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Reznor85
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hahaha....
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06/22/2008 10:18 AM (UTC)
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no dial-ups anymore? OK then. We were used to those now. It'll be interesting to see what they make out of it now these are gone. There's not a lot of experience for the creators on that part I guess, so again: It'll be interesting to see how this will turn out.
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MINION
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06/22/2008 12:07 PM (UTC)
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Wanderer Wrote:
MINION Wrote:
Dial Combos owned. I hope this fighting mechanic exceeds Def Jam Icon's...


You are a master at sarcasm. I actually thought you were serious for a moment, but then you mentioned Def Jam Icon.

I do my bidding well. smile
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mkflegend
06/22/2008 06:52 PM (UTC)
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Yeah, I see what MINION's saying as well because you can't indeed make some interesting dial up custom combos but this is overall good news.




TonyTheTiger Wrote:
Ok, good news. But let's hope they get it right. The "dial-a-combos" might be out but it'll only turn out well if the "user created combos" are done through proper frame advantage. I don't want to see Boon toting "no more dial-a-combos" when all he ends up delivering is a form of the "create-a-fatality" from MKA where now there are just more possibilities to link in the same guaranteed-after-first-hit string.

The "stun" moves thing also kind of worries me. We all remember what kind of shenanigans happened thanks to Dairou's tombstone drop. There has to be a give and take with any move. If it stuns (not on counter hit, no less) then it needs to have massive frame disadvantage and should be pretty slow.


I won't be that worried because Dairou's TS was mega broken in MKD, but fixed in MKA. We won't be seeing him again anyway most likely lol.

This is one of the MAIN reasons people that play other fighters don't play MK...because of the "dial up combos" of course it's too early to judge fully but from the teaser, I'd say it's not a create a combo like the create a fatality, that was literally "inputs" and Boon said this new system is more custom with none inputs so I doubt or will be very surprised if this new combo system is like MKA's Kreate a fatality system.

The only thing I'm concerned about as with all fighters with string combos is that someone will try to break the limit, since there's not "dial up limit" the one good thing about dial ups I will admit. We'll see how it plays out though.
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06/22/2008 08:21 PM (UTC)
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Cool, and interesting....but what is really different?

confused


Just looking at things like free fall and klose kombat, I'd look for something similar to Fight Night Round 3(he did say "like a boxing mode"). At least in the klose kombat mech. I still expect the free fall to inherit something like MKAs air mech. That, or the God of War comparison when Kratos fought Icarus for his wings. Although, the visual aid should be gone for MKvsDC. My opinion hasn't changed in that thinking.

For the "regular" fighting, I'm still pretty skeptical. No dial-a-combos doesn't necessarily mean the implementation of strings. Sounds like another smoke screen right now. But of course, let's hope eh?
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mkflegend
06/22/2008 08:36 PM (UTC)
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ThePredator151 Wrote:
Cool, and interesting....but what is really different?

confused


Just looking at things like free fall and klose kombat, I'd look for something similar to Fight Night Round 3(he did say "like a boxing mode"). At least in the klose kombat mech. I still expect the free fall to inherit something like MKAs air mech. That, or the God of War comparison when Kratos fought Icarus for his wings. Although, the visual aid should be gone for MKvsDC. My opinion hasn't changed in that thinking.

For the "regular" fighting, I'm still pretty skeptical. No dial-a-combos doesn't necessarily mean the implementation of strings. Sounds like another smoke screen right now. But of course, let's hope eh?


I'll be betting on yes for a few reasons.

A. This is the first time in MK universe to have a combo system NOT to have a dial up system and believe me....being a gameplay guy, there's lots of fighter game fans that hate the dial up system, now that that's gone it should lift their curiousity a bit

B. MK honestly needed this change, I'm a fan of the dial ups...I don't mind them but also don't mind seeing something new for once in MK's combo world.

C.The Klose Kombat is like a boxing mode as Boon and you just said, but we haven't actually seen the "combo"s yet within that mode, that's why I'm honestly interested hehe.

