should be able to go into all your "saved stuff" somewhere. All your weapons and armor and where ever you can view your "Skill stuff"....I have been recommending a "Dojo" for some time now. It's a "house" for all your shit essentially, but also, a place to go and train, and a place to configure and refine all your fighting habits. I think it'd replace the "Content" section of the pasts games, as well as encompass, and expand on our past trainig sections of the disc. Simplified by a couple menu screens to organize everything.
Yes, shiat! lol
I think weapons should take the back seat in the next MK. Mainly because it was more fun with them, when they would just appear as a part of a combo. So again, yes, I like the idea of weapons//equipment affecting the way we see, or can use our characters. It's logical, and practical. Weapons and Equipment do affect people in a fight that way. This is another good one that contributes to the possibilities that could happen in a real fight, AND the strategy involved in real time game play.
That complies with when I talking about presets, so I like it. But I'd rather have all the configuring and selections for my characters happen before I even get to the select screen, because I'm gonna know what I want from my character in the fight..before I get to the fight. I'm gonna know which way I fight, what I want my character to look like, the strengths I want from certain characters...as per how much time I've invested into whatever character(s).
So, while i like the concept of a "Load Out Screen", I think that should be simplified more. And only really give me the option...like this:
If I pick Sareena at the character select screen, but I have her built up on my hard drive, the Load Out screen would let me select that saved version of her. Instead of just being stuck with the pre-programmed version of her.
So, if I don't have a "built up version" of her on my hard drive, the option on the load out screen would be nullified...until i do more creative things with that "official roster character". If I chose my Kreated Fighter on the select screen, I'd logically skip the load out screen.
Maybe I could play MkPong or something while I'm waiting for my opponent to finish deciding....eeeh, but that's beside the point of the screen.
---
Another option, would be to eliminate the load out screen completely, and give us the option to choose our saved version of the official roster character, on the character select screen. On scroll over or as a secondary option once we pick them...like say Soul Calibur 3 lets you pick your costume after you've picked the character.
See what I mean?
---
Thing is, I want to get right to the fighting...especially online. I don't really care to wait for the other guy (or feel bad cuz he's waiting for me) to "get ready" to fight me. So I guess ultimately I should ask a question here:
What are some other types of options on this "Load Out Screen"? And is what I'd be doing while there, visible to my opponent?
Arena selection? Costume? What else is worth even having it there?
I'm 50/50 about this idea.
Yea okay, so clothes and stuff are there hu? Shouldn't I be fooling with that stuff on my own time? In my "dojo" or whatever..
Having presets seems to eliminate the need for this. Especially with cosmetic stuff..even if the cosmetics do effect gameplay a little bit. I should be manipulating that stuff out of preparation for the fights to come. On or Offline. Don't you agree?
hm..
Really like this one. We Buy equipment and weapons, we Earn skills. There adds more strategy to the fights too, if there isn't an unlimited amount of the equipment/weapons we should have to buy. Makes perfect practical sense.
Good job man.
Chapter 2:
"Load Out Screen"? Be careful with this idea, because the quicker I can get back to fighting, the better. We should have the option immediately after a bout is finished, to
a. "repeat" = same characters and same arena. this one starts the exact same match over again. I don't need to re pick my character alot of the times, because I wanna use the same character. I wanna get right back in there sometimes.
b. "rematch" = takes you right back to the select screen. Two players that wanna try different things, with different characters, a different arena to fight in, but don't want to go through finding each other again (for online).
c. "Finished" = Discontinues your contact with the other player. Goes back to the main menu if you're offline, and goes back into whatever room you're in, if you're online.
---
I think selecting weapons, clothes, armor and all that should happen before you accept a match. Instead, have presets.
Slot one: Raiden, my favorite character. The one that is my all around character that I've played with the most, so I've built him up and can fight with him vs anybody with the most confidence...or whatever.
Slot two: Sareena: I might want a nimble character here...so I'd preset a ninja, or a female or whatever.
ect ect..
Gives another type of control there, if you know who you're gonna play with before you go into the select screen, makes the select screen a quicker process too. All that manipulation of those presets, and the characters there-in, should happen offline. Cuz I don't wanna sit there, and wait for you to choose your shit for character...lol You know how aggravating that will get? Waiting to get it on, and this prick wants to take his time dicking around the select screen?.
I remember a few people just dialing around all the characters on the MKA roster for minutes at a time. It's like, "eugh...come on already".
----
Also, in conjunction with manipulating presets and characters offline, you should be able to go into all your "saved stuff" somewhere. All your weapons and armor and where ever you can view your "Skill stuff"....I have been recommending a "Dojo" for some time now. It's a "house" for all your shit essentially, but also, a place to go and train, and a place to configure and refine all your fighting habits. I think it'd replace the "Content" section of the pasts games, as well as encompass, and expand on our past trainig sections of the disc. Simplified by a couple menu screens to organize everything.
TrueNoob Wrote:
For example, Scorpion would have his Spear, sword(s) and possible shuriken and other ninja weapons. By playing more with Scorpion you can increase your skill with said weapons and unlock additional moves and combos to use when you have that weapon selected. Having a weapon selected would either modify or completely change your moveset. For example, with his swords selected, Scorpion's punches would change to sword attacks but his kicks could remain the same, be slightly modified, or completely changed.
For example, Scorpion would have his Spear, sword(s) and possible shuriken and other ninja weapons. By playing more with Scorpion you can increase your skill with said weapons and unlock additional moves and combos to use when you have that weapon selected. Having a weapon selected would either modify or completely change your moveset. For example, with his swords selected, Scorpion's punches would change to sword attacks but his kicks could remain the same, be slightly modified, or completely changed.
Yes, shiat! lol
I think weapons should take the back seat in the next MK. Mainly because it was more fun with them, when they would just appear as a part of a combo. So again, yes, I like the idea of weapons//equipment affecting the way we see, or can use our characters. It's logical, and practical. Weapons and Equipment do affect people in a fight that way. This is another good one that contributes to the possibilities that could happen in a real fight, AND the strategy involved in real time game play.
