What should MK change from MKX for the next game?
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What should MK change from MKX for the next game?
11/02/2015 12:33 AM EST
I've been an MK fan since the beginning, and while I don't want to bag on MKX, I do feel like there's some stuff in that game that the next MK should change or avoid.

Here's my personal list, what's yours?

-X-Rays: Remove them entirely. Two games in, they weren't nearly as novel as they were the first time around. They interrupt the action and they get rather repetitive quickly.

-Story Mode: Restructure it. As some said after MK9, remove chapters and get more villain perspectives. I'd also say lengthen time between cutscenes with more battles and have some battles end prematurely. In this mode, battling should revolve around the story being told. Try and find some sort of way to blend the fighting and story in to a more cohesive experience.

-Storytelling: Take the material more seriously. Way too much humor, quipping, snarky one liners, inconsistent character power, inconsistent character usage in the story, character logic inconsistencies. The story has improved dramatically in terms of how its communicated, but it needs to grow out of its 90's campiness and all of the potholes that come with it.

-Arcade Endings: Make them canon. Stop with the "Sub-Zero riding ice dragons because who cares, this doesn't happen anyways" crap. Use arcade endings to augment story mode. Maybe give us one canon ending that supplements what the character did during the story that we don't see in story mode and then another that gets unlocked once we've beaten story mode and then arcade mode with that character again to give us some info on what's happening with that character after story mode leaves off. Again canon.

-The roster: Take more risks. I get it. People have their old favorites. But so many fans wanted 3D era characters to get another chance and while we got a few, this roster in MKX was way too safe. Way too familiar, especially coming off of a game that was 100% nostalgia. This was compounded by just how extraneous some of these characters felt to the story as a whole. I mean, did Kung Lao really need to be playable? It felt like Fujin had a bigger role in the story, even if he completely disappeared for no reason.

-Day One DLC / Kombat Packs / Preorder Bonuses: Stop gouging your own fans just because you know they'll spend money. Yes, we all have the power to say "no," but that doesn't excuse how ridiculous the prices were on anything beyond the normal $60 game.

-Faction Wars: Get a new hook. This honestly didn't do anything for me. It was a good idea in theory, but there didn't seem to be anything worthwhile behind it from a player perspective. Either give people a real incentive to play it each week (ie character outfits, bonus character bios, etc) or just scrap it.

-Paytalities: Scrap the red tokens. Buying the ability to do one button fatalities? For real? Look, I know it's not egregious, but it's still an available micro transaction in a game that already feels like it's trying to bleed my wallet. So thanks but no thanks. I'll just pause the game, memorize it, and do what I just memorized a second ago.

-Animations / Combo System: Increased fluidity all around. Combos need to feel more natural and player improvised. Less 50/50's. More fluid start up animations. Jumping that doesn't seem to have such tight input windows when attacking. MK's come a long way in these areas, but it still needs to do away with the choppy, stiff character movements, animations, timing windows etc.

-Netcode: Improve this X1,000. I could keep going, but this will be my last and most important one for now. Netcode was horrendous in MKX. Borderline unplayable on many cases. This has to be improved upon for the next game. This should be at or near the top of the list. Underlined in the white board in meeting room and circled five times.

I hate to feel like I was bashing the game completely when there was some stuff that I liked. I just feel like this game wasn't as good as it could've been and it honestly disappointed me in some respects. So I hope they look at certain areas of MKX and try and improve on some areas where they may have been weaker and maybe even turn those in to strengths in the next title.

While you might disagree with me on some or all of these, I'm curious what your thoughts are in what you think the next MK game can specifically improve upon or what lessons the next game can learn from MKX. What do you think?
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RE: What should MK change from MKX for the next game?
11/02/2015 05:22 PM EST
How about....

- Story Mode: Remove chapters and switch them to the hero side & the villain side.

- Storytelling: Show serious drama and romance!

- Roster: Bring back the 3D characters that feel worthy of coming back! Into the roster!
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RE: What should MK change from MKX for the next game?
11/04/2015 06:08 PM EST
X rays are fine, BUT they need to be shortened. Sub-Zero's MKX Xray is about the perfect length IMO. Though Super Moves would be cool too, like the one Injustice had just with MK characters, but again, they need to be short.

Better story mode and by that I just mean the actual writing and story lol MKX's wasn't that bad, but I felt like it was a step back from MK9s

Only 2 variations per character

And for f**** use Unreal Engine 4 and MAKE THE ONLINE GOOD. Not everybody has the time to travel around and attend local places all of the time, especially when you go to school, have a job, a family to take care of etc. so online is all some of us have if we want to play with other players for that short time we get to actually play, so having the online work well and consistently would be much appreciated.