D. The free fall honestly looks like nothing to MKA's air kombat, that was glitchy, odd and overall wasn't that great and there was "AC" which allowed for more damage. That means Air Cacelling, Check on here can explain it to you more if you wish. He's the combo master with that game, but the free fall since you're both falling AC would be impossible since you at some time have to land, the AC in MKA worked differently and since you weren't falling in fact the opposite happened you were "launching in the air" that was to be expected. I don't see the same problem however in MK8 with the free fall kombat. Check also said this given his study of the video, he also claimed that you can block or counter in the air. I find that interesting.

E. You're right with your strings comment, although nothing is confirmed yet on "what kind of custom combo system" whether strings, chain, grapple, counter etc it's not dial ups which to some fighter fans(not all) but some considered the worst combo system. Me personally, if it works it's fine like UMK3 and MK:DA and MKA. But we all have our preferences I suppose. Either way, I think it's a good step in the right direction and a new direction

grin
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hjs-Q
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06/22/2008 08:37 PM (UTC)
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Last time Midway did this (Kinda...) was MK4, where you could link preety much everything to everything.

We all know how that game turned out.
It's Midway... It will be bad, just like everything they do.
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06/22/2008 09:33 PM (UTC)
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ThePredator151 Wrote:
Just looking at things like free fall and klose kombat, I'd look for something similar to Fight Night Round 3(he did say "like a boxing mode"). At least in the klose kombat mech. I still expect the free fall to inherit something like MKAs air mech. That, or the God of War comparison when Kratos fought Icarus for his wings. Although, the visual aid should be gone for MKvsDC. My opinion hasn't changed in that thinking.

For the "regular" fighting, I'm still pretty skeptical. No dial-a-combos doesn't necessarily mean the implementation of strings. Sounds like another smoke screen right now. But of course, let's hope eh?

Wow, I'm really expecting far less involving than the MKA aerial combat!
Looking at what little we've seen, I see no reason to assume fighting on the way down will be anything more than an opportunity to hit the punch buttons as much as possible (with a couple of implemental options) to prove superiority during a falling animation.

Most of the 'improvements' seem to boil down to, at least at first glance, button mashing opportunities that will interrupt and compartmentalise the flow of a fight. It's hard not to be cynical.

I suppose with all the flying characters coming in, there's a chance aerial combat will be something more elaborate and diverse, but... Hope isn't the first word that comes to mind.

The loss of fighting styles feels like a grim foreboding of homogeny to come. So much could be achieved from tailoring moves to individual characters and giving them a sense of unique flair to each, but even the loss of dial-a-combo just sounds like everything's getting stripped back to be MK of old.

I'll gladly be wrong!
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06/22/2008 09:54 PM (UTC)
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That's actually one of the things I was worried about with the loss of styles.. everyone going back to the same generic punches and kicks. Actually I'm still worried about that. I certainly hope that doesn't end up being the case because that would kill it for me right there. Wouldn't be interested at all, regardless of who was in it.
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Deathbearer
06/22/2008 10:00 PM (UTC)
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TomTaz Wrote:
That's actually one of the things I was worried about with the loss of styles.. everyone going back to the same generic punches and kicks. Actually I'm still worried about that. I certainly hope that doesn't end up being the case because that would kill it for me right there. Wouldn't be interested at all, regardless of who was in it.


I hadn't really thought of that until now...hopefully everyone will still have a special fighting style even if we don't have multiple ones.
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06/22/2008 10:01 PM (UTC)
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TomTaz Wrote:
That's actually one of the things I was worried about with the loss of styles.. everyone going back to the same generic punches and kicks. Actually I'm still worried about that. I certainly hope that doesn't end up being the case because that would kill it for me right there. Wouldn't be interested at all, regardless of who was in it.

If you ask me, that ship sailed with Deception.
We went from having a very fluid and personalized sense of fighting techniques in Deadly Alliance, to a fairly arbitrary switching of stance poses and style names. It was all LP, HP, LK, HK again.
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06/22/2008 10:26 PM (UTC)
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Alright, I just read the article(scans) you mentioned.