TrueNoob Wrote:
The load-out screen would work like this: When on the character select screen, or after you have selected your character, each player would have the option of going to the load-out screen. You select your gear and weapons for the match and proceed to fight. If you want you can save one or more load outs and simply pick that setting from memory rather that manually configuring your load-out every time you play a match.
The load-out screen would work like this: When on the character select screen, or after you have selected your character, each player would have the option of going to the load-out screen. You select your gear and weapons for the match and proceed to fight. If you want you can save one or more load outs and simply pick that setting from memory rather that manually configuring your load-out every time you play a match.
That complies with when I talking about presets, so I like it. But I'd rather have all the configuring and selections for my characters happen before I even get to the select screen, because I'm gonna know what I want from my character in the fight..before I get to the fight. I'm gonna know which way I fight, what I want my character to look like, the strengths I want from certain characters...as per how much time I've invested into whatever character(s).
So, while i like the concept of a "Load Out Screen", I think that should be simplified more. And only really give me the option...like this:
If I pick Sareena at the character select screen, but I have her built up on my hard drive, the Load Out screen would let me select that saved version of her. Instead of just being stuck with the pre-programmed version of her.
So, if I don't have a "built up version" of her on my hard drive, the option on the load out screen would be nullified...until i do more creative things with that "official roster character". If I chose my Kreated Fighter on the select screen, I'd logically skip the load out screen.
Maybe I could play MkPong or something while I'm waiting for my opponent to finish deciding....eeeh, but that's beside the point of the screen.
---
Another option, would be to eliminate the load out screen completely, and give us the option to choose our saved version of the official roster character, on the character select screen. On scroll over or as a secondary option once we pick them...like say Soul Calibur 3 lets you pick your costume after you've picked the character.
See what I mean?
---
Thing is, I want to get right to the fighting...especially online. I don't really care to wait for the other guy (or feel bad cuz he's waiting for me) to "get ready" to fight me. So I guess ultimately I should ask a question here:
What are some other types of options on this "Load Out Screen"? And is what I'd be doing while there, visible to my opponent?
Arena selection? Costume? What else is worth even having it there?
I'm 50/50 about this idea.
TrueNoob Wrote:
While this would seem to be mainly for weapons, I believe clothing should also be included. Some articles of clothing would offer various degrees of protection to certain parts of the body, thus affecting your performance in-match. For example, a pair of iron bracers would give you the ability to block incoming sword attacks with some effectiveness using your wrists. A pair of spiked iron bracers, however would have the added of advantage of doing additional damage when striking your opponent with them or when blocking a bare-fisted attack.
While this would seem to be mainly for weapons, I believe clothing should also be included. Some articles of clothing would offer various degrees of protection to certain parts of the body, thus affecting your performance in-match. For example, a pair of iron bracers would give you the ability to block incoming sword attacks with some effectiveness using your wrists. A pair of spiked iron bracers, however would have the added of advantage of doing additional damage when striking your opponent with them or when blocking a bare-fisted attack.
Yea okay, so clothes and stuff are there hu? Shouldn't I be fooling with that stuff on my own time? In my "dojo" or whatever..
Having presets seems to eliminate the need for this. Especially with cosmetic stuff..even if the cosmetics do effect gameplay a little bit. I should be manipulating that stuff out of preparation for the fights to come. On or Offline. Don't you agree?
hm..
TrueNoob Wrote:
Some weapons, like shuriken or throwing knives would be depleted in battle and have to be replenished by buying more or finding them in Konquest.
Some weapons, like shuriken or throwing knives would be depleted in battle and have to be replenished by buying more or finding them in Konquest.
Really like this one. We Buy equipment and weapons, we Earn skills. There adds more strategy to the fights too, if there isn't an unlimited amount of the equipment/weapons we should have to buy. Makes perfect practical sense.
Good job man.
You bring up some good points. I guess the bulk of the character customization could be done in, say, the dojo, and presets could be made to select when on the character select screen, ala Soul Calibur, like when you select weapons and costumes on the character select screen. It was never my intention to do anything to slow down gameplay, only to add choices and replay value. I just wanted to get that idea out there but hadn't exactly solidified every detail of it yet.
Since you bring this up, I'll have to use the dojo as the topic of an upcoming post.
The whole point of having selectable weapons is to mix things up a bit and give fighters all kinds of dirty little tricks to have up their sleeves. Just part of a grand scheme to make sure that no two fights are the same.
I'll have some more later.
0
ThePredator151 Wrote:
Chapter 2:
Really like this one. We Buy equipment and weapons, we Earn skills. There adds more strategy to the fights too, if there isn't an unlimited amount of the equipment/weapons we should have to buy. Makes perfect practical sense.
Good job man.
I'd question breakable, or dropable weapons too though. I'd give us a reason to go back and re-buy a weapon that we lost in battle. Means a weapon that I like, could get broken, or I could loose it. In this case, I should be given the option to pick it up...or pick up a dropped weapon of my opponents(next to impossible in the actual fight...cuz you just won't have time with somebody trying to kill you. aheh), take that back to my "dojo" and earn the right to use it. lol Unless of course it's totally out of character for me to have. Y'know?
A little bitty, nimble woman character isn't going to carry a huge sword you know? Much less swing that thing around with any efficientcy. So if she picked up the weapon, and won the match, and took the thing back to the dojo...it'd be next to impossible for her to logically learn to use the thing. Her anatomy would prohibit it to the extent that it would need to be, in order to be effective..
A "skill set"? You mean attributes about the style that we can manipulate? Hand to hand and or weapons st
Then cool. I want ALOT of control like that.
Like, if I go train on implementing my wake up game, my skill level for that attribute of my character goes up, showing that I know how to use that skill better. Which would mean for me, that it is more likely that I will use that in a fight against somebody.