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RE: What should MK change from MKX for the next game?
11/12/2015 10:11 AM EST
Baraka407 Wrote:
I've been an MK fan since the beginning, and while I don't want to bag on MKX, I do feel like there's some stuff in that game that the next MK should change or avoid.

Here's my personal list, what's yours?

-X-Rays: Remove them entirely. Two games in, they weren't nearly as novel as they were the first time around. They interrupt the action and they get rather repetitive quickly.

-Story Mode: Restructure it. As some said after MK9, remove chapters and get more villain perspectives. I'd also say lengthen time between cutscenes with more battles and have some battles end prematurely. In this mode, battling should revolve around the story being told. Try and find some sort of way to blend the fighting and story in to a more cohesive experience.

-Storytelling: Take the material more seriously. Way too much humor, quipping, snarky one liners, inconsistent character power, inconsistent character usage in the story, character logic inconsistencies. The story has improved dramatically in terms of how its communicated, but it needs to grow out of its 90's campiness and all of the potholes that come with it.

-Arcade Endings: Make them canon. Stop with the "Sub-Zero riding ice dragons because who cares, this doesn't happen anyways" crap. Use arcade endings to augment story mode. Maybe give us one canon ending that supplements what the character did during the story that we don't see in story mode and then another that gets unlocked once we've beaten story mode and then arcade mode with that character again to give us some info on what's happening with that character after story mode leaves off. Again canon.

-The roster: Take more risks. I get it. People have their old favorites. But so many fans wanted 3D era characters to get another chance and while we got a few, this roster in MKX was way too safe. Way too familiar, especially coming off of a game that was 100% nostalgia. This was compounded by just how extraneous some of these characters felt to the story as a whole. I mean, did Kung Lao really need to be playable? It felt like Fujin had a bigger role in the story, even if he completely disappeared for no reason.

-Day One DLC / Kombat Packs / Preorder Bonuses: Stop gouging your own fans just because you know they'll spend money. Yes, we all have the power to say "no," but that doesn't excuse how ridiculous the prices were on anything beyond the normal $60 game.

-Faction Wars: Get a new hook. This honestly didn't do anything for me. It was a good idea in theory, but there didn't seem to be anything worthwhile behind it from a player perspective. Either give people a real incentive to play it each week (ie character outfits, bonus character bios, etc) or just scrap it.

-Paytalities: Scrap the red tokens. Buying the ability to do one button fatalities? For real? Look, I know it's not egregious, but it's still an available micro transaction in a game that already feels like it's trying to bleed my wallet. So thanks but no thanks. I'll just pause the game, memorize it, and do what I just memorized a second ago.

-Animations / Combo System: Increased fluidity all around. Combos need to feel more natural and player improvised. Less 50/50's. More fluid start up animations. Jumping that doesn't seem to have such tight input windows when attacking. MK's come a long way in these areas, but it still needs to do away with the choppy, stiff character movements, animations, timing windows etc.

-Netcode: Improve this X1,000. I could keep going, but this will be my last and most important one for now. Netcode was horrendous in MKX. Borderline unplayable on many cases. This has to be improved upon for the next game. This should be at or near the top of the list. Underlined in the white board in meeting room and circled five times.

I hate to feel like I was bashing the game completely when there was some stuff that I liked. I just feel like this game wasn't as good as it could've been and it honestly disappointed me in some respects. So I hope they look at certain areas of MKX and try and improve on some areas where they may have been weaker and maybe even turn those in to strengths in the next title.

While you might disagree with me on some or all of these, I'm curious what your thoughts are in what you think the next MK game can specifically improve upon or what lessons the next game can learn from MKX. What do you think?


Pretty much agree with everything you said, it's like you read my mind. I especially love your view on the endings - I hated that Sub-Zero in ice dragons so much - X-Ray's and storytelling.

To your point on Story Mode, I would add that the environment should not just be direct copies from the arenas used in other modes. For example, it made no sense that Baraka vs. D'vorah fight was not in the busy street or at least with that background. Since they made that scene like it is, how hard was it to use that instead of the lazy marketplace. Totally took away the suspense.

I also think that fights in story mode should not be like normal fights as in winning two rounds. It should be fast paced, so just one round with no fatalities unless like with D'Vorah on Barak which was a nice touch. Indeed some fight should be cut short. Maybe because of what happens in the background. This is why I would've loved if there would've been a fight in that street so maybe some Tarkatans bust lose, the fight is interrupted and all of a sudden you have a mode where you fend off Tarkatans.They could work with a timer, if you have beaten Baraka within time, he will stay on the ground. If you haven't, he will get in on the act.