Sounds like special moves will motivate "combos". Something like SC2-3 (more SC3), or like MvC. Not exactly though, so don't take it like that's all I'm saying. I'm just noting how one command would be performed, then another special could follow up right after it.
==

For the Air Combat, reads like what was I saying. MKA Air Combat with a different camera angle on it. Also does look to be possible to cancel, block and all that in the air.
=================
MKF, "falling" is merely a perceptual interpretation in a virtual world. "Falling"...."Backflip" Just as an example.

The same rules that apply to , and constitute "floating", like in MKA, apply to, and constitute "falling" like this MKvs DC seems to have in it. Basically, it's just a different camera angle with things moving around you. Now, what we will be allowed to do while "falling" is the key, as well as how that angle will affect what would make sense for us to be able to do. It's a 3D game so, any angle (360 degrees) around the characters fighting on the screen is important. That's why I make the comparison to the Kratos-Icarus fight. Albeit, without the visual aid when it comes to MKvsDC.
==================

So, while i have this understanding of free fall in my mind, basically what it looks like they did, was fix the MKA air combat(added blocking and cancels and all that), put a different camera angle on it, and called it falling. Which is what it should rightfully//logically be perceived as....."falling", I mean. I'm not complaining about any of this....just looking at it for what it is.

I get it, and I can appreciate that they may have actually put more effort into essentially, their Air Combat mechanism. BUT, old is old, and I don't want old. See? Same thing I've been saying since this games' announcement.

I still think I'm gonna wanna turn all these in-game "modes" OFF, and just fight.

====

The article didn't put to rest anything about "regular" fighting for me. Talked a little about "creating our own combos" in relation to the special moves, but I don't see how speacial moves are supposed to "save the day".

aheh

Mick-Lucifer Wrote:

Wow, I'm really expecting far less involving than the MKA aerial combat!
Looking at what little we've seen, I see no reason to assume fighting on the way down will be anything more than an opportunity to hit the punch buttons as much as possible (with a couple of implemental options) to prove superiority during a falling animation.

Most of the 'improvements' seem to boil down to, at least at first glance, button mashing opportunities that will interrupt and compartmentalise the flow of a fight. It's hard not to be cynical.

I suppose with all the flying characters coming in, there's a chance aerial combat will be something more elaborate and diverse, but... Hope isn't the first word that comes to mind.

The loss of fighting styles feels like a grim foreboding of homogeny to come. So much could be achieved from tailoring moves to individual characters and giving them a sense of unique flair to each, but even the loss of dial-a-combo just sounds like everything's getting stripped back to be MK of old.

I'll gladly be wrong!


hm..Well, that's kinda what it was, right? Air combat in MKA didn't amount to much outside of "stay on the ground and fight" anyway so...yea, I get that impression too.

Overall it reads like they keep talking around the actual fighting. Wouldn't be surprised if the gimmicks still lead in that case. Cuz they're leading in the information that we're getting right now. E3 can't come soon enough.

Totally agree about the loss of the three styles, even though I was never really fond of those either. I thought it was a great idea, flawed execution overall in my opinion. Tailoring moves and one fighting style to each individual character makes waay more sense to me. We'd get the same diversity, and like or dislike of a particular character would occur, instead of the blanket statement for a whole game.

Would allow them to be more specific about what they changed, I think.

I wouldn't really mind if they "went back" actually. If they did that, character specifics seem like a likely consequence of doing so in order to keep the games interesting. They were more character specific back then anyway.
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06/22/2008 10:34 PM (UTC)
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ThePredator151 Wrote:
Totally agree about the loss of the three styles, even though I was never really fond of those either. I thought it was a great idea, flawed execution overall in my opinion. Tailoring moves and one fighting style to each individual character makes waay more sense to me. We'd get the same diversity, and like or dislike of a particular character would occur, instead of the blanket statement for a whole game.

I think I agree with what you're saying.
I thought three "styles" was more of the same distraction of flash over substance, and was completely devoid of logic. One personalized style that makes sense to each individual is definitely the goal, but it seems like it's all or nothing.

Because aerial kombat had some connection to the flow of battle and a sense of gravity, I still don't think of it as an apt analogy for the falling system. That still strikes me as more of a paused exercise in button mashing, rather than a connected sequence in the fighting mechanics.
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06/22/2008 11:04 PM (UTC)
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Mick-Lucifer Wrote:
Because aerial kombat had some connection to the flow of battle and a sense of gravity, I still don't think of it as an apt analogy for the falling system. That still strikes me as more of a paused exercise in button mashing, rather than a connected sequence in the fighting mechanics.