Skill levels should show how well I am utilizing the system that the MkTeam gives us to work in. Also, this should be viewable, or give me the the option to have it be viewable, by other players in the Mk Gaming community.
So, a guy that uses his weapon alot, we'd be able to see it in his stats, for those particular character he's using most frequently. In the same fashion, someone who throws, or sweeps alot, we should be able to see that about him...IF he let us see that about him. dig? The challenge in fighting this kind of player, would then be to see if you could beat him regardless of his winning habits.
---
A question: Are you thinking of "switching" styles (weapon//hand to hand) in terms of the way MkDa-A did it? Where, the weapon just "pops out of nowhere, and disappears". Or, are you thinking like, once the weapon is draw through a combo or something, the character can re-sheath the weapon? Using a fluid motion in animation to practically but the weapon back?
A small subtlety like that matters. Would speak volumes for some of these fans saying that the "MkTeam is lazy", or whatever...
------
I'd love to "find out" that my character has "secret" combos, or "secret" special moves or even "secret" fatalities. I Love that concept so much, and I think that it was apart of what made the early games so damn fun to keep investigating. Cuz we never really knew if that was the end of the capabilities for the character. At least until we started being told that "MK__'s characters have 1-2-3 fatalities each", in whatever game..ect. If the MKTeam were to read this post, I'd request that they keep that shit under wraps until well after the game has been released. Matter of fact, if it's like that, I wouldn't even want the team to tell us that kind of thing while MK8 was the hot topic. Save it for when the next game is about to be released or something.
But this kind of thing would keep me playing for-ever. So long as "the possibility for more" is still there. It should get gradually bigger, better, more violent in concept or and presentation as you find more and more stuff for the character.
So with that said, every character shouldn't have the same amount of fatalities. Could be 3 for Nitara?, or 8 for Raiden(all of his fatalities to date, updated, and a couple new ones..ect)?, or 10 for Sub-Zero?...who knows, right?
Really creative, really character specific.
----
As for gradually amassing a huge move list in particular, *2 thumbs up d00d*. Goes right along with Earning your skill, instead of it just being given to you, or opening up a chest and having it be unlocked that way. It's not practical, and I can't appreciate it that way. The game wouldn't "stick" with me if that were the case.
Chapter 2:
TrueNoob Wrote:
Some weapons, like shuriken or throwing knives would be depleted in battle and have to be replenished by buying more or finding them in Konquest.
Some weapons, like shuriken or throwing knives would be depleted in battle and have to be replenished by buying more or finding them in Konquest.
Really like this one. We Buy equipment and weapons, we Earn skills. There adds more strategy to the fights too, if there isn't an unlimited amount of the equipment/weapons we should have to buy. Makes perfect practical sense.
Good job man.
I'd question breakable, or dropable weapons too though. I'd give us a reason to go back and re-buy a weapon that we lost in battle. Means a weapon that I like, could get broken, or I could loose it. In this case, I should be given the option to pick it up...or pick up a dropped weapon of my opponents(next to impossible in the actual fight...cuz you just won't have time with somebody trying to kill you. aheh), take that back to my "dojo" and earn the right to use it. lol Unless of course it's totally out of character for me to have. Y'know?
A little bitty, nimble woman character isn't going to carry a huge sword you know? Much less swing that thing around with any efficientcy. So if she picked up the weapon, and won the match, and took the thing back to the dojo...it'd be next to impossible for her to logically learn to use the thing. Her anatomy would prohibit it to the extent that it would need to be, in order to be effective..
TrueNoob Wrote:
Skills
Every character will have a skillset for their hand-to-hand fighting skills as well as their weapon skills. Playing and training will allow you to increase your moveset by unlocking additional moves. The only real style switching will be done when selecting weapons, and again, can do everything from slightly modifying your character's fighting style to completely changing it.
Skills
Every character will have a skillset for their hand-to-hand fighting skills as well as their weapon skills. Playing and training will allow you to increase your moveset by unlocking additional moves. The only real style switching will be done when selecting weapons, and again, can do everything from slightly modifying your character's fighting style to completely changing it.
A "skill set"? You mean attributes about the style that we can manipulate? Hand to hand and or weapons st
Then cool. I want ALOT of control like that.
Like, if I go train on implementing my wake up game, my skill level for that attribute of my character goes up, showing that I know how to use that skill better. Which would mean for me, that it is more likely that I will use that in a fight against somebody.
Skill levels should show how well I am utilizing the system that the MkTeam gives us to work in. Also, this should be viewable, or give me the the option to have it be viewable, by other players in the Mk Gaming community.
So, a guy that uses his weapon alot, we'd be able to see it in his stats, for those particular character he's using most frequently. In the same fashion, someone who throws, or sweeps alot, we should be able to see that about him...IF he let us see that about him. dig? The challenge in fighting this kind of player, would then be to see if you could beat him regardless of his winning habits.
---
A question: Are you thinking of "switching" styles (weapon//hand to hand) in terms of the way MkDa-A did it? Where, the weapon just "pops out of nowhere, and disappears". Or, are you thinking like, once the weapon is draw through a combo or something, the character can re-sheath the weapon? Using a fluid motion in animation to practically but the weapon back?
A small subtlety like that matters. Would speak volumes for some of these fans saying that the "MkTeam is lazy", or whatever...
------
I'd love to "find out" that my character has "secret" combos, or "secret" special moves or even "secret" fatalities. I Love that concept so much, and I think that it was apart of what made the early games so damn fun to keep investigating. Cuz we never really knew if that was the end of the capabilities for the character. At least until we started being told that "MK__'s characters have 1-2-3 fatalities each", in whatever game..ect. If the MKTeam were to read this post, I'd request that they keep that shit under wraps until well after the game has been released. Matter of fact, if it's like that, I wouldn't even want the team to tell us that kind of thing while MK8 was the hot topic. Save it for when the next game is about to be released or something.
