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hotboydgo
11/06/2007 03:26 AM (UTC)
0
I think it would be a great idea to have a RPG about Scorpion. Like how Mythologies was about Sub-Zero and his story. I mean Scorpion has a deep story and alot to tell from being murdered to goin to the Neatherealm and seeking revenge on Sub-Zero then Quan Chi to his problem with the elder gods Scorpion is such a big part of the Mortal Kombat world that it is only right to have a game dedicated to him !
I wana see how many people think of this idea...

Recently, I've been looking up both the internationally infamous banned game Thrill Kill and Marvel Nemesis: Rise of the Imperfects, an slightly underrated game with a smashing concept... Well, both games do. So, I shall go to explain the two and how MK could apply the systems of the two in MK8.


THRILL KILL

-The story of Thrill Kill is about a small tournament involving 11 citizens of hell. After dying, each of these sinners descended to a version of hell that looked more like Earth, only more grittier and violent. The main boss (A winged Demon named Marukka) decides that it would be fun if each of the other 10 (Plus the Marukka) fought to the death in a tournament. The prize being a second shot at life.

-The 11 that fight are all very unique in their own ways. In adition, these 11 only look the way they are because of the sins the committed or diseases caught during life. From the straightjacketed psycho named Oddball to the humungous behemoth named Mammoth to Violet, the contortionist, no two characters perform the same (Well, except for picking the same character). Heck, every character even has multiple outfits.

-Four players were able to fight at once.

-Instead of a traditional health meter, each character has a kill meter. The kill meter fills up as the fighters perform attacks successfully. When the Kill Meter is full, that character can kill one opponent after chasing them down. This goes on until only one character is left. That character performs a super kill (or "Thrill Kill") on the loser.

-Gang up moves. These moves allow one character to hold down another while letting a third character beat them up.

Add:
-Multiplayer combat (MKD had a concept, but it was never done.)
-Multile outifts
-Uniqueness between fighters. Styles may do one thing, but an entire battle system catering to handicaps/ augmentations is a whole other story...

Ditch:
-Kill meters. May be confusing.
-The excesive violence. I mean, that's why this game got banned. Don't believe me? Check right here. Trust me, there's a point when the violence gets a little much.
-Some of the more provoctive themes (Also in the link. Just so you know, some guys have outfits without clothes, but not nude.)


MARVEL NEMESIS: RISE OF THE IMERFECTS

-Story is pretty simple. Earth is invaded by an alien scientist looking for a way to save his homeworld, but it wouldn't seem so at first. The Marvel characters then try to stop this mess and deal with the alien scientist's creations (The Imperfects).

-Using the arena as a wepon by throwing/ hitting with the props within it. MK4 kinda had it, but this definitely upgraded.

-Modes of transportation. Some of the fighters fly, some swing on webbing, others teleport.

-More uniqueness between the fighters. Not only in transportation, but in what powers are available

-Rage meter. If You are aggressive enough, you get a brief bonus that gives you infinite powers (Yes,your powers are limited to a meter).

-One finisher per fighter. Nothing uber-gory, just Believe me. Also, the way to attempt them is very easy. If you have this game, you know what it is.

Add:
-Environmental interaction
-Modes of transportation unique to that fighter.

Ditch:
-Power Meter. This meter not only limits your powers, it also limits you transportation. Vry negative.
-Copies. Even though this game is fairly unique in the fighters, there are three people who fight damn close like Spidey (And yes, one of them's Venom, but still, add some more uniqueness.).
-The attempt at a main story. I may applaud EA for trying to add a story to a fighter, but this way ain't it. Tekken's more where it's at.


For anyone who wants to see either game in a full versus playthrough, here's Marvel Nemesis and Thril Kill.

NOTE:

I apologize for anyone who feels insulted by TKsad, but thank the Lord it was banned. I just put tK on there to have an example.
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ThePredator151
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11/13/2007 09:56 AM (UTC)
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Posted by: TzarChasm in how to make mk 8 dark and serious?

First off, in my opinion, Boon and friends must immediately dispense with all humor in the series. No comical finishers, no joke characters (Cage, Bo Rai Cho, etc.). The special moves can be as over-the-top as necessary—I have no problem with unexplainable fireballs, teleports, even odd things like air throws—but nothing should evoke a gleeful smile when its used on your enemies—only winces and widened eyes. Goofy fatalities like Darius's Picasso and Kano's skeleton pull need to go the way of the dodo, as well. Every finisher in the game must have the same grave effect on the player that we all felt the first time we killed a man with a crowbar in Manhunt. Remember when video game violence slapped you in the face and left you startled? Yeah, Mortal Kombat started all of that, and it's about time they get back there at the forefront of things.

I want character storylines (and endings) as sinister as the best offerings from Twisted Metal Black; stories of violent men and women whose heart's desire corrupt them from within and lead them through a hailstorm of brutality—only to be their own undoing in the end. Sudden twists in the endings that are as cruel as the people they belong to, endings that bring movies like Se7en and 8MM to mind when you see them unfold.

The audio has to come in full force and never let up. No bargain-bin voice acting will do here—I want dialogue to be sparse, but delivered with conviction and balls. Moreover, the screams and grunts of combat must be convincing. When a character plunges his hand into another's chest, ripping out their still-beating heart (I'm sorry, but this fatality should NEVER disappear from the series), I want the scream blasting through my speaker to sound as if it was recorded from the real thing happening at Midway's studios and slapped into the game like some kind of sick joke. I want people that burn to shriek for a good thirty seconds as the flames lick their skin, and I want to see them char on camera. The sounds of weapons tearing through flesh and thudding dully into bone should actually be recorded in a meat factory where men shred carcasses into microphones, lending a disturbing authenticity to it all. Each punch should sound like it just broke the victim's face, yet without falling victim to the cheesiness you hear in movies like Enter the Dragon where everything is so overly-done that it becomes laughable at best. That's a fine line to walk, but it's not impossible.

Experiments in the science of creating fear through audio should be taken into consideration, especially when designing background music and ambient sound effects to accompany finishing moves. Movies like The Exorcist used lots of very low-frequency sound waves to inflict the listener with waves of unease that they couldn't really explain, and Mortal Kombat 8 would do well to take cues from pioneers in that field.

Finishing moves should be catastrophic and brutal. When your heart is torn out and you fall to the floor as your scream fades, there should be an obvious, gaping hole in your chest that floods the gravel beneath you with blood. As a man tips your head back and slashes your throat, the camera should zoom in to show your eyes wide and wet in fear, a genuinely desperate look on your face, and then your mouth tightening in a silent grimace as your flesh gives way beneath the knife. And then he lets go and kicks you in the back of the head, slamming your face into the ground as you bleed to death, wheezing and gasping. Once again, Manhunt leads the pack in convincing death animations and sounds. While the game's engine is quite dated and never looked photorealistic, nobody that's seen the machete kills in that game can forget the wet gurgling noises the hunters made as you repeatedly hacked into their necks while they wheezed, sputtered, and died. Pay attention, Mortal Kombat—there's a lot to be learned here.

No more silly finishers where people eat an uppercut and end up a half-mile off-screen; instead, bring it down to earth and show us some wickedness like curb stomping, evisceration, disembowelment, throat-slashing, dismemberment, and at least a good old Brutality-style beating. Weapon brutalities are a MUST. Imagine if Jax in MK4 had used his spiked club to kneecap his victims and then spend a good fifteen seconds slamming them in the back, the face, the arms, over and over and over, just mercilessly clubbing them to death. That would've left an impression, no? Try it with the Unreal 3 engine, see how you like it. ^^ Every finisher in MK8 should leave you with the sensation you had the first time you ran someone through with a chainsaw in Gears of War. Every single one of them. (They should also feature fully fleshed-out internal organs as Gears did, for the Fatalities that sever torsos and rip open chest cavities.) As an afterthought, bring back Baraka (or someone with a similar weapon) and let us impale people again. The first time I saw that in MK2 I almost wept; it was beautiful and horrible.

Finally, regarding audio and finishers, let's keep it a tad realistic, please. When I stomp someone's knee out from under them to soften them up for the kill, I want to hear them scream like I would in real life if you did the same to me. When they're laying on the ground, make them writhe in agony much like their real-life counterparts as you prepare to bring your foot down on their skull, or impale them, or whatever it is that you're about to do. Just make them look miserable, helpless, and weak—and then destroy them utterly. But at the moment when any real human being would most certainly be dead, SILENCE THEM, for crying out loud! I can't be the only one who's frowned as his decapitated victim kept screaming long after their head was torn off, right? There's nothing intimidating about a guy whose voice echoes on and on after he's dead, but if you had a man screaming for mercy as you dragged your blade across his chest and then he suddenly went dead silent mid-shriek as you plunged it through his face, THAT would be frightening. The suddenness of it all would do the trick on its own.

I could go on here for hours about character and arena design, fighting animations and how I think the combat engine itself should operate, but I think this is a decent start. Mortal Kombat should abandon the tongue-in-cheek tone it once carried and embark on a new, twisted journey into a hybrid of abnormal psychology and Spanish Inquisition torture. It should reclaim its throne as the king of gaming violence and leave little room for opposition. And it should be cruel enough to make even its biggest fan feel dirty for loving every second of it.