Another example could be of a fight between Rain and Kotal Kahn on the tower with that wagon below. You fight with Rain to try and kick him off so Mileena, Baraka and the Tarkatans could take him prisoner. Your objective for the fight should not be to win, but to kick Kotal off. Once that is done, you become Mileena / Baraka and fight Kotal. After that, they could run the cutscene where the amulet gets pulled out etc. Another way could be for you to be Kotal, the end result is getting kicked off the tower in a cutscene if you win or during battle. Whatever energy you have left, you have to beat Baraka / Mileena with.

It should also matter to how the whole story progresses if you win or lose at some key points. Not just a scripted follow up scene to every single fight that you would need to win. If you lose, you lose, no immediate re-match. You can try again after the scene is over and moves to the next. That way, it stays interesting and re-doing story mode becomes fun. Great way for re-playability.

I would add to your list:

- Take variations out. It doesn't add all that much and if they are going to do it, make it 2 like the other poster stated and then at least give the staple moves to both variations.

- Bring 2 on 2 back and have some 2-on-1 or 1-on-2 in the Story and Ladder mode. The other character can be in the background or standing at the other end and when you switch, the other lies down or walks away while the other sprints to action. The 2-on-1 could work great against the Boss and 1-on-2 some characters you go through before the (sub) Boss.

- This way, maybe they will re-think how the boss character plays. The demon form was a nice touch, but it was still the same old-same old: one or two moves over and over again. To me, the Boss is someone who should be very fast, ability to teleport and stuff like that. This Boss fight with all these moves from afar is always underwhelming and you almost have to resort to cheap tactics. Shinnok was a good touch but he just did not live up to the hype. The Sub-Boss and Boss should never be the same type.

- Another problem is the Sub-Boss which in my opinion could be a Goro type, just a brute or could be a true combo type character where you have an up close battle, almost like a boxing match. Prior to the fight with him I would like it to be a range of minions you would have to go through. The revenants would've been perfect for that. Just some normal level type characters with some advantage(s) / added abilities. You could work your way through the steps up to a Palace or something similar to make the environment more interesting as well.
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RE: What should MK change from MKX for the next game?
12/28/2015 11:28 PM EST
I definitely couldn't agree more with this. The things I hate is in MKX they need to drop are the variations. I hardly use them online because it sucks playing as Raiden or another classic era fighter and choose a variation to not have all their classic moves available. Also having to unlock attires by buying extra or pre-order bonuses or having to play that horrible MKX mobile game is sad. Last thing is the Krypt. I like the Krypt but hate how everything seems way over priced and I don't like having to unlock their Faction Kills every time after unlocking them once or having to unlock Brutalities before doing them. The Brutalities should also be changed to Fatalities because that's basically what they are. Don't forget the roster. In the early interviews with Boon he said this game would have the largest selection of new fighters yet I see more classic fighters than new ones? Unplayable fighters that have models are sad in any game. If it is in the game you should be able to use them with the exception of hidden fighters and there really technically isn't any in MKX. Can't count the hidden tower battles with Reptile, Goro or Mileena. Now if Enemra (Smoke) was hidden that's be better, or Noob. I feel like they're trying and running out of good ideas.
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RE: What should MK change from MKX for the next game?
12/29/2015 02:09 AM EST
What I would do for MK11 is first I agree lose the variations I like that they tried new things but I really don't play many variations. The ones mostly that have all their signatures I play. Much more costumes for characters that aren't Sub-zero or Scorpion. More stages. Mk should add multiple taunts per character. I want a completely original story next time. While this one was new it was basically a new MK4. I do not wanna see another version of DA or Deception.

No guest characters at all!!!!

Fujin and Sereena must make it in.

I rather have a roster that mostly factors in the story. In X Liu and Lao and Kitana didn't. It was pointless. I loved playing them however. But that said I would have been fine if they weren't playable.

I say given the ending Liu and Kitana should be the final bosses in 11
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RE: What should MK change from MKX for the next game?
01/27/2016 03:31 PM EST
trynax Wrote:
Also having to unlock attires by buying extra or pre-order bonuses or having to play that horrible MKX mobile game is sad.


DLC just shouldn't be a thing. If they make the content it should be all included in the package when they release it.

And as for the mobile game, I like it, but i agree that having to link the two together in order to unlock stuff is a hassle beyond irritating, not to mention highlighting the incompleteness of either game.
STATE FED LIES CHARM EMPTY EYES. Anon.
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