But this kind of thing would keep me playing for-ever. So long as "the possibility for more" is still there. It should get gradually bigger, better, more violent in concept or and presentation as you find more and more stuff for the character.
So with that said, every character shouldn't have the same amount of fatalities. Could be 3 for Nitara?, or 8 for Raiden(all of his fatalities to date, updated, and a couple new ones..ect)?, or 10 for Sub-Zero?...who knows, right?
Really creative, really character specific.
----
As for gradually amassing a huge move list in particular, *2 thumbs up d00d*. Goes right along with Earning your skill, instead of it just being given to you, or opening up a chest and having it be unlocked that way. It's not practical, and I can't appreciate it that way. The game wouldn't "stick" with me if that were the case.
TrueNoob Wrote:
Created characters would start with considerably less skills than preexisting characters, but leave you many more options for customization. Preexisting characters would start out at a competent skill level but still have plenty of room for unlocking moves and weapons and improving attributes. This would give the player more incentive to play as each character to max out their potential.
Created characters would start with considerably less skills than preexisting characters, but leave you many more options for customization. Preexisting characters would start out at a competent skill level but still have plenty of room for unlocking moves and weapons and improving attributes. This would give the player more incentive to play as each character to max out their potential.
As far as skill development goes it could be done through experience earned from fighting. It could also go more in depth, for instance, one type of experience for punching, one for kicking etc. So, the more successful punches you land, the more points you get to unlock more powerful punching moves and vice versa for kicks. The same concept can be applied to grappling and weapon skills.
As far as fatalities go, let me point you back to the aforementioned wrestling games. In those games, you built up your spirit meter until it reached a "Special" state. While in that state, you could perform a variety of special moves. If you didn't use it, you would have to build it up again. Later wrestling games simplified it and let you store unused specials in much the same way that fatalities are handled in MKSM.
The latter system would probably be what I would opt for in the new MK, as some players would probably be frustrated if unable to perform their special or fatality within a short time window. (On the wrestling game, the other player would usually just run away from you when you're on special, if they're cheap, or just unskilled)
In the wrestling games there were contextual special moves. For example, if I'm on the top rope while on "Special", instead of performing my normal top rope move, I'll perfom a "Special" top rope move, like Jeff Hardy's Swanton Bomb. If i've also assigned the Stone Cold Stunner as my front grapple special, then I can also use that move if I front grapple my opponent instead of opting to get on the top rope and perform a high flying move.
So, if I'm playing as Reptile, let's say two of my many finishers are his Face Chew from MK4 and his Head Chomp from MK2. The Face Chew requires 1 stored finisher and the Head Chomp requires 2. The Face Chew would naturally have to be performed up close and the Head Chomp would have to be performed within a certain distance, but not too close.
If I have one finisher, I can attempt to leap on my opponent and chew his face off when in the appropriate distance. The way most wrestling games handle it is, if you also have a finisher, you can counter a finisher. Whether or not this would be appropriate for the MK game would require testing and gameplay to see what works best with the flow of combat.
His options might be to either jump out of the way, or after I've jumped on him, to perform some kind of counter move. The way I see it, is jumping out of the way should be available to anyone anytime, provided that they're quick enough and that they're not groggy. The other method, to counter, could be performed by pressing the right buttons in the right time window. Another option could be that if you also have a finisher, you could counter with a Fatality of your own. For instance, if the other player is Scorpion, he could counter by whipping out his spear and stabbing me in the chest. Of course, that move could also be used as a non lethal counter that simply frees you from my Fatality move.
A lot of decisions involving the fatality system would depend on a lot of play testing and deciding to implement them in such a way that all the characters have some semblance of balance.
And to address your question on weapon switching:
The way I see it, every weapon you load out on your character should be either worn or concealed somewhere on your person. The character, of course would perform the necessary sheathing and unsheathing motions when switching weapons.
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On a side note, the best blueprint for four player kombat (or any number greater than two) would be any wrestling game out, especially the Smackdown and Smackdown vs. Raw series if you can't get a hold of the N64 titles. (personally, I prefer the older ones but your tastes might be different) Just play them a little, and take note of how the game handles character creation (specifically the moves area, not as concerned with the appearance part) and matches that have more than two players.
As far as the camera goes in 4 player matches and Konquest mode, the wrestling games handle it well, even dipping in and out for cinematic views and offering optional replays for the harder hitting moves. The N64 titles do an especially good job in this respect, not sure about the newer ones. Also, if you're playing online, you'd get a camera to yourself, and if necessary, a split-screen camera can be applied for those playing on the same console.
As far as Konquest goes, the camera could be handled just like any other adventure/platformer game, or if playing co-op Konquest could just tear a page from any other multiplayer brawler out there. Rockstar's The Warriors comes to mind for Ko-Op (heh heh, just Koined that
) In The Warriors, it functions just like any other brawler, except when the two players move too far apart to be viewed by the same camera, the screen splits giving each player their own half of the screen until the players move back together.
ThePredator151 Wrote:
Kak through the Konquest mode, more than two players in one fight...ect. Only question that arises is: What the hell would you do with the camera for all this possible activity?
Kak through the Konquest mode, more than two players in one fight...ect. Only question that arises is: What the hell would you do with the camera for all this possible activity?
As far as the camera goes in 4 player matches and Konquest mode, the wrestling games handle it well, even dipping in and out for cinematic views and offering optional replays for the harder hitting moves. The N64 titles do an especially good job in this respect, not sure about the newer ones. Also, if you're playing online, you'd get a camera to yourself, and if necessary, a split-screen camera can be applied for those playing on the same console.
As far as Konquest goes, the camera could be handled just like any other adventure/platformer game, or if playing co-op Konquest could just tear a page from any other multiplayer brawler out there. Rockstar's The Warriors comes to mind for Ko-Op (heh heh, just Koined that


About Me
TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
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With 4 player fighting I'd recommend taking a very close look at Smash Bros. for many reasons but three in particular.
