Mortal Kombat gameplay mechanics?
3D Kombat Klassics
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Mortal Kombat gameplay mechanics?
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posted08/28/2008 10:19 AM (UTC)byMember Since
06/22/2005 02:02 PM (UTC)
When compared to other fighting games such as Street Fighter or DOA, many claims that the recent Mortal Kombat gameplay mechanic does measure up in terms smoothness, responsiveness and some might label it as 'broken'?!
As a fan that doesn't know much about the technicals of game. I'd like to ask the better aware people on this forum on how they'd analyze the recent MK games' fighting(MKDA to MKA) mechanics? And how does it compare to the 'industry standard' (if there's any)?
Thanks,
As a fan that doesn't know much about the technicals of game. I'd like to ask the better aware people on this forum on how they'd analyze the recent MK games' fighting(MKDA to MKA) mechanics? And how does it compare to the 'industry standard' (if there's any)?
Thanks,
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Every game is different bro. While Street Fighter hasn't released a new game in about a decade or so, I would give DOA major props for good character, background, and fighting mechanic selection.
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Background, story, characters aside-- which gameplay problems or common 'lags' the MK fighting system suffers from?
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Well it really depends who you ask.
It all started with MKDA when some people considered the background fighting arenas to be extremely flawed because of the circular arenas. Then there was the fact that if someone performed a combo on you in MKDA, you couldn't get out of it. Hence the introduction of combo breakers in MKD
Now with MKD, alot of people complained about infinites. This is a system where the person could press one button or a simple multi button action that you could not escape out of. Still many people complained there was no wake up game or a decent air kombat game.
Thus came MKA which brought along a perry system which is a defensive mechanism used to offset an extremely aggressive opponent, thus exposing him for a free hit. Also, for the first time in a true 3D game, the air kombat was introduced. A wake game also was introduced, where the person could roll around on the ground if he or she was knocked to the floor.
It all started with MKDA when some people considered the background fighting arenas to be extremely flawed because of the circular arenas. Then there was the fact that if someone performed a combo on you in MKDA, you couldn't get out of it. Hence the introduction of combo breakers in MKD
Now with MKD, alot of people complained about infinites. This is a system where the person could press one button or a simple multi button action that you could not escape out of. Still many people complained there was no wake up game or a decent air kombat game.
Thus came MKA which brought along a perry system which is a defensive mechanism used to offset an extremely aggressive opponent, thus exposing him for a free hit. Also, for the first time in a true 3D game, the air kombat was introduced. A wake game also was introduced, where the person could roll around on the ground if he or she was knocked to the floor.
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Thanks outworld222 for taking the time. Having played through MKDA and MKD , I can relate to the points you posed-- very visible flaws that hinders fair gameplay. On a second note, it seems as if the MK has worked upon their problems on a consistent basis (game-to-game).
I personally feel the gameplay does margins the technical side like remembering combos and how the combo breaker acts like a traffic light, making your response very somewhat tactical and less indulgent into the 'flow' of the fight.
All in all, I've gotten quite an overview.
Thanks!
I personally feel the gameplay does margins the technical side like remembering combos and how the combo breaker acts like a traffic light, making your response very somewhat tactical and less indulgent into the 'flow' of the fight.
All in all, I've gotten quite an overview.
Thanks!
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