Very well thoughtout, very well explained imo.
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latvia101
11/15/2007 11:09 PM (UTC)
0
ThePredator151 Wrote:
Posted by: TzarChasm in how to make mk 8 dark and serious?

First off, in my opinion, Boon and friends must immediately dispense with all humor in the series. No comical finishers, no joke characters (Cage, Bo Rai Cho, etc.). The special moves can be as over-the-top as necessary—I have no problem with unexplainable fireballs, teleports, even odd things like air throws—but nothing should evoke a gleeful smile when its used on your enemies—only winces and widened eyes. Goofy fatalities like Darius's Picasso and Kano's skeleton pull need to go the way of the dodo, as well. Every finisher in the game must have the same grave effect on the player that we all felt the first time we killed a man with a crowbar in Manhunt. Remember when video game violence slapped you in the face and left you startled? Yeah, Mortal Kombat started all of that, and it's about time they get back there at the forefront of things.

I want character storylines (and endings) as sinister as the best offerings from Twisted Metal Black; stories of violent men and women whose heart's desire corrupt them from within and lead them through a hailstorm of brutality—only to be their own undoing in the end. Sudden twists in the endings that are as cruel as the people they belong to, endings that bring movies like Se7en and 8MM to mind when you see them unfold.

The audio has to come in full force and never let up. No bargain-bin voice acting will do here—I want dialogue to be sparse, but delivered with conviction and balls. Moreover, the screams and grunts of combat must be convincing. When a character plunges his hand into another's chest, ripping out their still-beating heart (I'm sorry, but this fatality should NEVER disappear from the series), I want the scream blasting through my speaker to sound as if it was recorded from the real thing happening at Midway's studios and slapped into the game like some kind of sick joke. I want people that burn to shriek for a good thirty seconds as the flames lick their skin, and I want to see them char on camera. The sounds of weapons tearing through flesh and thudding dully into bone should actually be recorded in a meat factory where men shred carcasses into microphones, lending a disturbing authenticity to it all. Each punch should sound like it just broke the victim's face, yet without falling victim to the cheesiness you hear in movies like Enter the Dragon where everything is so overly-done that it becomes laughable at best. That's a fine line to walk, but it's not impossible.

Experiments in the science of creating fear through audio should be taken into consideration, especially when designing background music and ambient sound effects to accompany finishing moves. Movies like The Exorcist used lots of very low-frequency sound waves to inflict the listener with waves of unease that they couldn't really explain, and Mortal Kombat 8 would do well to take cues from pioneers in that field.

Finishing moves should be catastrophic and brutal. When your heart is torn out and you fall to the floor as your scream fades, there should be an obvious, gaping hole in your chest that floods the gravel beneath you with blood. As a man tips your head back and slashes your throat, the camera should zoom in to show your eyes wide and wet in fear, a genuinely desperate look on your face, and then your mouth tightening in a silent grimace as your flesh gives way beneath the knife. And then he lets go and kicks you in the back of the head, slamming your face into the ground as you bleed to death, wheezing and gasping. Once again, Manhunt leads the pack in convincing death animations and sounds. While the game's engine is quite dated and never looked photorealistic, nobody that's seen the machete kills in that game can forget the wet gurgling noises the hunters made as you repeatedly hacked into their necks while they wheezed, sputtered, and died. Pay attention, Mortal Kombat—there's a lot to be learned here.

No more silly finishers where people eat an uppercut and end up a half-mile off-screen; instead, bring it down to earth and show us some wickedness like curb stomping, evisceration, disembowelment, throat-slashing, dismemberment, and at least a good old Brutality-style beating. Weapon brutalities are a MUST. Imagine if Jax in MK4 had used his spiked club to kneecap his victims and then spend a good fifteen seconds slamming them in the back, the face, the arms, over and over and over, just mercilessly clubbing them to death. That would've left an impression, no? Try it with the Unreal 3 engine, see how you like it. ^^ Every finisher in MK8 should leave you with the sensation you had the first time you ran someone through with a chainsaw in Gears of War. Every single one of them. (They should also feature fully fleshed-out internal organs as Gears did, for the Fatalities that sever torsos and rip open chest cavities.) As an afterthought, bring back Baraka (or someone with a similar weapon) and let us impale people again. The first time I saw that in MK2 I almost wept; it was beautiful and horrible.

Finally, regarding audio and finishers, let's keep it a tad realistic, please. When I stomp someone's knee out from under them to soften them up for the kill, I want to hear them scream like I would in real life if you did the same to me. When they're laying on the ground, make them writhe in agony much like their real-life counterparts as you prepare to bring your foot down on their skull, or impale them, or whatever it is that you're about to do. Just make them look miserable, helpless, and weak—and then destroy them utterly. But at the moment when any real human being would most certainly be dead, SILENCE THEM, for crying out loud! I can't be the only one who's frowned as his decapitated victim kept screaming long after their head was torn off, right? There's nothing intimidating about a guy whose voice echoes on and on after he's dead, but if you had a man screaming for mercy as you dragged your blade across his chest and then he suddenly went dead silent mid-shriek as you plunged it through his face, THAT would be frightening. The suddenness of it all would do the trick on its own.

I could go on here for hours about character and arena design, fighting animations and how I think the combat engine itself should operate, but I think this is a decent start. Mortal Kombat should abandon the tongue-in-cheek tone it once carried and embark on a new, twisted journey into a hybrid of abnormal psychology and Spanish Inquisition torture. It should reclaim its throne as the king of gaming violence and leave little room for opposition. And it should be cruel enough to make even its biggest fan feel dirty for loving every second of it.


Very well thoughtout, very well explained imo.


Wow! I wouldn't want to be caught in a dark alley with this guy around.

Seriously though, those are great ideas; especially his fatality ideas.
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darkra892
11/18/2007 01:14 AM (UTC)
0
How about Mortal Kombat Mechanical Mayhem where theres more robots and only 3 human characters or mortal kombat war gods where theres only god characters like raiden and my last thought is mortal kombat unleash the dragon a adventur game where you play as lui kang's son and he learns how to become a dragon like his father.
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ThePredator151
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11/22/2007 10:27 AM (UTC)
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Original Thread Made for this idea:
"Is it possible for Fans to seriously contribute to an upcoming game?"

_________________starter post content_______________________
I've been thinking about this for a little while now, and I want your opinion on the following idea.

If we took like 5, meticulously nominated fans from a fansite like ours(MKO), that were dedicated to one common fav character(example: say they all believed they are "#1 Scorpion fans"), and told them to:



1. Submit some kind of a bio, or story analyst for their character
2. Submit at least one alternate costume for their character(max 3)
3. Submit an analyst of the gameplay, character feel, and character moves(fighting style, specials, fatalities, ect...).

(My Questions?):What do you think would come of it? Do you think it's a good idea? Bad idea? Why? What if we could effect one character per game, and it was your favorite character? Wouldn't you want your input seriously considered? If we nominated people from a fansite to do such a thing(not that I infer) would you rather have the best "talent" from that fansite, or just the "fanboys" of a character?
.
.
.I also wanna mention a few things so I'm clear:

You see, by submitting fan input and concepts that are concentrated to one particular character, the input and concepts themselves should ultimately be subject to the actual MkTeams' discretion. Means that, even though fan content is submitted, there is no obligation whatsoever that they "have to use" any of it. Nor does it grant "super special access" to the game before release. Which is really what my idea is about.

The idea is also based on, letting the MKTeam know specifically where fans stand about a character, what we think a particular characters potential is, or what fans generally expect as far as a characters overall progress in the series. Mainly this is about "Gameplay, Story, and Characteristics//Personality of a character".

Now, I don't want this idea to be confused with "mistrust" or "disrespect" for the Mk team, cuz that's not my intention or standpoint at all. But, with a gaming franchise 15yrs and going, I think it'd be interesting, and beneficial to have a closer understanding between fan and developer.

But yea, tell me what you think, here's my main questions again.....

(My Questions?):What do you think would come of it? Do you think it's a good idea? Bad idea? Why? What if we could effect one character per game, and it was your favorite character? Wouldn't you want your input seriously considered? If we nominated people from a fansite to do such a thing(not that I infer) would you rather have the best "talent" from that fansite, or just the "fanboys" of a character?
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Anansi
12/15/2007 04:04 PM (UTC)
0
One main idea I've always had is to have a kind of action adventure/fighting hybrid. A seamless blend of the fighting mode and the conquest mode. An engine that is so suited for both tasks that both areas of the game become one. More specifically one that favors a more 3D camera over the side by side presentation that has so long been used by fighting games. I'm thinking of a blend between the MKSM versus mode and wrestling games such as Wrestlemania 2000 and No Mercy for the N64. This would allow for more versatility in the form of environmental interaction, multiplayer support for more than two players as well as provide the option of using the same engine for the conquest mode as well as certain arena challenges involving the player fending off multiple attackers.