1) Smash Bros. (all three of them) are very good at balancing traditional fighting with total freedom. If you want an example of something with a more 3D battlefield, look at Power Stone and Power Stone 2.
2) Smash Bros. is one of the most successful game series in recent history. The Smash Bros. community towers over many many other traditional fighting game communities including MK's.
3) Smash Bros. is just plain fun.
1) Smash Bros. (all three of them) are very good at balancing traditional fighting with total freedom. If you want an example of something with a more 3D battlefield, look at Power Stone and Power Stone 2.
2) Smash Bros. is one of the most successful game series in recent history. The Smash Bros. community towers over many many other traditional fighting game communities including MK's.
3) Smash Bros. is just plain fun.
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TonyTheTiger Wrote:
With 4 player fighting I'd recommend taking a very close look at Smash Bros. for many reasons but three in particular.
1) Smash Bros. (all three of them) are very good at balancing traditional fighting with total freedom. If you want an example of something with a more 3D battlefield, look at Power Stone and Power Stone 2.
2) Smash Bros. is one of the most successful game series in recent history. The Smash Bros. community towers over many many other traditional fighting game communities including MK's.
3) Smash Bros. is just plain fun.
With 4 player fighting I'd recommend taking a very close look at Smash Bros. for many reasons but three in particular.
1) Smash Bros. (all three of them) are very good at balancing traditional fighting with total freedom. If you want an example of something with a more 3D battlefield, look at Power Stone and Power Stone 2.
2) Smash Bros. is one of the most successful game series in recent history. The Smash Bros. community towers over many many other traditional fighting game communities including MK's.
3) Smash Bros. is just plain fun.
Only one problem-- Smash Brothers is completely 2D, if I'm not mistaken. Not that it isn't a great game or anything, but I never really got into it. My roommate got Brawl recently so I may check it out sometime soon.
I thought of Powerstone but I have limited experience with it.
Mainly I based my ideas off of Wrestling games and Versus mode on MKSM
I also might take a look at Thrill Kill or the Wu Tang game based off of the same engine. These games both had 4 player combat and a heavy emphasis on gory finishing moves.

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Cool, I like these types of threads.
So basically what I understand is that MK would play similar to games like these but with more moves?
Devil May Cry
God of War
Marvel Nemesis
Def Jam FFNY
Ninja Gaiden
Conan
I guess that's OK, I do enjoy playing those games. fighters I've played with that type of design don't keep my attention for long though. Too simple or minimal for my taste I guess.
I favor traditional mano a mano.
Still It's pretty cool to imagine say... Kenshi replacing Nero in DMC4 or Scorpion in place of Kratos from god of war.
When you say R2 would be block, do you mean everything is blocked that way like in adventure games, or do you have to press L1+R2 to get a crouching block for blocking low and avoiding high attacks?
On that note, having high and low block for this type of play set up seems impractical, given the situations in which you can't see your opponent's full body because yours is blocking the view.
How can you block low on reaction if you can't see what they are doing and if the characters are small?
Guess?
I think you'd pretty much have to make it a general block if you want to have 4 player simultaneous.
On top of that, how would a player be able to defend against different height level strikes from 1 to 3 characters at the same time? It's Impossible to be accurate in that situation.
I guess it could be done if you are unable to lock on to a character that's already been locked on to by another player. Forcing a lock on releasing another players target would be very annoying.
I don't know if I'd want a lock-on based game, I like being able to attack different directions instantly.
It would be cool to have different attacks for all directions, like in Rise to Honor, the matrix Path of Neo...
I wouldn't want to see characters running around with no focus either. Have them targeted at an opponent or an average target if more than one.
Try to give them a little more life wherever possible.
So basically what I understand is that MK would play similar to games like these but with more moves?
Devil May Cry
God of War
Marvel Nemesis
Def Jam FFNY
Ninja Gaiden
Conan
I guess that's OK, I do enjoy playing those games. fighters I've played with that type of design don't keep my attention for long though. Too simple or minimal for my taste I guess.
I favor traditional mano a mano.
Still It's pretty cool to imagine say... Kenshi replacing Nero in DMC4 or Scorpion in place of Kratos from god of war.
When you say R2 would be block, do you mean everything is blocked that way like in adventure games, or do you have to press L1+R2 to get a crouching block for blocking low and avoiding high attacks?
On that note, having high and low block for this type of play set up seems impractical, given the situations in which you can't see your opponent's full body because yours is blocking the view.
How can you block low on reaction if you can't see what they are doing and if the characters are small?
Guess?
I think you'd pretty much have to make it a general block if you want to have 4 player simultaneous.
On top of that, how would a player be able to defend against different height level strikes from 1 to 3 characters at the same time? It's Impossible to be accurate in that situation.
I guess it could be done if you are unable to lock on to a character that's already been locked on to by another player. Forcing a lock on releasing another players target would be very annoying.
I don't know if I'd want a lock-on based game, I like being able to attack different directions instantly.
It would be cool to have different attacks for all directions, like in Rise to Honor, the matrix Path of Neo...
I wouldn't want to see characters running around with no focus either. Have them targeted at an opponent or an average target if more than one.
Try to give them a little more life wherever possible.


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TrueNoob Wrote:
Chapter 3: Story and Character Details
Chapter 3: Story and Character Details
Given the conditions and the state of the story you posted, it seems alright. However, I do not like the premise.
In high volume, it kinda says that they would be doing the same thing they did last time in the story, over again. And in a weird way, it sort of seems like this is explaining what happened in coming to MK1's story.
Here's some of my ideas summarized:
1. First and foremost, you gotta calm things down considerably for this thing. The other elements of your thread, warrant an excellent story overall. Not just okay. It'll feel lopsided as a playable game later, and not a whole great concept if the story doesn't drive the gameplay elements home.
