Do you think MK 8 should have fast paced fighting like in the bruce lee flicks?
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posted03/23/2008 08:31 PM (UTC)by
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Quario
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11/27/2007 07:40 AM (UTC)
Its just a simple topic
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Sub-Frost055
03/12/2008 11:36 PM (UTC)
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No

CHEERS for CHEEREOS!grin
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subzeroyeti
03/12/2008 11:58 PM (UTC)
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MK8 should be faster but not Bruce Lee fast
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killergabbs
03/13/2008 01:28 AM (UTC)
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i think they should have speed like in mkt and more running combos and they should bring back brutalities oh ans some acro batics would be really koolgrin
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MoodyShooter
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03/13/2008 01:56 AM (UTC)
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No. The fighting should be paced based on the character and playing style of the player. Some characters should be fast, some should be slow. If you crack out the game and make everybody fast paced it'd be, well, stupid.
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Detox
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03/13/2008 03:07 AM (UTC)
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the_truth speaks.....the truth.
It wouldn't be stupid if all the characters are fast.

If all the fighters are fast and they are all fun to play and with different techniques, the game could still be good. You don't "need" to have that contrast to make a quality fighting game.
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Chrome
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03/13/2008 02:36 PM (UTC)
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There are no slow fighting styles in existence. Speed is overrelevant.
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Mick-Lucifer
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03/13/2008 02:44 PM (UTC)
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I was pretty happy with Deadly Alliance's speed and fluidity.
I think that's probably the benchmark in terms of quality. Making it too fast might deminish the experience, I think. That kind of thing is also a one-way ticket to buttonsmashingville*.


Spoilers: (Highlight to reveal)
* Not a real place. Like Luxembourg.
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MoodyShooter
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03/13/2008 05:02 PM (UTC)
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bleed Wrote:
It wouldn't be stupid if all the characters are fast.

If all the fighters are fast and they are all fun to play and with different techniques, the game could still be good. You don't "need" to have that contrast to make a quality fighting game.


You could probably make it work but to be honest I don't think it'd be that fun.

Taking Soul Calibur for example I think you would agree that it would be incredibly odd if characters like Astaroth or Rock were able to match the speed of characters like Taki or Talim.

There should be quick characters with good evasion skills that excell at light poke attacks. There should be slower and more powerful characters that trade speed for power. There should be characters that are in between. That way there is a character to suit every play style.

I personally feel there should be a balance, but that's just my view.
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Garlador
03/13/2008 06:09 PM (UTC)
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Speed is only one part of combat. While speed is a vital part of a battle strategy, it is unreasonable to think that everyone has the same level of speed, agility, and flexibility.

More important than speed, for me, is TIMING. A true fighter knows when and where to attack. By forcing players to adapt to a specific fighter with a given speed you avoid a homogenous cast of characters that aren't different enough to matter when you select them. But matches that would pit a fast fighter against a slower one would require a different emphasis in combat. The fast fighter might be weaker and go for the quick attacks and combos, while the slow and stronger fighter would play a bit of a "turtle" game and wait patiently for his opening, where he can punish the attacker in a few choice counters. That's balanced.
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Sanjei1
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03/13/2008 07:27 PM (UTC)
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Yet again.
I agree with The_Truth
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TrueNoob
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03/13/2008 08:28 PM (UTC)
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Mick-Lucifer Wrote:
I was pretty happy with Deadly Alliance's speed and fluidity.


LOL...Do you mean the fact that it lacked both?
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03/13/2008 10:39 PM (UTC)
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Nice "simple" question.

This is ultimately a question of technique vs velocity.

I think the velocity of MK3-T was good for pure mindless fun factors, and at the same time, the techniques required of us to learn in MkDa-A were also good for depth in the fighting possibilities.

So, there is an equilibrium between the two that I would be looking for. My equilibrium might look like a 3D MK3-T with alot more possible ways to attack or defend. Those two basis, allow a player to have tendencies, and to use the characters fighting style "a way"...like turtling(for instance).

More options in how, and where to defend, and then, more exact possibilities in how, or where I can attack the body of my opponent.

That way, you could have the character there, that specializes on the velocity basis. The character with the style that is heavy on pokes, and evasive maneuvers. Jonny Cage, is probably relevant here for MK.

And at the same time, when the player matures in the way they use the controller, he or she would still find worth in the game from learning technique based characters. Kung Lao or Sub-Zero probably fits here.

There's also the possibility that each character could have both of these types of attributes. To where, move sets within the fighting mechanism allow the "button masher" to exercise the "gateway" to the more complex techniques with any character.