As far as basic game structure I want something far more free form than your typical fighting game. For instance, I would include the optional "load-out" screen for every fight. After selecting your character, you would have the option of selecting your character's gear for that fight. This would include weapons, clothing and armor. These items could be purchased or unlocked in various ways throughout the game. Some items would likely be limited to specific characters. This would, of course, affect how the match is played, giving each player access to whatever weapons he or she selected (they would of course be limited to whatever they can carry on their person, however some arenas would have native weapons that could be selected when you select the arena). For example, I could load out my character with a katana, smoke bombs and shuriken and all of those weapons could be selected and used by myself during the fight.


Your clothing selection would also come into play as some clothing might provide defensive or offensive bonuses. For example, a set of spiked metal bracers would not only provide forearm protection and help block against weapon attacks but would provide an offensive bonus to forearm strikes. Loose, baggy clothing might come as a disadvantage as it might provide a handhold for those wishing to fling you into a nearby deathtrap.
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finalfreak1
12/16/2007 02:05 PM (UTC)
0
WARNING I've copied and pasted from people so this message is in chaos. hotboydgo I like your idea fo a scorpion gmae like Sub-Zero's. I like deathgraves idea on Practice Mode - Pretty standard nowadays, but include allsorts of options, including a MK:DA Konquest/VF practice sort of option which teaches ya to use all the moves in many different situations. I also like somewhat his idea on konquest mode. RaisnCain Did he give mk game advice or a history lesson? I agree with WaxyChicken except for 1 - reducing pre-defined combos. So often i play online and it becomes two players who are just exchanging blocks and combos (i mean predefiend combos). back in MKII, combos were discovered by accident and weren't intentionaly built to be that way. When Ed Boon (i think it was him) saw the corner comboes done in the arcade it gave him the bright idea of putting in predefiend combos. now actual fighting in MK using skill and reflexes has taken a back seat to simply pushing buttons to unleash combos. 2 - commonality of fighting style. MK 1 to MK 3 there was a big plus in the fighting: learn the basics of one charactor and you will learn the basics to all. Granted, special moves are different and some charactors had a few minor unique moves added in (Baraka blade swipe, cage's double kick) but if you learned one charactor then you could random select any charactor and not be screwed. i'd like to see more of a comonality in fighting stiles implimented somehow. I also agree with supremeSCORPIONmaster about also as a bonus include some classic moves im thinking slide attack, reptiles forceball. noobs cloud from umk3 cages nut punch. I agree with rodrigomaru about i think reiko and motaro (oversized and with four legs this time)should come back. ps I don't particularly like the 2d older games, even on mat 2 w/ mk2 and mk3 remade. I like the 3d walk around style they've implemented. You-Know-Who Posted: 04/20/2007 06:35 PM Status :: Rank :: Visits :: 1155 RE: The Future Games Idea Thread One thing I always liked about the early Mortal Kombat installments, were their sense of mystery. You used to always wonder if there were still cheats you haven't discovered yet, characters you haven't unlocked, etc. I'd completely scrap the current idea of the Krypt. I'd replace it with a new version, where you can select a coffin belonging to a fighter who didn't make MK8, and you can find out what happened to them in Armageddon, and basically fleshing out their back story, giving each character closure. I don't know how hard it would be to do, but you could include Kreate-A-Fighter information for them in there, so players can "Play God" and resurrect one character from Mortal Kombat past, if they so wish. I'd scrap Konquest mode entirely, if it were up to me, but if they do bring it back, I'd have players take on a character that isn't playable. That way Ed Boon and co. can watch as people claim how he is unlockable. I COMPLETELY disagree with you You-Know-Who furious
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finalfreak1
12/16/2007 04:02 PM (UTC)
0
YOu all have very creative ideas. but I do believe that you are trying too hard to merge the arcade function with the Konquest function.smile
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finalfreak1
12/16/2007 08:12 PM (UTC)
0
DanDaBrit Posted: 04/22/2007 05:40 AM Status ::
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RE: The Future Games Idea Thread

alright all,

After Armageddon I would like to see the series reinvented. Personally, I appreciated that the team tried to do something new, with the various styles and what not. But i feel, after what is now the third addition under this format, that things are getting a tad stale. Which is why I couldn't be happier they said MK8 will be grittier and darker.

My idea is that after Armageddon there is just that, Armageddon. The planets has been scorched, and only a few survive. Civilisation has crumbled, and now all that remains is conflicting war-tribes.

As life has returned to a barbaric level, the sport of gladiatory combat has arisen. Tribes bring their various slaves to fight the slaves of other tribes, with money and respect given to the successor.

Therefore, during the one player mode, you select a tribe as opposed to a individual fighter.With each tribe offering different skills to their gladiators. This will also give the chance for the return of old Mk characters, such as a tribe ruled by Baraka etc.

Therefore the format is that you, as the trainer, have a group of slaves, which you must be train. Depending on how you see fit, you can treat them appallingly so that they develop into cold heartless killers, or treat them well, in that they might have more noble features.

The one player mode would act more like a football season, building up to, I suppose, the superbowl of gladiator events at the end, the tournament Mortal Kombat. This is where you earn most money and respect, which will benefit you going into the next 'season'. But you wont reach these heights for a long time, instead taking your slaves to smaller tournaments around the world.
The more money you earn, the better the gladiator-slaves you can buy, or buy the better facilities in which to train them. Maybe even the option to buy other smaller tribes, assimilating their skills. Anyways, this will all lead to the creation of a fierce team of combatants.

I think that one player modes in fighting games need to be developed to increase their longativity. I love sports games, as i start off with a crap team, and generally have to work my way up. At first you scrape whathever money you can get together, buying better players etc. So this new system will operate in a similar sort of way. So you can offer another tribe two slaves and some money for their prize fighter etc.

Newhose, I want the fighting itself to be really really really gritty. I want energy bars to be scrapped. In essence, i kinda envisage UFC, mixed with the dark style of the resident evil series. Where the fighters fight in a cage, one on one, till one fighter cant stand no more. As the trainer, you can select whether the fight is required to go to the death. This in turn, could potentially see you losing your fighter, but if you win, he will gain far more experiance points. Furthermore, the look of the fighters will be completely custom built, whereby you can cover them in tattoos or give them war paint, with the colours of your tribe.

The backgrounds, will intially start off in small outposts, but eventually when you improve, will end up in huge stadiums with thousands chanting etc

I have kinda had enough of all the fighting games with the nice twirly kicks, and the colourful lights following every move. Fighting is fierce, and can end in an instant. This is what i hope they will do with Mortal kombat8, reinvent the genre , so that it is actually like fighting. Some matches might end in an instant, some might go on for twenty minutes (well not that long, but u get the point). Where at the end of the a hard fought battle, your gladiator will be left standing over his pummeled opponent.

Although there wouldnt be an emphasis on individuals characters with specific moves like the old mk games, i think u would really take to your fighters, especially if u had one that started off as a weed. But through your training eventually turn into a legend.

Newhose thats it, sorry for rambling

Sorry but my opinion is this idea is in nowhere near the realm of Mortal Kombat. you should get the pc games like civilization and the like.
furious
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finalfreak1
12/16/2007 09:07 PM (UTC)
0
Kcalypso,

I like the way Raiden is or was in MKDA, MKD, and MKA I wouldn't change a thing. He is my fav character!wink
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finalfreak1
12/16/2007 09:33 PM (UTC)
0
This is so big I had to create another post.

some good ideas but cmain141 Posted: 06/05/2007 11:06 PM
Visits :: 2
The Perfect MK8 (and MK9 and MK10) for me...

Since I drooled over the MK1 arcade machine in the local laundromat as a kid, to doing the same with MKA, I love the series. Politically it goes against so many things I believe, lol, but I just keep coming back for more. So after playing it all my life, here is what I would really like to see for MK8:

Characters

1) Sure, I love the popular, always returning characters like Shang-Tsung, Sonya, Sub-Zero, etc, but it is their time to be put aside. Their focus has been too long now, and they are easily replaceable with similar but more creative characters. Thus, with more than 63 characters in the MK universe, here is who NEEDS to return with incredible depth and individuality (both in stories and gameplay):

- to replace Sub-Zero
Frost- exagerrate her ice-body connection. Deemphasize sexualizing her and make her bigger, stronger, and likewise continue with her speed. Her story should make her swift, brilliant, able, and menacing. The connection to ice should be continued with Frost, not Sub-Zero.

- to replace Scorpion
Blaze- He is a huge and powerful character, and should be made very dark, like Scorpion. He should have, in his story, a horrible inner conflict and anger that makes him downright scary. His connection to fire and heat should make his body burned and scorched, but always replinishing itself.

- to replace Baraka
Mileena- Get rid of the mask. Deemphasize her sexuality and make her one hell of a scary demon. She needs to finally override Baraka and Kitana, and be brought to the forefront and be revealed. She she be even quicker, meaner, and use her weapons (i forget the name) in a more obvious, horrible manner, all the while laughing. She should be a psycho in control.