So, this is specifically the portion of your post that I agree with. "People re-align, go back home and regroup" ect ect.. Gives the contest of Mortal Kombat a chance to grow back into a contest itself, and not seem forced by the story.
If Shao Kahn is gonna be the big bad guy again, we need to see him struggle like crazy for it. Him and Shang Tsung need to be extremely battered and beaten up in their stories. On the brink of death through starvation and strife even. They need to "eat rats" so to speak. Really drag those guys through the mud.
The other factions defending their realms, and Reptile returning to his home finally, seems likely (which isn't a "bad" thing, Reptile deserves what you got there, and the realms' military's would likely tighten things up after MKA). Reptile would need to get something out of his whole journey with MK, and finally, you seem to have given him something he's always wanted. It's also a good way to give him motivation to fight again if anyone threatens his people again. But basically, this takes Reptile out of the playable roster. Cuz with his home found, and him as the ruler, Ch&Khameleon go too.
Far as the other factions defending their realms...cool. ImO, I'm glad you had Taven sacrifice himself for his realm. Cuz we'd get to see what is supposed to happen to a god when they re-constitute back on their realm. Instead of what happened to Raiden. He's now a full God if we're using your version post MKA.
2. I wouldn't even mention the "mortal" characters just yet...cuz they're all supposedly dead. Establishes seriousness back into MORTAL Kombat, and makes it reasonable that you'd be introducing the gods//immortals first, after a travesty like Armageddon. Cuz they're the supposed only ones that could have transcended death in a logical, fantasy fashion.(/oxymoronic statement)
The gods should be setting the tone for how serious, and above all, how dangerous it is for mortals to come back together in another contest. One immortal should barely return -- just barley escaping death(Shao Kahn), one should reconstitute himself in the position of power that he had before(Fujin), one should become a wildcard(Raiden), one should graduate in wisdom and skill(Taven), one should be working on the next plan(Onaga), and one should have been successful in his prior effort, just not to a satisfactory degree(Shinnok). And then lastly, I think we should get a Female God-like characters....cuz there's too much "him" in what I just wrote..lol A woman would offer a fresh perspective, and moral standpoints since the disaster. But I think that's all for God-like immortals.
So I agree with your post here too, but just in a specific aspect of things.
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3. The set up needs a refresh, or better, Modernization. What was once a sort of chain of who's "bigger, and bad-er" than the previous guy, can seize for at least a game. This would allow them to explore other historically popular methods of contest holding. You got movies like Gladiator, Fight Club, 300, Unleashed, and different War movies to look at for different formulas. Where, there is still a protagonist type "force" there, still an antagonist "force" there, still a "boss type character" at the end, and an ultimate goal to be accomplished by either side if they "win".
In Gladiator, you got the false King at the end. In Fight Club, it's his damn self he's fighting to defeat in order to gain a good sense of his life. In 300, you got the "God King", with an unbelievably huge army. Then, in Jet Li's Unleashed, you got the idea of fighting itself, and his sort of "slave owner" that he's fighting against for freedom from those things. And in the different War movies, it's always a land, trade, information, or fighting against some sort of oppression(terrorists fit here).
It's the Set Up in these movies, that allow a fighting environment to exist, while a good story is being told, is what I'm talking about more than anything. In MK, we'd just be missing a lot of dialog, and screenplay....but it ain't a movie anyway so..So what. (However...if a movie did come from an MK8 game that had considered these things...the producers wouldn't have a lot missing in order to translate it on screen...but that's something for another time..
One of these types of formats for a new MK is in order, because it's more modern, it's still a simple concept when in action, and would make sense to be going on after an Armageddon scenario.
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Couple of ideas I've posted on these forums before, wrapped into one summary:
::::The contest itself could come to be again(after Armageddon), from a pre-existing one, that's had little or nothing to do with Mortal Kombat, until this point in time. One that has been motivated strictly by business(Gladiator//Unleashed. -- Fighters for heir...or really just for entertainment purposes for paying customers) or tradition (East vs West // China vs Japan....These things have happened in the past, just to prove "who is better", and they don't have anything to do with Mortal Kombat). One of these things could have been in existence, and had nothing to do with Mortal Kombat. Until now.
So, this, pre-existing, non-MK affiliated contest, is now destroyed because of Armageddon. Armageddon took alot of warriors(especially the mortal ones) to battle, and killed them. Now, the holder of that pre-existing contest, has to find the next pick of the litter, so he holds.......a tournament called Mortal Kombat. Come one come all, cuz he'd need to see who was still around, and determine who's next in line to fill vacancies of a fallen warriors. "Tah dah", there's the reason for Mk8's tournament.
Now, corrupt the basis of the tournament by making a prize that is new to this traditionally un-scathed tournament, detrimental to good or evil. Could be extremely sensitive information, could be possession of a priceless a jewel for a time, could be another crazy source for ultimate power, could be land.... Or, it could be for the roll of matrodee of that tournament itself. Maybe the matrodee is a guardian or something and he needs to pass the torch...His purpose, up until now, was to select the best of the best of the up-and-comers, that - - was his "job".
In this case, he'd be the "rite of passage" for some of the characters that ended up on the roster of Mortal Kombat. So, an un-mentionable, up until this point, was that Liu Kang had to go through this guys contest before he ever had a chance to be deemed "the one", and so did Kung Lao, and Kai, and the Sub-Zero brothers, and Scorpion, and Nightwolf....all at different times, ages, weight classes and skill levels, they all had to come through this "Safe" contest in their youth. Maybe this "guardian"//matrodee is too old now, and has grown tired of the responsibility he holds....His condition? Work your way up the ladder, defeating opponents. Then, defeat him to claim a prize. It will be his last fight as guardian over the contest so, even though he looks all weak and old...he could have a "True Form" that you fight once you get to him. You beat him? He'll grant you some wishes, throw some money at you, and or just hand over his title to you. Whatever..