Yea, what's going on right now with these modes seems exactly like that. Like connection//disconnection from a streaming fighting experience. Where's the continuity in a fight if we're actually "forced" to have a fight with all the zooming in and out, and falling, and what have you?
lol Seems silly to me.

The arenas would have to be really big, or they've gotta let us turn these things on//off. Even if it is really fun to play, I predict all the zooming and falling gets old really fast if the arenas aren't a decent size.

I think that if they're gonna have failing and whatnot, it should be an environmental attribute of gameplay, and or a consequence of being in a specific place in the arena while fighting.

Much like what those death traps of the last three games would have matured into. Don't want it to seem like a primary means of having a fight to where, "all you can do to have a fight is the zooming, or the falling" with a little bit of the traditional fighting.

The traditional fighting should lead, and have the gimmicks be secondary to spice things up. Like having a temporary "change of scenery".

=-=====-==

On another note, I wonder if the "normal//traditional" fighting, will have some sort of an aerial fighting mechanic?

Like, you can fight on the ground, in the air, THEN have the close combat, and the Free fall combat?

Would make the game more interesting to me. Without that, seems like we'd be "stuck " on the ground, with out//unless we're falling off a platform, or jumping.
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06/22/2008 11:14 PM (UTC)
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ThePredator151 Wrote:
I think that if they're gonna have failing and whatnot, it should be an environmental attribute of gameplay, and or a consequence of being in a specific place in the arena while fighting.

Much like what those death traps of the last three games would have matured into. Don't want it to seem like a primary means of having a fight to where, "all you can do to have a fight is the zooming, or the falling" with a little bit of the traditional fighting.

Between the videos and what little I've read - as well as logical assumptions - I think that is the case. You don't just start spontaneously falling in mid-air. So, presumably, if you don't negotiate toward cliff faces, you're not going to have to worry about the falling combat at all.

Presumably the close quarters moves will be initiated by moves, and therefore more easily forced on players, but still probably avoidable.
I agree that it's probably going to get very tedious, but I'd like to think the mini-modes aren't going to completely take over conventional fighting.

Aerial kombat strikes me as something very MK, but if it's a choice between better fighting styles (ala; MKDA) and hopping around on invisible elastic, I'll take the former.
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06/22/2008 11:49 PM (UTC)
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Mick-Lucifer Wrote:
TomTaz Wrote:
That's actually one of the things I was worried about with the loss of styles.. everyone going back to the same generic punches and kicks. Actually I'm still worried about that. I certainly hope that doesn't end up being the case because that would kill it for me right there. Wouldn't be interested at all, regardless of who was in it.

If you ask me, that ship sailed with Deception.
We went from having a very fluid and personalized sense of fighting techniques in Deadly Alliance, to a fairly arbitrary switching of stance poses and style names. It was all LP, HP, LK, HK again.



Yeah, looking at it that way, I have to say I agree. MKDA did have the more fluid feel to it for the unique fighting styles. The next two installments were horrible in that particular respect in comparison.

Still (limited though it was) there was still a bit of diversity for some (not all) characters in MKD and MKA ... unlike in the past games where it was basically the SAME generic HP's, LP's, HK's and LK's for EVERY character. I guess it's just sounding to me that, once again, they're gonna define the characters by their special moves only. I'm not wanting multiple fighting styles or weapons for each character like last time, that's over... however, I do think that each character should have Martial Arts move sets that are different from one another and are unique to the characters themselves. It'll be no fun if everyone fights with exactly the same moves, with only their specials making a difference.

*shrugs* We'll see what happens when gameplay vids surface ... but I just have a bad feeling.
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fedegita
06/23/2008 01:33 AM (UTC)
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TomTaz Wrote:I do think that each character should have Martial Arts move sets that are different from one another and are unique to the characters themselves. It'll be no fun if everyone fights with exactly the same moves, with only their specials making a difference.