- As for Goro, Kintaro, Shao Khan, Sindel, Shang Tsung, Quan Chi, Kitana
Retire these overused "bosses" and focus on the ones with so much potential: Moloch, Motaro, and Sheeva. All of them are unique, nonhuman, and in need of further emphasis. All can be given very special moves, with emphasis on their amazing power. Sheeva, with her large body, mohawk, and scary eyes, can easily be given a better costume and have a storyline focusing on her quest for her races' rights, as can Motaro. Both of them are so large and powerful, dark, and unknown. Motaro is such a favorite of mine. He and Moloch should be made very animal like in moves, but highly secretive and plotting with their stories. Forget the human focus. These three characters have been so unused, yet are so creative.

- Replacing the male and female ninjas, and cyborgs
With the continuation of Chameleon and Khameloen, they may become a new race in Mortal Kombat, and maybe just one interchangeable character team, like Noob Smoke. But to discover their stories and powers would be awesome. They are also unused. They can be incredible with animation, as the producers are able to make their bodies into whatever they please. I hope they run with this idea!

- Lose Noob, Ermac
We all know Noob was just a kinfa spoof character, though cool. And Ermac, well, he had his time I think. Retpile and Rain should take the spotlight. These two should be totally revamped into beasts, less human! Rain should become someone powerful and manipulative of weather, like Storm in X-men; his ninja theme should be dropped and replaced with someone stark- no costume or much of one- just a person really powerful with the elements, especially water. Reptile should really become a reptile, with his moves focusing on snakes, lizards, poison, claws, etc.

- Combine Smoke, Sektor, & Cyrax as a storyline of some development of a new generation of human and machine hybrid that goes psychologically wrong but machanically powerful (to replace Jax, Kano, & the cyborgs). Their limited arsenal of moves can be made into one all powerful machine.

- to replace Raiden
Raiden has had him time, and his character has not changed much at all recently. Ashrah should be his replacement. She should lose her conservative costume and become blindingly white and electric. She should be god-like, perfect in execution and very intimidating. Like Rain, she should be one with electricity and mind, body.

- replace Cage, Stryker, Sonya, and all the other very human characters
Make MK8 really dark. Focus less on human characters, and bring out the unknown demons. The above characters should be replaced with Meat, Havik, Kabal, Sareena, and Kira, who should all be made much more dark and scary. Build them into demon warriors with deep storylines and human-like desires. Again, focus less on female exploitation and make these female characters intimidating, and scary.

- Finally, replace more male characters with good female characters!
Jade and Tanya are strong, beautiful, and full of potential, and Midway needs more strong, nonwhite female characters! Jade has always been a character with much speed and ability. Both can be made into deep characters, but Tanya needs SO MUCH work! Jade is already awesome, but her story can go so much further, as well as her gameplay.

- Thus, here is a list of returning characters, and like another fan said, most if not all should be unlockable!!!

- Mileena
- Blaze
- Moloch
- Sheeva
- Motaro
- Frost
- Chameleon
- Khameleon
- Reptile
- Rain
- Cyborg Ninja Mutant
- Ashrah
- Meat
- Havik
- Sareena
- Kira
- Kabal
- Jade
- Tanya

- This is only 19 characters, maybe also bring back Onaga, Kung Lao, Kai, Li Mei, or Jax (as a derranged mechanic mutant). Bringing back a dead Liu Kang is also really cool, but make his powers Zombie-like. Make him a ghost zombie. Make his really eerie.

Gameplay

- Do away with "special moves" and make every single move of that character related to their special power, so that even their kick is special. For example, Instead of just uppercutting, they always use their weapon. Or instead of kicking, they kick with fire, or both legs, etc.

- Do away with chain combos and replace with a better "combo" system, one with more creativity... But also, each character, like in Street Fighter, should have more than one, maybe three, very super, DRAMATIC moves that require much time and energy to utilize. Like Rain manipulating a hailstorm or Mileena wildly biting another character.

- Again, bring back special fatalities, but make each character have more than 4. This is a highlight of MK, the makers should run with it. Make them elaborate and creative. Make some funny, others "SAW" like

- Definitely use real fighting styles for the games, but this does not mean have boring human like characters like Taven or Mokap. Have the beastly, very dark characters make use of real fighting styles. Even create new fighting styles for characters like Moloch or Sheeva who have different bodies.

- Finally, keep including the REALLY creative Konquest Mode. Except this time, have a really deep story, with all 63+ characters involved. have them join you in your mission; or what I mean is that have more allies and enemies banding together, like a war. DEFINITELY allow the player to choose the character... so that at the beginning I could choose one of five to begin, and by the end I will know their full story, like: Khameleon, Moloch, Sareena, Frost, and Motaro. Imagine running through Konquest as Motaro kicking ass!

Stories

- Again, create vast connections in the MK world. Give more than just one boss character immense power. Make Kitana en emporer who invades. Make Scorpion the leader of a powerful army, who maybe joins Baraka in power. Give Sonya a side-story that makes her evil. Make Noob Saibot and Goro positive, good characters who make change. Screw up the MK world! Make it really dramatic and highly changing and dangerous!

- All PAST MK characters should be included in MK8 in the stories. This would make for one very rich universe.

Number of Characters

- Yes, more is better. Have at least 15 new really incredible, creative, highly themed characters, along with SO MANY hidden ones! But if there are more, make sure they are highly distinct and seperate from one another.

Secrets

- MK8, 9, and 10 should be so full of secrets and hidden characters that by the time 10 rolls out, people will still be figuring out the secrets of 8! Maybe even have 15 playable characters at the beginning, and 25 more unlockable! Nothing makes a game more interesting than incredible depth and mystery. Make MK mysterious again, and by this, make it REALLY secretive. Give it so many layers that we will go nuts trying to uncover everything. Make us work through the new MK to uncover the old.

- As an example, the last two hidden characters could be none other than Scorpion and Sub-Zero, and Kitana as well, making us want to unlock everything so badly!!!


This is what I have so far, so let me know what you all think!

One very BIG question! Why and How are you going to take humans out of MORTAL Kombat?
confused
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undertaker15-0
12/20/2007 03:27 PM (UTC)
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i like these ideas a lot i defiantly agree with you about making it more mysterious i think that the conquest you should chose the character you want to be and they get strength speed endurance stats ect
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owen_pwned
12/23/2007 01:56 PM (UTC)
0
I've got an idea for a better konquest. I liked the graphics in the mk:armageddon konquest. But I hated the story line and gameplay. Whereas in mk:deception I didn't like the graphics but I loved the idea of being able to run around and gather all of the coins and help the distressed civilians and mortal kombat characters. So what I am saying is have it like deception storywise and gameplay wise but have the tweaked armageddon graphics.


But I was thinking in this one instead of having the one character roaming throughout the various seven realms, you get to be characters like Rain, Reptile, Nitara, Havik, Noob etc. In their own konquests in their realms.
Like in Nitaras realm you have all the vampire touches like blood fountains and maybe humorous signs like no garlic. And in reptiles realm maybe acid streams and waterfalls.


And the missions that the characters could do as well.


Noob:

First you start basic training and move onto advanced. Then you start sending for recruits for the brotherhood of shadow. In which each recruit will have their own different missions for you. And eventually when you have trained your recruits up you can go and have a fight with the Lin Kuei and take over their territory. And when you have done it all you could explore all of the netherrealm. And instead of helping them you kill or assasinate them.


Rain:


For Rain you could go between the two realms of edenia and outworld. First in Edenia where Rain is a very young man and you start your training etc. Then you move into outworld as one of Shao Kahns henchmen and you lead armies to fight earthrealm. Until eventually you find out that Shao Kahn killed your father. In which you get advanced training so you are prepared to take out Shao Kahn. When it is all said and done you become an emporer of Edenia and outworld. But the power gets to you and you start acting like Shao Kahn but more brutal.



It's simple things like this that make games sell and make games great to play in my opinion


-owen-
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owen_pwned
12/25/2007 01:11 AM (UTC)
0
I have got more ideas.


For instance when you are in konquest and you are able to talk to a civilian. You should be able to have options on how you speak to them. Such as you get an option of three and one is "Taunt" another is "Praise" and another could be "criticize". This simple thing could elevate mortal kombat itself into a new level of gaming. And to go along with this nice feature you should be able to have a reputation bar in which if the bar is 60% green people like you but if you have 60% red people will loath you and you will get nasty comments shouted at you. Whereas if it is green people for instance may decide to give you koins or keys to their houses.



Say your in a fight and all as what is happening is you are blocking each other with your weapons. A bar will come up and you both have to tap a button as fast as you can for so many seconds to get your opponent down and end the ridicules string of blocking. This could also be used for advanced parry's .


And in konquest say there is an locked chest each character for konquest would have to use their own special abilities to try and open it. You've got Scorpion for instance and he is trying to open it. you will circle the lock with a ring of fire that opens it (Difficulty is varied).


And it would be a cool idea to be able to recruit random civilians to be in your clan. And train them to battle with other clans.