Ahh but anyway, from there all you gotta do is corrupt the roster a little bit based on who entered this newly reformed tournament since MkA. Uuum, corruption could come in the form of the first fatality ever performed in that particular contest, on those particular grounds. Maybe those grounds are supposed to be sacred or something....But remember, this contest is used to contestants being up-and-comers. Which means that they're likely younger (16-25 yrs old) contestants usually, and the rules probably limit them to submissions and "tap outs"....not death. So, you escalate the "seriousness", and danger of this contest, by having some unknown evil character violate the conditions of a fight....he kills a young fighter unnecessarily. The matrodee, is visited by a god(Fujin...or even still Raiden) who then warns him of the importance of the contest, and then the matrodee let's everybody know that you can NOW kill, or be killed in the contest.
And with that, you have a new premise for an overall story, new characters, some old ones if they survived, a new "boss character" at the end of the tournament (even though he's not "evil" he's still a challenge, and a threat to your life), and all is modernized in it's traditional state. *yay.*
From there you just make sure you develop personalities, characterizations, back stories, motives, relationships, twists, and the secrets of each character the right way. As per what those things reflect about them, through the characters appearance, and the way they fight...Y'know? Where's he from, how old is he, what's he doin here, what's his known strengths and weaknesses, ect ect ect..
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Anywho, it's a new type of construction for a fighting games contest as I understand. But it's an age old concept that doesn't unnecessarily revolve around one big bad guy at the top, and a bunch of mini games. It's a "Start Over" idea with a message that says, "First, figure out where we stand. And once we know who's the best fighters....THEN, they can protect us." Problems always manifest themselves from this kind of goal so, there's a technically "New" type of story for ya.
------
Um, besides all that^^ I liked the ironic part about the Chaos//OrderRealm...that's the only par though, is the irony..oh and maybe the characters personifications that are involved there. Hotaru and Havik as separate characters....I wish they were fighting about something deeper than what we know already though.
The Shokan, Tarkada, and the Centarians all need new leaders to emerge if that idea's gonna work. It'll take alot of work too...cuz giving monsters personalities like that can be hard. Especially if they're main purpose before, was to be brute, violent enforcers with broken English("Ugh, me hurt you now"), and not politicians ("gObama time!"). I'd say, falsely kill one them, and truely kill the other two leaders. That way, you could develop a relationship between the three factions that was non-existent before(out of sheer need for survival), and the returning leader could have conflict within the "new order" once he/she/it returns.
Nah, Kill them...you know what? Have Raiden & Liu Kang kill them. Show us what kind of force the god and the zombie are since MKA. We haven't seen them kill anybody worthy yet, and i think that would be way more interesting to see happen...note the ripple effect of something like that eh?
Baraka needs to gooo. He's so one dimensional and stale (run into the fight, get beat up, go away, come back, and do it all over again). If you're gonna bring him back in your story here, have it be figurative, and get a different, slightly more intelligent Tarkatan leader up there..So does Motaro since he lost his legs(LOL, nothing else to it...he was my favorite sub-boss back in the day, but now he's just a joke.), and so does Goro. Since he's already been "dead" a couple times. I wouldn't mind Kintaro one more time if they did something substantial with him bad//good. But other than that small exception, Sheeva and Kintaro can fall back too. Get them "lesser bosses" out of here and bring some new characters in...from their factions, or not.
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Bottom line here? Try something new with the formula in which a contest is contrived. What kinds of possibilities are there, that brings a group of individuals together, and makes them want to fight? Bragging rights? Blackmale? Rank and Order? Money? Land? Experiment please.
======================
TrueNoob Wrote:
Acrobatic Gameplay
Acrobatic Gameplay
I've seen that video before, and that stuff is amazing what they're doing. I mean, I used to b-boy dance when I was in HS, and some of the crazy ways you have to bend your body will kill you if you don't get it right. There's no way I'd ever get close to them guys though. Though it's always fun to watch.
I'm thinking about the possibility of controlling stuff like and, what about cancels, blocks, parrys' and all that? Have you thought about that at all?
Alot of the flips and such that those guys are doing is in the air. So, assuming the MkTeam is going to implement something like real weight and gravity properties, moves and such would have to be precisely calculated, be able to be canceled in the air, be able to counter or parry in the air(most practically with the legs if the opponent is still on the ground trying to assault me while I'm airborne)...then fall to the ground again. Mostly though, I 'd like to see "get out of the air" tactics, or "I can do this practically, because I am above you" tactics applied. No more of the bouncing, or hovering combo stuff. Just some action in the air is cool enough, and it keeps the pace up for the fight.
What I also found cool about MkSm, was that we could get hit in the air, and regroup in the air to land on our feet, instead of always falling on our backs, and waiting for that window where we could get up again. It's a very small thing, that aggravates over time. I wanna get right back up, or immediately have something I can do if i get knocked down.
Goes into options of the oki//wake up game//get up attacks. I look at Jackie Chan, and the way he moves around for inspiration for this type of thing. There is never a dull second watching that guy fight. Even from the ground...he's always moving, punching, kicking, swinging something, blocking, parrying, or evading...he's always capable of continuous motion in his fights.
Be cool to control is all.
TrueNoob Wrote:
Here's another great clip from Tom Yum Goong (AKA The Protector). Now if only they could get Tony Jaa to do motion capture......
Tony Jaa Kicking Ass and Taking Names
Here's another great clip from Tom Yum Goong (AKA The Protector). Now if only they could get Tony Jaa to do motion capture......
Tony Jaa Kicking Ass and Taking Names
Tony Jaa for motion capture? *Stares into your soul and Nods* lol
Hell yea, him and Jackie Chan...and what the hell, go get Jet Li on the phone.. ha. I'll call up Michael Jai White, Jason Statham, and Zhang Ziyi and we'll all have a party!