It's like a "gauge" of skill, based on how the player starts out playing with any character, and using the controller (with the subjective entity being, the fighting mechanism). Cuz it's just a basic truth that even though you're comfortable with the controller, you still have to learn to execute the moves that are given to you, within the system.....for the character your're playing with.

The problem, becomes how they bridge, and mix velocity in with technique. It says that too much velocity, or too much thought process, might hault ANY technique. Any worth while technique anyway...

So again, I'm looking for a nice equilibrium between the two...a fluid, fun to play system that allows me to "button mash" against the button masher at first(until I can grasp what I'm doing.), and then get to explore "how much is possible" in a fight, against a technical opponent (once I know the basics like common sense). It's essentially, "progressive gameplay habits" considered in the fighting system. That's what I want.

==========

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firesnake
03/13/2008 10:56 PM (UTC)
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The real answer is nobody is fast as Bruce Lee.
YES definately.

As fast as possible.. as long as you know what's going on.
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Mick-Lucifer
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03/14/2008 01:57 AM (UTC)
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TrueNoob Wrote:
LOL...Do you mean the fact that it lacked both?


Are you sure you aren't thinking of Deception?
It surprises me how often people fail to see the distinctions...
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QueenSindel(TheBitch)
03/17/2008 10:52 PM (UTC)
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Yes because I hate every time my character is stuck in her stupid recovery moment. It's annoying and frustrating.

The fighting should be lightning fast this time around.
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fatalitymaster
03/19/2008 11:43 AM (UTC)
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for me MKDA was the most balanced fast and fluid no matter what everyone else says if you look at it from a technical perspective Deception was a massive step back with fluid and balanced fighting and then armageddon just finished it to an abomnination lol

i loved deadly alliance and think its the best game of the mk series to feature on the ps2

the midway MK team know how to make good technical functioning games i just hope that they havnt gone stupid with this unexpecting thing that Ed Boon has mentioned in the past

MK8 should go to its rutes dark gritty and gross stuff and the fighting system should be symple but also be complicated also it should have the speed of MK3 but it does need a whole new combo system i kind of liked the combos in MKDA but its out dated now and they need to redo it all.
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Mick-Lucifer
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03/19/2008 12:50 PM (UTC)
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fatalitymaster Wrote:
i loved deadly alliance and think its the best game of the mk series to feature on the ps2

I'd go so far as to say it's the best Mortal Kombat -- ever!
If they could've built on MKDA to the same degree as Deception's edict of quantity (over quality), it might've actually been a really pleasurable experience.

As great as the speed and fluidity of the fighting in MKDA is, I think another great element to the fighting styles is that everyone has a real sense of personality. There's a sense of character in the motions of some specific kicks and movements, as opposed to Deception's step back to the uniformity of similar HK, LK, HP, LP for all the characters.

If they're going to take any inspiration from a previous game for the new build, I definitely hope it's Deadly Alliance. Great balance of speed and art. The only thing missing there is trimmings and details.
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03/23/2008 06:29 PM (UTC)
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You all are smoking some serious shit. DA sucked hog balls like no other MK ever. The fighting was slow, no running, no flipping and the controls were all mixed up like you have punches and kicks mapped to the same button. Don't even get me started on the combos, they were hard as shit to pull off and nowhere nearly worth all the frustration you have to put into getting them right. The character models were terrible, the animation sucked, the blood and gore looked like piles of red Play-do and bloody popcorn, the new characters were stupid (except for Frost) and it generally ushered in a new era of extreme suckiness for MK. I give MKDA two big fat, whopping, retarded Bo Rai Cho fart/pukes for ruining the series. Thanks, Boon and Vogel, you incompetent twits. Maybe this time you'll actually get it right, but I'm not going to put any money on it. In fact for every one thing you finally get right, there will probably be 3 or 4 fundamentals that you fuck up. furiousfuriousfurious

On the plus side, I hope MK8 has fast and furious fighting like MK3-4 and VS mode in SM, not slow and sluggish like DA-D. Also, I hope there is plenty of depth and controls that are organized in a sensible, intuitive manner. Ahhhh.....at least we still have hope.smile
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03/23/2008 08:31 PM (UTC)
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QueenSindel(TheBitch) Wrote:
Yes because I hate every time my character is stuck in her stupid recovery moment. It's annoying and frustrating.

The fighting should be lightning fast this time around.



YES! It's not the overall speed that counts, but the fluidity and speed of recovery that helps the game flow. Obviously, you want to have recovery frames, but make it work, like in Tekken and friends.
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