Also insead of being able to punch civilians there is an option of killing them. And guards will chase after you.


that all I've got.
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ThePredator151
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01/14/2008 02:14 PM (UTC)
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Taken from: What earth elements would you like to see affect gameplay

*Boom*


========================1===========================

From WEATHER and its effects in MKD, tgrant Wrote:


Influences of the Weather

Acid Rain: Normal rain is harmless when just falling around you. With acid rain, you can have it eat away at trees or corrode other materials and buildings. In effect, for a stage like the Living Forest, trees would fall down in an attempt to crush you because the acid rain has destroyed part of them. Imagine other building structures suddenly and the debris hitting and damaging you.


I disagree with the first sentence. First, I know this is a dated idea, and alot of things technologically have changed. But considering rain as an environmental hazard, it effects a couple things.

a. Visual - To show this in MK, people could miss their marks more often. With projectiles mainly, and especially if we are able to run//fly and throw things at each other(that later).

What if, in a 3D environment, you threw the spear at someone, and when you did, it seemed like the game glitches, and the spear went right through the opponent? If they ever got that intuitive about it, they should explain it to us(lol). You're opponent wouldn't have had to have moved out of the way, because in real life, when you take a strike at something you can't really see and you miss, there is no counter reaction to your action.
There's only the thought, "That was too Close for comfort."

The point behind this idea is to challenge the players tolerance of the element rain. All by itself, just rain.

Now for this idea, I'd implement a ratio. Something like 7:1, so you'd connect most of the times, but the time you do
"miss due to an environmental hazard", it could cost you the match.

b. Body temperature - To show//feel this in a game, someone like Sub-Zero could get stronger. His attacks could be complimented a small maybe 1-3 %. Like an enviormental bonus. Note, temperature usually drops a little bit when it rains. Usually. It can add all sorts of "fun" elements to the arena itself like, humidity, sleet ect...but I'll just stay the course for now.

In the event something like this ever did hit MK, I'd like to see moves that were "normal", input on the controller the same, but perform and look a little differently depending on weather heat or cold is a factor.

On the other hand, someone like Scorpion in a rainy situation might loose out a little bit whenever he used a fire attack in a cold situation. His HellFire move might not stick around as long, forcing the player into different strategies. Especially if they're that asshat who wants to stun you the whole fight.

The rest there, I love and agree with.

Actually, now that I think about it, acid rain should be something we encounter only in a featured arena...or part of an arena. Like an extension to the Living Forrest where we could "end up" during a fight.

Ever seen the many interpretations where the Cloud just follows the person around, raining on them no matter where they go(actually that should be a special move for Rain, eh?)?
Well, literal-ize that, contracting the source = The Rain Forrest.
We should always encounter acid rain specifically, in a specific part of the arena no matter what is going on in the other parts of the arena. Maybe the color would be slightly different as a small indicator or something...idk

That would be dope a hell to fight your way into the Living Forrest and end up fighting underneath this Acid Rain Cloud. This feature could even be triggered by time too. To wear, the players have been fighting for 2min(or something) and the Forrest it'self "gets sick of you" being there, so it's brings on the elemental hazard against your will.

The point there though, is to create a sense of urgency in the fight. Like you said, but at this point in the match, things start to fall on you or hit you, and damage your life. Let alone the acid rain itself, which I believe should, at a very small percentage, hurt you too. 1-3% per sec, with 1min left to fight or something.
================

See, with some of the writing and screenplay I've been exposed to in the last 5 years, I don't see why "people" have to be the only ones with personality. A stage like the Living Forrest is a perfect setting for human characteristics.

Since it's always gonna be an "evil" or "dangerous" place to visit from now on, why not give it:

a. Hatred - toward man. Besides that, wouldn't it make sense why Reptile can inhabit that place? Cuz he's not a man per say?

b. Loathing - Somebody hurt the forrest right? Well, the forrest won't distinguish....it will simply generalize, and "kill it kill it kill it" before it gets hurt any further.

c. Despair & Anguish - There should be some parts of the forrest where it supports "lost souls" or "only certain types of demons" to an extent. Remember the first MK movie? Scorpion was just....in the Living Forrest for no apparent reason. I wonder why he could be there....?

d. Violence//Aggression - We already know what this is about. Things fall on you, swing at you, try to choke, and trip you.....try to eat you. And whatever else.

Other bad human qualities that the Living Forrest could exhibit:

e. Envy / Jealousy(GREEN face of envy) - Alot of our characters have control over spirits and elements already. What if there was just one tree that gave you the vibe like it hated you because of one of your speacial moves?

f.Lust - a tree who likes to "eat women". wink but literally though. Reacts to you just because you are a female in that arena.

g. Loneliness - This is the tree that doesn't care that you are there, but doesn't want you near it at all.

h. Intelligent - One tree triggers the rest of them or something. A-I imagination here.


========================2===========================

From WEATHER and its effects in MKD, tgrant Wrote:
Wind: So much can be done with the wind in stages. You can have strong gusts blowing against you slowing down your forward movement, or having it from behind pushing you towards your opponent. Now that MK is in 3D, we can have wind blowing from the side so in effect making you sidestep. This could result in attacks missing or you being thrown off balance at times.

Also, as in my Temple of the Elements stage, the wind can affect projectiles. If projectiles are used whilst you are being pushed away from each other, they will rebound and hit the sender. Projectiles are sped up if the wind is blowing the opponents towards each other.

And where are the tornadoes?


I like all of this, so I'll just add to it.

In the first paragraph there, you talk about wind gusts blowing against you and so on. I'd like to see, in a 3D environment, arenas "purposely" direct it's wind attack on which ever player.

You see, wind in the past has nothing but annoyed me in how they display it. So again, let's add personality to it....

Say you're in a building fighting, and outside that building, you can see things blowing around violently. Doesn't have to be a storm going on, but all sorts of debris("dubree") is flying around outside. Your fight begins normally, but then, a door or part of the room you're in opens up and attempts to blow you out the other side of the room, or into some sort of arena hazard.
Making it seem like the arena has something against your character, and doing so in such a manner that it seems like it's got intentions to hurt you. Like it's telling you, on a random occasion, where ever it wants you to go....

I think it should never be ever-present when it comes to wind. Cuz it just gets annoying having to fight against some invisible force like that in a game. I think it should depend on if you are standing in front of the path that a door can open.

Like, how funny would it be, if it seemed like the room didn't like anyone fighting in it? And in the midst of a pretty steady brawl, a door opens up to blow you both into some hazard, or out of the other side of the room?

NOW, add a run feature to the game.....Haha! You, and the guy you're fighting against are both running for your life, only to get right back in-to fighting with each other. See now, that shit sounds dope all on it's own.

But apply that to just one player who happened to be standing in the wrong spot, at the wrong time, and that door//wall opened up. Imagine trying to dodge your opponents projectile that, even though it was meant to hit you, it had been radically taken by the wind. The projectile could hit you, or it could just fly around you and out of the way.

This feature should happen at random. I say that, because it heightens the sense of awareness in an arena like this. For instance, this might be an arena where ground tech///ground fighting might be your best bet. Then again, if your character has the ability to fly........But if you like to jump alot, and you wanna play in this arena, you must be ready to literally get blown away.

Too, I think that if you are payind enough attention to what's going on outside, you should be able to tell if the wind will blow harder on whatever side of the arena. You might see a dead body stuck in a votex, or just fly in the opposite direction of an arena deathtrap. That might be a good place to fight for a while until the wind outside changes directions again.

An idea that effectively produces countless strategies.

==========================

I like your bit about how wind should effect projectiles. But I'd stress a ratio here. 11:3. Means ever so often, one or two will get blown back in your face....so get good with your hand to hand fighting.

Also, I think it would be pretty neat to see that action happen while side stepping. A fireball closeup, wisping away in the wind?

========================3===========================

From WEATHER and its effects in MKD, tgrant Wrote:

Fog/Mist: These weather forms could build up and fade every so often to obstruct the vision of both players. You�d essentially be fighting unawares. You could see shadowy images through the haze however. On some stages they can even hide death traps and you might walk into one or get knocked into one unawares.

Hail: Imagine huge hail balls falling and damaging you, and eve damage your surroundings and the ground in front of you. You could even have meteorite showers for more damage.


To fog and mist as an environmental hazard, I just wanna say that it should agree. BUT, it shouldn't last long in real time. I'd rather see it used as a training mechanism in a training mode, or as something specific characters have control over.

For instance, Smoke could bring it on, Fujin could get rid of it. Special Move for Smoke(back, up, punch button), "Taunt-Defense-Effect" for Fujin(back, forward, taunt button).

===================

For Hail and Meteors, imagine literally and effectively parrying debris. You could use it against your opponent, or simply escape the incoming damage. If it was a big piece of a building or a huge piece of ice, a defense mechanism could be to "use the force of the object to your advantage", and roll off of it. Tactic, tactic, tactic.

If things like this damage your surroundings, I want to see the characters interact accordingly. Like if there is a crater created by something that fell there, don't make the damn hole disapear. I want us to have to deal with the crater. Let us then have to run//fight in and out of the crater after that happens.