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Or get stunt men for the mocap to save some money.
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Chapter 3: Characters and Storyline
Today I will continue to discuss what is going on with returning MK characters and clarify any misunderstandings about my previous storyline post.
The Cyborgs and Tekunin
Sektor
During Armageddon, a bloody battle ensues between the Special Forces and the Tekunin. Cyrax volunteers for a suicide mission into the bowels of Sektor's warship. He successfully manages to destroy the warship and is presumed dead in the process. Sektor escapes, but the Tekunin is left shattered and leaderless, virtually destroyed. With no clan to aid him and badly damaged, Sektor roams the devastated wastelands of Earthrealm, modifying, repairing and upgrading himself with whatever he can forage from the remains of our technological society.
I've thought up a new, original look for Sektor, inspired by Hakim "The Machine" Alston from WMAC Masters. He would, of course, be more dirty and disheveled than the picture with more technological implants showing and with an emphasis on the colors red and black. For his weapon, instead of the staff, he could have a Darth Maul inspired lightsaber. Many variations on the look can be achieved. One idea is that you start out with minimum tech upgrades and as you play through his Konquest mode, you unlock parts, armor and weapons to upgrade him. Eventually, you will be able to upgrade him to his origiinal, completely armored look, albeit, new and upgraded. These upgrades can, of course, be swapped out in your dojo. So if you want to go into a fight without your homing missiles, or missiles, period, you can. You can also choose what armor to wear and what to leave behind. He would also have other colors of armor, perhaps an all black and silver suit.
When playing his Konquest mode, you will unlock his various moves by finding parts and then unlocking the moves that go with those parts. For instance, you find a missile launcher implant and missiles and later upgrade to homing missiles. You would also find some kind of teleporting device that would allow his classic teleport punch along with other teleporting moves.(That is IF teleporting is to be enabled) Other upgrades would include his flamethrower and rocket boots(perhaps).
His other unlockable weapons might include his aforementioned lightsaber, smoke bombs, gas grenades, caltrops, and maybe some spinning metal blades that come out of his wrists.
In addition to these, Sektor will also be able to upgrade his hand-to-hand fighting moves and finishers, just like every other character.
Cyrax
Cyrax, for now, will be presumed dead, and may return in a later game or as a super secret character. Sorry, Cyrax fans.
I'll be back with more, including the OIA (Special Forces), Stryker, Smoke, and a first draft of the roster.
Today I will continue to discuss what is going on with returning MK characters and clarify any misunderstandings about my previous storyline post.
The Cyborgs and Tekunin
Sektor
During Armageddon, a bloody battle ensues between the Special Forces and the Tekunin. Cyrax volunteers for a suicide mission into the bowels of Sektor's warship. He successfully manages to destroy the warship and is presumed dead in the process. Sektor escapes, but the Tekunin is left shattered and leaderless, virtually destroyed. With no clan to aid him and badly damaged, Sektor roams the devastated wastelands of Earthrealm, modifying, repairing and upgrading himself with whatever he can forage from the remains of our technological society.
I've thought up a new, original look for Sektor, inspired by Hakim "The Machine" Alston from WMAC Masters. He would, of course, be more dirty and disheveled than the picture with more technological implants showing and with an emphasis on the colors red and black. For his weapon, instead of the staff, he could have a Darth Maul inspired lightsaber. Many variations on the look can be achieved. One idea is that you start out with minimum tech upgrades and as you play through his Konquest mode, you unlock parts, armor and weapons to upgrade him. Eventually, you will be able to upgrade him to his origiinal, completely armored look, albeit, new and upgraded. These upgrades can, of course, be swapped out in your dojo. So if you want to go into a fight without your homing missiles, or missiles, period, you can. You can also choose what armor to wear and what to leave behind. He would also have other colors of armor, perhaps an all black and silver suit.
When playing his Konquest mode, you will unlock his various moves by finding parts and then unlocking the moves that go with those parts. For instance, you find a missile launcher implant and missiles and later upgrade to homing missiles. You would also find some kind of teleporting device that would allow his classic teleport punch along with other teleporting moves.(That is IF teleporting is to be enabled) Other upgrades would include his flamethrower and rocket boots(perhaps).
His other unlockable weapons might include his aforementioned lightsaber, smoke bombs, gas grenades, caltrops, and maybe some spinning metal blades that come out of his wrists.
In addition to these, Sektor will also be able to upgrade his hand-to-hand fighting moves and finishers, just like every other character.
Cyrax
Cyrax, for now, will be presumed dead, and may return in a later game or as a super secret character. Sorry, Cyrax fans.
I'll be back with more, including the OIA (Special Forces), Stryker, Smoke, and a first draft of the roster.


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Cyrax and Sektor are not characters I pay an over amount of attention to, as they've never been even close to any of my favorite characters.
However, based on what little I do know about them, I don't like the path you took Cyrax. Even though I think he should take a decent break, and Sektor should come on through with his leadership of the Tekunin.
I think it'd be interesting to see a war happen after MKA between the USSF and the Tekunin though...I just wouldn't know what to do with it unless i really looked into it.
As far as his costume, i think Sektor should look like these, from Aculeus
Sektor: Human
Sektor: Robot
Yea, Aculeus kicks ass d00d. Which, I think he's really a martial artists so...it's a literal comment too. lol
I'll wait for more characters stories from you to comment more....
However, based on what little I do know about them, I don't like the path you took Cyrax. Even though I think he should take a decent break, and Sektor should come on through with his leadership of the Tekunin.
I think it'd be interesting to see a war happen after MKA between the USSF and the Tekunin though...I just wouldn't know what to do with it unless i really looked into it.
As far as his costume, i think Sektor should look like these, from Aculeus
Sektor: Human
Sektor: Robot
Yea, Aculeus kicks ass d00d. Which, I think he's really a martial artists so...it's a literal comment too. lol
I'll wait for more characters stories from you to comment more....
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