Although I had a lot to say the last time I posted about Mortal Kombat X, I actually left a couple of topics on the chopping block. Specifically: the quality of the story and general gameplay of MKX, how both represent significant strides forward in maturity (relatively speaking) and thoughtfulness on the part of NetherRealm Studios (NRS), and how that bodes well for the franchise as a whole.
As I can't quite get these ideas out of my head, another torrent of words and thoughts awaits after the break. Hopefully it won't be quite so long as last time, but I can't promise anything. Best get a snack to be on the safe side.
Showing posts with label Fighting Games. Show all posts
Showing posts with label Fighting Games. Show all posts
Tuesday, May 5, 2015
Tuesday, April 28, 2015
Mortal Kombat X - The Importance of Tone
Mortal Kombat X (read as "X", not "ten", even though this is the tenth game in the series) is the latest entry in the long running, (in)famously bloody fighting game franchise. Mortal Kombat (hereafter "MK") is a series that has been wildly inconsistent over the years (and that is a somewhat generous reading of some of those games). Although the last game - 2011's reboot of the franchise simply titled Mortal Kombat, but often referred to as MK9 to avoid confusion with the 1992 original - was very well regarded by series fans and well received in general, there was a very real concern that NetherRealm Studios (the modern development house for the series, hereafter "NRS") may not be able to follow it up successfully.
Those fears were allayed early on, as the preview gameplay footage of MKX showed a game that looked to be making positive strides forward in refining the MK fighting engine, while also adding new elements to the mix. The phrase "adding new elements" is often a cause for great concern with MK games - many times has the series added in new gameplay mechanics only to have them turn out to be shallow, clunky, or otherwise worthless - MKX's changes to the formula seemed to be coming from a more carefully considered design mentality. It also didn't hurt that two of the core ideas - the stamina meter and the variants system - are evolutions of earlier ideas; running from MK3 and (roughly) the fighting styles system used in Deception, Deadly Alliance, and Armageddon.
Skip ahead to April 2015, and now everyone has MKX in their grubby little mitts. The general critical consensus is markedly positive, fans seem to be enjoying it, and the competitive community is starting to really dig into it. By all measures it looks like NRS has done it again, producing a game that is just as good (in some ways, better) than it's previous offering. A significant feat considering the series checkered past; a particularly remarkable feat considering that the previous game was actually pretty damn good.
For what it's worth, I wholeheartedly add my endorsement to the pile. Mortal Kombat X is the best game in the series by a fair margin and, just as importantly, it compares favorably to other current, prominent fighting games. It's a lot of fun to play, it looks fantastic (especially considering how janky and bad the series has looked in the past), and it has a ton of single player content (along with passable-but-still-improving multiplayer). If you're on the fence about MKX and you're at all a fan of the franchise, fighting games, or quality games in general, I heavily encourage you to check it out.
What I find most interesting about MKX is what it represents. Independent of it's success or acceptance (though it seems to be getting a healthy amount of both), MKX embodies several significant changes for the franchise that are remarkable and interesting, particularly in light of the current video game industry. In many ways, MKX represents the right way to take an old franchise and reinvigorate it; something many developers are eager (and sometimes struggling) to do with properties that have fallen from public perception.
I could write a lot of words about MKX - and I might, because this game does a shocking number of things right - but for now I want to focus on one of the major factors that makes MKX work so damn well: it's ability to (finally) establish an effective, consistent tone for the Mortal Kombat universe. Join me after the break for musings on how the series has struggled with tone over the years, how MKX gets it right, and why that is so important.
Those fears were allayed early on, as the preview gameplay footage of MKX showed a game that looked to be making positive strides forward in refining the MK fighting engine, while also adding new elements to the mix. The phrase "adding new elements" is often a cause for great concern with MK games - many times has the series added in new gameplay mechanics only to have them turn out to be shallow, clunky, or otherwise worthless - MKX's changes to the formula seemed to be coming from a more carefully considered design mentality. It also didn't hurt that two of the core ideas - the stamina meter and the variants system - are evolutions of earlier ideas; running from MK3 and (roughly) the fighting styles system used in Deception, Deadly Alliance, and Armageddon.
Skip ahead to April 2015, and now everyone has MKX in their grubby little mitts. The general critical consensus is markedly positive, fans seem to be enjoying it, and the competitive community is starting to really dig into it. By all measures it looks like NRS has done it again, producing a game that is just as good (in some ways, better) than it's previous offering. A significant feat considering the series checkered past; a particularly remarkable feat considering that the previous game was actually pretty damn good.
For what it's worth, I wholeheartedly add my endorsement to the pile. Mortal Kombat X is the best game in the series by a fair margin and, just as importantly, it compares favorably to other current, prominent fighting games. It's a lot of fun to play, it looks fantastic (especially considering how janky and bad the series has looked in the past), and it has a ton of single player content (along with passable-but-still-improving multiplayer). If you're on the fence about MKX and you're at all a fan of the franchise, fighting games, or quality games in general, I heavily encourage you to check it out.