(Hey, it's a fighting game, what else are they supposed to use the space on the disc for? Create more strategy opportunities I say.)


========================4===========================

From WEATHER and its effects in MKD, tgrant Wrote:
Lightning: We all know what this is capable of. So we should see it happening. Lightning can strike objects and destroy them, causing flying debris that damages you. Or it can destroy any platforms your on or even destroy barriers that you couldn�t break through before to allow you to knock the opponent to another level. Or if you�re in it�s path, strike you and cause severe damage.

Thunder: Where there is lightning, there must be thunder. And thunder in itself can be fun. Imagine it�s monstrous sound triggering avalanches or triggering buildings to suddenly give way.


Likey. So I'll just add again. Couple key points:

a. Exploit real life occasions. For instance, Don't get caught, up under a tree. It will hurt you. Don't be up at the top of an-y-thing. It will hurt you.
If you're in a city area, and these elements are happening during your fight, watch out for electrical wires, and puddles of water. Because......IT WiiiiLL Hurt You. lol

b. I remember thunder as a kid, and even though I was intrigued by that and lightning, it always scared the shit out of me. Still does if it is loud enough. SO....I wanna see the characters exhibit some kind of fright on screen. That's MK humor at it's best. Maybe they just "shoulder jump" out of fright or something. idk.

But give me a sign that my character is aware of his//her surroundings for a brief second. How about in the opening of a round, before the fight even begins? Like, in the midst of their stance prep, a big boom happens and they jump, interrupting them or something. *shrugs*

Other than that goofy thing there, you got it dawg.

========================5===========================

From WEATHER and its effects in MKD, tgrant Wrote:
Sun: Extreme heat could cause your characters to sweat and tire them out a little. We could see slower movement from fighters maybe.

Sleet: Sleet can be used in some arenas to provide a slippery surface. It�d make moving around harder and you�d be prone to tripping up if you moved too fast. Dashing attacks would see you slammed face first into the ground and any attempts to run would be stupid.

Snow Blizzards would be nice to see along wirh snow drifts maybe. Blizzards would hinder movement in all directions and the build up of snow could mean death trap and danger markers are hidden. Also, Blood would look really nice on the snow.


No objection there either. Although, getting tired out should happen anyway. Hell, real fights only last a few seconds(approx 30sec). Fighting for more than a couple minutes with a (saaay) Grandmaster Sub-Zero, and we should start to notice fatigue whether he was beat up badly or not. More less.

I will say though, about sleet and snow, that if they are there, that I would want them to act the same as the fog idea. As elements you have to learn to deal with. Add some real purpose to Taunting in a fighting game besides the typical, small power rejuvenation.




========================6===========================

Let me tell you something before I go over this post. The way you write your stuff about environments (specifically) are really vivid. It's an excellent read, and it's not hard on the eyes the way you construct the post, but damnit TG, at times you're hard to contribute to. You write your arena ideas as "absolute". But dongetmewrong, I love the challenge thoughtongue. There's always a fresh point of view....Just wanted to say that before I started. Trigger was after I read your starter post in this thread. Whew!

Anywho..

From Stages and Environmental Hazards, tgrant Wrote:
Jades Desert: It would�ve been cool to fight on the sands here. Environmental hazards here could include a sandstorm which can obstruct vision or damage both players. Or maybe even whisk them off balance. In deserts sand dunes rise and falling and it�d be cool to see the sands rise or fall with you on them. This could put you at a height advantage or disadvantage against the opponent. It can allow you to avoid attacks but you probably wouldn�t be able to attack them with all attacks. And finally, for a death trap, you can have quicksand there to suck the opponent down into the ground. Let's throw some mirages in that are really deathtraps also!


Fantastic idea to start. Fighting//Playing in the sand is something people want to do in real life. I'm not feeling the sandstorm as you have it though.

I think things like cactus, or desert inhabitants would be a more strategic way to go about this one. Let alone how tough it would be to fight in the sand in the first place.

I get the vibe like this is an arena that you'd have to have your aerial game together. Cuz on the ground, would//should be slow and next to impossible to move around on. Then, insert cactus, snakes//lizards, little rats and shit, and bugs(wasp, bumble bees, and like roaches, specifically).

NOW, once you're in the air, add something, on a rare occasion, like a sandstorm. Of course, I am firm on "if you're gonna fight in the air, you have to be able to fly." Otherwise, fighting in the air should be extremely short spent. None of that shit like we saw in MkA where, you're just up there for no apparent reason other than for the sake of it.

To go on though, from an arena like this, I'd be intrested to see what it felt//looked like to fight up and down the dunes. Landslides could become a hazard here as well. You could have a fall down it the center of a dune to begin with. This, where most of the aforementioned hazards would be, and then, make your way up a dune or something(run,fly,jump).

If your opponent ran from you up a dune, the risk is the sand-slide. If you both can fly, "what comes up, must come down. No telling what//where you're gonna come back down to. And then jumping your way up a dune should be triggered by some sort of infestation of the environmental hazards.

Remember the bugs in The Mummy//Scorpion King//Indiana Jones movies. A pile of those bad boys would get you up outta there quick for fear of getting eaten alive. Stay too long? Add a swarm of wasp, a building lake of snakes, and maybe even throw in some circling Vultures above. In case you think you can "still" just fly and get out of there. Making you have to jump up outta there.

These are triggers for a fight that last too long. And they also add the human, vindictive quality to the arena. "You spilled unwanted blood here, so guess what? We're gonna eat you now."

====================
Uhm, quicksand seems like common sense in this arena too. I mean, the programmers would have to be fools not to implement one somewhere, somehow.

If they were going to do it, make it massive, with a big gaping, swirling hole in the middle. Like a black hole in the desert that was trying to consume all the sand or something...just so we could see it coming and panic when we get too close to it.(Ha!) Imagine trying to run away, or out of that thing eh?

--- Bonus the heat tollerant characters a %.

That's what my desert arena would look like.

========================7===========================

From Stages and Environmental Hazards, tgrant Wrote:
Snow Stage (MK4): This arena was circular and enclosed and the outside edges were covered in snow. The hail effects I mentioned earlier would be great for here, or maybe even sleet. Sleet would cause a small icy layer to appear on the surface and cause you to slip, slide and maybe fall at times if you move too quickly. If hail isn�t falling, then maybe snow can. If it is blizzard like the increase of snow on the ground can hinder the movement of the players. And if the opponents were to be knocked against the walls, the snow that has built up along the walls can fall down on top of them maybe. It�ll take the character awhile to get out of it and maybe make them slow as they recover from the cold. In a proper snow environment an avalanche could be caused. Also, in cold areas like this, characters other than Sub-Zero and gods might not be affected by the temperatures. Others would be shaky and shivery and this could slow them down a little.


You ever been walking in snow, and slip? Yea, hide the icy spots under the snow. I don't like to just be slipping around so, have one leg slip if you walk onto the icy spot, and have different fall-down animations depending on how fast, and where in your run you are.

Like, If i just started running, I do the splits. If I ran full screen and slipped, I just...bust my ass(free juggle opportunity for my opponent). If I ran, and was trying to stop, I might try to maintain//re-gain my balance. Maybe I slip into a sitting position? Maybe I put my hands down, or just crouch down. Get creative and character specific with the mo-cap.

--Compliment Sub a couple ice %'s via special moves only.

Nothing else here.

========================8===========================

From Stages and Environmental Hazards, tgrant Wrote:
The Wind Stage (MK4): Imagine the winds here building up and the thunder and lightning becoming even more violent. Tornadoes could build up and lightning could strike the mountains in the background destroying parts of them. The loosened rocks could be picked up by the tornadoes and launched into the arena your fighting in. unless you avoid them, you get crushed. If you do, flying debris might hurt you a little. The lightning can also strike the ground and maybe open up holes which would make you fall down to your death.


See above wind arena ideas.

-- Bonus Fujin.

Umm, wait a second. Adjust for this:

a. Any wind storms should stay in the background. I mean, you can have rain effect the fore-front, but debris is for another arena.

b. Take out the debris for this arena.

c. Oddly, I'd say ground tech should be the way to go in this arena. Fujin resides "over" the element. Doesn't say that this arena should have an "advantage". It's just too volatile to do effectively beneath the clouds.

Alright, there.

========================9===========================

From Stages and Environmental Hazards, tgrant Wrote:
Subway: Imagine this place all nice and calm! And boring! Lets throw in an earthquake! Imagine the train coming off the track and the roof caving in and the pillars collapsing! It�d be a nice background effect! Imagine chunks of rock from the road above falling down and you have to avoid them. What if a car sudden drove down and crashed? The explosion would be one you�d need to avoid as well as the car itself. Instead of all that you could just have part of the roof cave in and act like a stair case to the street above.


Uumm...I'd say the stair case thing, and the car crash thing was the best thing about this one. They're excellent stand alone as a matter of fact. But I think if they did this arena one more time, it be overkill.