Which is strange, because how many DC characters actually have a unique fighting style apart from bashing shit up with their super powers? Batman trained in Ninjutsu or something, but from the very very little that I know of other DC characters, I don't think they have any. Of course Midway could just give them their own fighting styles, but if they're not canonical or don't make sense to the fans/people in Charge of DC all hell could break loose
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06/23/2008 02:13 AM (UTC)
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Well actually, they do fight in different ways.


Characters such as Superman, Power Girl and let's say, Big Barda (only cause I think Supergirl would have been redundant tongue) Who're the big destructive damage type characters like you described.. they hit things hard until they fall.. and if necessary smack their opponents with mack trucks to bring them down. As well, they're known for tossing foes through buildings (well, no problem there cause we've already seen that is going to happen in the game with the teaser.)

But then you got the other DC characters who fight in completely different ways. Let's look at some of the rumored characters so far.


Wonder Woman: Ok, Wonder Woman has IMMENSE strength.. and while she CAN do the stuff mentioned above, she tends to fight more like a highly trained warrior. Which is what she is, an Amazon. Her fighting is most brutal, but still more diciplined than those above. Using varied punches, kicks, locks and grabs... and sometimes weapons.

Black Canary: Alright, Canary is one of the DCU's top Martial Artists, but her fighting style is her own and is different from say Batman and Huntress. Infact, I believe that early on (before birds of prey) her primary dicipline was Judo and boxing (since she trained with Wildcat). Obviously she's honed and expanded her skills greatly since then, training with the likes of Wildcat and Lady Shiva etc... her skill set is very diverse. She has a great power in her Canary Cry but doesnt use it full time, prefering to rely on her Martial skill. She's also more aggressive than Batman in a fight (Not better by any means, he could take her.) But Batman tends to find and exploit his opponent's weakness rather than just charge to the attack.

Hawkgirl: Hawkgirl is not your traditional martial arts fighter by any means.. however, like Hawkman, she's highly skilled in the use of many weapons (primarily medievil weapons.) She is hardly ever depicted fighting without a weapon. Most poplular for her is the mace.

(which, on a side not brings me to: If there are characters who are primarily weapon users.. then they should fight with their weapons in this game. IF it does end up being true that Hawkgirl is in this game.. then it would be very out of character for her to be fighting empty handed.)

So, there is some diversity of style among the DC characters. Some used their fists/feet, some rely completely on their powers to win and others are dependant on weapons. Will that get translated appropriately in this game? Maybe not.. but I'll continue to hope.
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mkflegend
06/24/2008 02:20 AM (UTC)
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hjs-Q Wrote:
Last time Midway did this (Kinda...) was MK4, where you could link preety much everything to everything.

We all know how that game turned out.
It's Midway... It will be bad, just like everything they do.


Stop being an ignorant hater....

Not really speaking as how MK4's infinites were beyond hard, read more facts on umk.com before making such false assumptions....because it's obvious you have no knowledge of MK4's gameplay.

Everyone in MK4 shared the same dial ups, had max damage and wasn't deep is why it wasn't that great, not for the reasons you've listed and you can't link everything to everything.....so not sure what you're talking about here but you're very off. Still, MK4 factually is one of the toughest MK's to abuse the infinites.

And Midway has made great MK games, perhaps you should play more besides MKD.......


@Predator, well yes they did like you said change the style of MKA air kombat as oppose get rid of "all air" completely, I was just wondering on the idea of some kind of "jumping mechanic" within the actual fighting modes(not counting Free Falling) in order to evade, turtle in fights that kind of thing.

They did alter MKA's air kombat lots though overall, I see what you're saying in the sense of adding blocking, countering in the air unlike MKA's where once you were launched you could just attack or if you wanted "air cancel" but that's not the case with MK8's free fall system honestly, this is a much faster(less time) to attack, counter system and eventually you both will fall. The only way I can see some kind of air glitching in the free fall is if you're playing online and are able to do some odd glitch(kind of like most fighting games that make you more or less safe online or like MKA's 33 system which only works online(not offline) As for the article, did you also read the part concerning the part where Boon stated "no more input combos(meaning dia ups) besides the 6 specials etc.

Otherwise I see no issues really. But we'll see in due time.
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