What I find most interesting about MKX is what it represents. Independent of it's success or acceptance (though it seems to be getting a healthy amount of both), MKX embodies several significant changes for the franchise that are remarkable and interesting, particularly in light of the current video game industry. In many ways, MKX represents the right way to take an old franchise and reinvigorate it; something many developers are eager (and sometimes struggling) to do with properties that have fallen from public perception.
I could write a lot of words about MKX - and I might, because this game does a shocking number of things right - but for now I want to focus on one of the major factors that makes MKX work so damn well: it's ability to (finally) establish an effective, consistent tone for the Mortal Kombat universe. Join me after the break for musings on how the series has struggled with tone over the years, how MKX gets it right, and why that is so important.
Wednesday, December 31, 2014
Infil's "A Killer Instinct Guide for SFIV Players"
I've been talking a lot about fighting games recently, including my own thoughts about Killer Instinct and it's future. One of the big issues I mentioned in that post is the need for more community resources, more outreach, and more knowledge sharing.
Ask, and ye shall receive. One of the most active members of the KI forums has recently posted up a website that does an absolutely fantastic job of explaining Killer Instinct in a way that is relatable to anyone familiar with Street Fighter IV (which by my count is....almost everyone currently following fighting games.)
But even if you're not familiar with SFIV, don't let that necessarily scare you away. Infil does a great job of explaining the ins and outs of KI in relatively plain terms, with helpful rollover callouts for specific jargon.
It's a great resource for anyone who is interested in KI to learn more about it (and a lot of the concepts are general enough to apply across many different fighting games,) so be sure to check it out:
http://ki.infil.net/
Ask, and ye shall receive. One of the most active members of the KI forums has recently posted up a website that does an absolutely fantastic job of explaining Killer Instinct in a way that is relatable to anyone familiar with Street Fighter IV (which by my count is....almost everyone currently following fighting games.)
But even if you're not familiar with SFIV, don't let that necessarily scare you away. Infil does a great job of explaining the ins and outs of KI in relatively plain terms, with helpful rollover callouts for specific jargon.
It's a great resource for anyone who is interested in KI to learn more about it (and a lot of the concepts are general enough to apply across many different fighting games,) so be sure to check it out:
http://ki.infil.net/
Friday, December 26, 2014
The Problem With Killer Instinct
What follows is a look at the current state of Killer Instinct (2013), some factors related to it's possible long term success or failure, and a cautionary note about loving something so much you slowly smother it to death.
Tuesday, December 16, 2014
Street Fighter V
Capcom dropped some interesting fighting game news at Sony's recent "Playstation Experience" event.
Capcom's first announcement was something players had suspected for awhile - based on the upcoming PS3/PS4 compatible Ultra Street Fighter 4 fightstick - Ultra Street Fighter 4 will receive a port to the Playstation 4. This is a neat announcement, especially since this release will come with all of the costume packs that have been included so far (and it should be dropping in time for Omega Mode to show up on the system, which will make it more appealing to a new audience).
Capcom's other big announcement was quite a bombshell: Street Fighter 5 is coming, and it will be console exclusive to the Playstation 4 (with a parallel PC release). It was doubly effective because it ended up being a leak - the YouTube release of the teaser trailer for SF5 ended up going live early, so the news broke earlier than expected and with no accompanying announcement or presentation from Capcom.
This leak was a big bonus for the players, however, as Capcom decided to release an actual (early build) gameplay trailer in the slot they had originally planned for the teaser trailer. That gameplay trailer (which was eventually released in glorious 1080p/60fps) dropped some very interesting and exciting hints as to what players can expect from SF5.
Join me after the break for a discussion of what these reveals mean for Street Fighter - the series and the 5th installment in particular - and what it may mean for the fighting game community (FGC) as a whole).
Capcom's other big announcement was quite a bombshell: Street Fighter 5 is coming, and it will be console exclusive to the Playstation 4 (with a parallel PC release). It was doubly effective because it ended up being a leak - the YouTube release of the teaser trailer for SF5 ended up going live early, so the news broke earlier than expected and with no accompanying announcement or presentation from Capcom.
![]() |
| Image Source |
Join me after the break for a discussion of what these reveals mean for Street Fighter - the series and the 5th installment in particular - and what it may mean for the fighting game community (FGC) as a whole).
Thursday, April 10, 2014
BlazBlue: Chrono Phantasma and Killer Instinct Season One Finale
Hey, remember those fighting games? The other half of the title? I forgot I play those sometimes too; Dark Souls 2 has been devouring my video gaming time, and Warmachine continues to permeate my thoughts. But I do still fire up the fight stick now and again, and I'm hoping to up the frequency a little more as I near the end of Dark Souls 2 (its going to be very difficult to not dive right in to NG+.)
Subscribe to:
Posts (Atom)