I think they did a very good job with this arena in MKA actually. Busting your dome on the ceiling set us about a rave every time. The effect is shocking.
(I know, it's an old idea)

I'd like to see the streets above happen with all of this going on instead. Put people in danger. Have them running around in terror, and when the street falls through, go into the train tunnel if we must go down there. Forget about the train because it's not there. And it's not coming.

Thing is though, is that trains are timed. Right? So, if you take too long in this tunnel you and your opponent could have a good possibility of a draw. Something rarely seen, more less forced in a fighting game. Say, we as players had to figure out that the time the train comes is 1min :73sec into a match in this arena.

If you take too long, you see a small light at the end of the tunnel. You and your opponent have an opportunity to get out of the way by running back onto the original Subway scenery(similar, but nowhere near the same as the original).

The problem is, depending on where you came into the tunnel, you might have to run towards the damn train to get out of the way. Or you could get lucky and have an opportunity to run away from the oncoming train, allowing yourself maybe, 2 more seconds of time.

This adrenaline rush of a feature is also dependent on whether you seen the train coming, and if you know when the train is coming. Because(Yes,Im gonna draw from the Matrix) if you try to get out of the tunnel too early, a cut screen could happen, making you come back to the same spot to continue fighting. And if you try too late, yes, the opportunity to get out of the way opens up for you two, but well....double fatality.

Now, imagine the victory pose around the time the train comes.....

(But in first and third person, and waaay faster. hahahaha! I should animate something for that...hm)

========================10===========================

From Stages and Environmental Hazards, tgrant Wrote:
Other stages in MK can have hazards too. Water stages can have huge tidal waves appear and crash down on both fighters or maybe earthquakes can happen in other stages and cause boulders to roll down or have buildings collapse on you. Slight tremors can interrupt fighting a little also. There are many possibilities. The Wastelands could have you fighting amongst vines and thorns which damage you and rip clothing. And then you can have volcanic eruptions and you have to avoid magma and hot rocks being shot out of the volcano. And even geysers!


Wow, the Wastelands man? Yea, But first...

a. For a water type arenas, we couldn't have anything too dramatic. going on constantly. And actually, this arena should be the most calm, and peaceful. This arena should probably be the most "normal" out of any of them. It should be pretty, and colorful. Having the hazards here be "unspoken" is key.

You mentioned something a while ago about piranhas? This is where you use that kind of idea imO. "Don't step in the water". Thing is though, is that it shouldn't seem like anything will hurt you in this arena.
When in fact, there the deadly fish, there's the vines and flower-beds, and then, there's that ever-so-beautiful waterfall in the distant background.....

I wonder what's being that?

The way I'd set this arena up is to have look like Edenias most beautiful wildlife, festering in all it's glory. Full of majestic, and vibrant color. Along with luscious grass and seemingly harmless life.
Oh look there! It's a beautifully designed bridge. Carved of the finest wood on the planet. But alas! Why is there a bridge but for decoration only. Because the only water beneath it, you could merely skip and pass it over...*Ooo, Ohhhh, Ahhh*. *maybe a bit of water occasionally splashes up on the screen* ect...

Now fight on this shit and see if "bambi" off in the background, doesn't transform into "The Guardian of the Forrest" and comes to kick yur ass for spilling blood in his place. HA!

That's not the real highlight here though. The real highlight, is fatality time.

When the screen darkens this beautiful, fluffy arena "Dies". Reference the movie "Silent Hill" when the screen darkens.

I've voiced this idea before. Plants whither, animals resist but melt down in death and an ominous dark-gray-scale-ish screen takes over that beautiful, beautiful scenery. The waterfall runs dry, and the "beast" behind it (which strangely resembles a dragons silhouette by the eyes and head) appears.

Original Idea

"When the time comes to darken the screen in Mk8, it should seem like the son of death just walked in and, sucked most of the life and color from the arena.

Flowers should whither, things in the room should start melting away, fires should seem like they were choked out for lack of oxygen and everything. I would explode if I saw a dripping//spilled blood effect, or smoke-like effect turned translucent black, roll over the screen to accomplish, "Finish Him//Her" when a fatality is about to be performed....that's a next gen mortal kombat arena. That's the kind of shit I wanna see.


========================

b. Again, for an Earth arena, I think it should be more passive hazards. Things that more effect the innate strategies about the gameplay. The arena itself should look magnificent. Like fighting in an early Earth tribes village or something. Beautifully sculptured statues and buildings...ect.

Threats here could be cliffs, potholes, landslides, and mud puddles. And if we take it new age, then you've got buildings, vehicles, metal, and mechanical things to worry about(guns, war zones, ect.)

========================

c. For the Wastelands, this is the ultimate playground for elements like Sorcery, Magic, Spirits, and Earth.

This would be the "war zone" for MK. An Earth character should receive bonuses for fighting in this arena.

Since we don't have an Earth character officially yet. I think he should be able to move the earth itself. He//She should be able to maintain balance on the sides of earthy canvases, like in (and I know this might sound ridiculous, but they did an excellent job) Avatar: Last Airbender(Earth Video, MK is written all over that shit). He//she should be able to manipulate earth from solid to sand. Like Sandman. He//she should know his way around pruified//concentrates of earth ect..

Necromancy has a place in this arena too. Everything is dead. Someone like Shinnok, Quan Chi, and Shang Tsung should have field days out here.

As for hazards, "Night of the Living Dead". Dead people should come up from makeshift graves and all that. I also would expect weird creatures out here too. We should see ghost floating around, just much less than anywhere on NetherRealm. Ghost of a fallen soldier...ect.


=====================IN GENERAL=========================

The basic thing here is to balance the hazards of any given arena between subtle and apparent. And even then, a good chuck of them shouldn't have one hazard associated with them. Mortal Kombat is mainly a contest, so most of the places we fight, should be set up to have an even playing ground.

I'm saying, we know what it's like to see everything coming already so, mostly what I wanna see from future MKs' and it's arenas, are inventive ways to effect strategy.

1. Use the elements practically, and in a natural fashion that is loosely based on horror stories in real life.

2. Use science to explain the subtleties of an element, so that everything is tied to fact...but set in fantasy.

3. Use psychology on non-human entities in the game. Animals//Monsters//Plants can have character traits, and seem to behave like people.

4. Stop showing us the ghost behind the door that opens and shuts "by itself". Doesn't make any sense to do that if the game is supposed to have a suspense about it.

Things need to be virtue-like now. Coincidental, Ironic, Pathological, Submissive, Moral and demoralizing. All that passive shit makes the game relative to the time we're in.

These types of things will add character to MK.


========================FIN===========================

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mkdude123
01/24/2008 05:44 PM (UTC)
0
here's my concept for a new arena:

SHINNOK'S THRONE ROOM

Players begin at the top of Shinnok's spire where his throne and a stone carving of his head are situated.

Players can use the Amulet staff arena weapon, knock the opponent into a portal sending them to a new floor (MK:A) or knock them onto the throne, which tilts back sending the player into the Shinnok's head. Player can be heard screaming and blood is sprayed from the Shinnok eyes.

Let me know your thoughts on this conceptsmileconfused
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ThePredator151
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02/12/2008 11:11 PM (UTC)
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From: If Konquest really did make a return, heres what Im hoping to actually see

Sub-Frost055 Wrote:
Or how about a two disk? One can be nothing but Mortal Kombat, the other can be this?


Hm.

See, anytime you have two disc, it complicates things....Not to mention it makes productions and distribution more costly.

(*in thought*)
A two disc Mortal Kombat hu?....one disc dedicated to fighting, the other to story and character building....hm hm hm......

...The idea has Mks' over the top fashion about it...AND it would be a pretty exciting way to introduce MK to these new consoles.....hm
(/thought)

I think your idea is brilliant.

Where do they loose with this idea? More importantly though, how much do you charge for something like that?

Usually games cost something like 60$ bucks a pop. But essentially what you're talking about is a two game release at once.

100-130$ for a Mortal Kombat package? I'd get it just to see what all the hype was about, to tell you the truth. I'd get it just because it's such a bold move for a fighting game with a big name.

Hell, imagine them releasing a movie right after the release of a package like this...huge media attention all at once.


=============

Look at that though. Since they have more memory to work with on these disc and consoles, the "Konquest Disc" would make that game longer and more in-depth like Shaolin Monks, or Jinkos konquest modes...All the while getting more out of the experience like an extended version of Tavens Konquest in MKA.

It could even be more interactive, and could bridge that console, slash MMORPG fascination that people have been talking about for some time now. You hypothetically then, could actually have a sort of KaK feature that let you play on the fighting disc, AND take your character through a story mode with the attributes you built your character up with on the Konquest disc.

On the flip side of that, or on the fighting disc, it could allow the team to concentrate on fighting mechanics and graphics without jeopardizing space for story...In essence, they could include a created character feature harmlessly, that would also be quite in-depth beyond even that of MKAs' kak feature.. Arenas could still retain great graphics and intuitiveness, and none of the characters on the roster(as long as the roster is smaller) would suffer..

Hm. Brilliant.
======

Say that because most MK fans, and more over, most fighting game fans just want to see MK live up to it's potential for once. We're not exactly looking for a "MK" to be extravagantly innovative really. That's really already been done. Just more impressive on the things that have been there. i.e. :

More fighting possibilities in real time(while we're actually playing), better weapon-play, and more diversity in the special moves that we see and can use. Better(more realistic)-than-before-graphics...ect

Less of a roster, more substance = Better fighting experience.

So yea, if this is the kind of "totally unexpected" thing Boon was talking about, and it comes to be truth, I'll be sure to credit you for it.

Very unorthodox perception, but very good concept at the same time.
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sphinx2087
02/27/2008 08:59 PM (UTC)
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i would like the idea of konquest mode being the main game where you pick one of the characters and go through their own konquest to raise their stats and learn their skills and special moves. use a gameplay style like in MKSM to send them through the story. You can also use the skills, items, moves, clothes, etc. to create an online character to fight as against other people. you can take a character online to fight in tounament style, one on one, battle royal style, etc. As the character you play though the story with levels up and gets stronger you could get points to make your online character stronger, faster, and more proficient with their weapon. You could also get points for winning matches online. There could also be a long list of fatalities you could choose their fatalities from. There could also be little online mini games like motor kombat or test your might challenges againstother people.

online modes:
-tournament - the standard braket tournament where you fight in one on one matches unitl one emerges the victor. You get points for winning individual matches during the tournament, but the overall winner could get a special item or something like that that you can only get for winning a tournament.

-one on one - just the normal one on one contests between two or more people.

-battle royal - a free-for-all fight with at least 3 people on the same arena until one person is left standing. When someone is finishing an opponent, the rest of the characters freeze and the camera focuses on that person performing the fatality, then the fight resumes. And just like in tournament mode the last man standing gets a special item or prize.

-minigames - a couple of mini game contests to gain points or items.

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tonshaad1230
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04/16/2008 12:43 AM (UTC)
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Title:Mortal Kombat trilogy
This game includes mk1-mk8.Now before the start screen comes on,The mk1-mk4 title bios will come up.
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Ninjer
04/19/2008 04:01 PM (UTC)
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Here's an idea I came up with for a Mortal Kombat Spin-Off of sorts. What if the Elder Gods took famous/infamous people from history, and made them "kompete" in the tournament? People like Ghengis Khan, Vlad Tepes, Alexander the Great, King Arthur, etc etc? I think that'd be pretty cool, but maybe that's just me.
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crystalmethpunk
05/13/2008 05:11 AM (UTC)
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Not going through 9 pages, but I see far more marketability if Midway can get through the politics and make an MK vs. Marvel game. Just think of the possibilities:

- Gambit vs. Johnny Cage
- Iceman vs. Subzero
- Spiderman vs. Reptile
- Iron Man/War Machine vs. Cyrax/Sektor
- Kano vs. Cyclops
- Rain vs. Storm
- Venom vs. Scorpion
- Wolverine vs. Baraka
- Rogue vs. Sonya
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owen_pwned
05/14/2008 06:43 AM (UTC)
0
That is a decent idea...Mk vs marvel but we're stuck with DC characters. But with regards to your post I would much rather have Scorpion against Spiderman. Because as much as I hate to admit it they are both the most recognized characters of either franchise. I would definitely stick Reptile against Venom. I can see it now both things trying to top each other by wreaking more havoc than each other.


And yes Rain I would love to be against storm. Rather than him inevitably facing the ponce Aquaman.
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wiesel
05/18/2008 10:12 PM (UTC)
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In my eyes the KAK-mode is the future of fighting games !!!

honestly...
the kak mode in armageddon was really excellent but far from giving us everything it has to offer. i think it was one of the most necessary developments for mortal kombat so far. many things like the training mode in tekken, (where you can fight against every oponent you want to - to master your skillz furious ) or other stuff are extremly important to make one particular fighting game more valuable to us. the kak in armageddon was one of those things. so, from now on in every mortal kombat game to come the kak has to be wider and better developed. and i really hope midway is going to honor our need for some creative space and will make the kak-mode a legendary one. cause it clearly has the potential !!! they simply have to maintain, support, and welcome the the fact that we need more!!!
and in return for that we will be always there to support them. that ́s the way it has to be. grin

wow what iam hoping to get in the next few games: wow

more alien and monster body parts to create different creatures.

freedom in general when it comes to choose my styles (moves)

very important: many many weapons to pic ! where were all the different axes and hammers we could have been offered ??!! (so important)

all the costum details from all the mortal kombat characters so far.
the costum parts from the original mk-fighters allready exist in the game. so why not offering them to choose in the kak-mode. i didn ́t get that...
at least all possible old outfits from older games...

many more special-moves. ice, teleport, ...you name it. and the possibility to choose the colour of every special move we add to our kak characters to fit them in much better. that would be really great !!!

some new body types like phat, hunched, different four-arm species, ...
there are just so many ideas.

as you can imagine there are many things to make mk-fans happy.
expanding the characte-creation-mode and to increase its value would be out ́standing !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
midway hear us ! we are screaming for more!


i hope for the best ... and can ́t wait already !!

greetings from germany
"wiesel"

(maybe i can post some of my fighters in the next months ... i had no posibillities so far)
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Your_Name
05/30/2008 02:16 AM (UTC)
0
Well,in my perspestive what would make a really outstanding MK game for me would definitely have to do with a little something with the story as much as it has to do with gameplay.

==Topic-Overall MK Gameplay==
:::Current MK Game Gameplay/Fighting Engine:::
The fighting styles for me were pretty much useless and boring.So were the weapons.It became even more of a downer when everything became predictable for me and even the opponent (person or AI/CPU).Most combos were completely useless and you could win a match fast and easily.Even on the hardest difficulty it wouldn't be much of a challenge.

:::My Own View of How Gameplay Should Be:::
I liked how in an MK3/UMK3 interview they said that their character would attack according to their stance,their movement.Their own unique fighting style attacks according to their kicks and punches.
This should somehow be revived in a new way.There should be no fightng styles ad it should be a unique fighting engine.How I see is that a player can create their own custom combos that are unpredictable.

Example:
(1)Character Moving Forward-their should be some kind of charge or strong attack involved in the movement.While moving forward it could be a strong right hook punch or an elbow strike that knocks your opponent to the ground or sliding away from you.Basically,an attack manuever.

(2)Character Moving Backward-their should be a sort of quick (not too quick) attack involved here.For a punch it would work in a way where your character performs a jab that makes your opponent back away a little to give you time to do something.For a kick it would work in a way where your character would kind of shove your opponent with his/her foot or perform a weak/strong sweep.This would be a defense mauever.

(3)Character in K(C)ombat-lets say your character is not completely moving either way.What I mean by that is that your are not charging to your opponent or look for a way out,just beating down your opponent.

What I would like to see in an MK game is a momentum option.You are dodging all the opponents attacks or either reversing them and delivering lots of pain.The momentum option would be somewhere around the screen. Probably a bar in the bottom corner of where your lifebar would be.To give it an MK feel make the momentum bar something like a...Round bottle and when your momentum increases the bottle would fil up with blood.Once the bottle is completely filled up the bottle would kind of shine or something to let you know you can start using it.Your attacks would increase in damage and their would be more attacks you can choose from.
If you beat down your opponent completely and 'Finish Him' appears you would be able to finish him/her off in a Brutality.

(4)Blocks & Reversals-I would like to see something completely new.All of this world work in a completely different way.

Blocks-If your character blocks and your opponent is going for a punch for the face how it would work is your character would raise his arm really quickly to move the opponents arm away.It would probably would look amazing if you visualized it.Another example is If the opponent is going for some kind of chop while your character is in the block position, your character would go from the block position into a different position where he/she would grab the opponents arm and move it away or slap the arm away.Low blocks would also have its own block position and ways of blocking attacks.
It would work different with projectiles.If it's a high projectile and you block your character would duck.If it's a low projectile with a low block your character would jump.If you block high on a low projectile your character would fall.

Reversals-As mentioned earlier this would not be MK:DA reversals.It would work like this...if you press the block button right when the opponent is going to strike you with some attack, your character would grab the arm or leg or anything the opponent is using to attack you and shove the opponent to a short distance ,but a distance just good enough for you to attack him/her.
This would be something like a Block+Parry=Reversal

==Topic:The MK Story==
The game would have all true endings and bios.I would like to see how the tournament has changed while playing a Game mode (Konquest,Arcade) and the tournament outcome.Not just how it would be ,but something that would have to do with the next game.
A new feature I would like to see in Arcade mode is to pick if you want to fight in the character's story or just random fighters.If you pick to fight random combatants there would be no story with a non-canon ending.If you pick the story mode you would fight the character's rivals and pieces of his story would be revealed (past,present,maybe future).
Possiblity:A hint to the next game that is to come.

That is how I would love to see an MK game unfold...into a great game.

I apologize if I have taken an idea from someone.It is the first time I've been in this thread and I just wanted to give some of my ideas.

MKO Forum Member,
Your_Name
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