Brutalities and other gimmicks
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posted04/20/2010 04:16 PM (UTC)by
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MK_Fanatic_
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12/15/2009 06:55 AM (UTC)
What do you guys think of these ideas?

1) In MK9, a "Brutality" should be a huge combo you can pull off, like the combos in Killer Instinct, instead of being an actual finishing move. Each character would have 2-3 Brutality combos...

2)You should be able to do Stage Fatalities any time during the round, like in MKD/MKA...

3)If there ARE gonna be weapons, I think each weapon should have its own way to do permanent damage, like the swords in MKDA/MKD, where you could impale someone. Maybe this time around, weapons like clubs would break bones and swords/axes would chop off limbs...

4)Counters/Reversals should come back too. Remember in MK4, you could pick up another person's weapon if they threw it? I think if you do a Counter/Breaker on someone with a weapon, you should be able to knock it out of their hands and/or take it from them...

5)And a little something from Def Jam: Fight for NY -- in that game, the only way to KO someone was if you performed a special move (called a "Blazin Move"), used a KO move like a submission or haymaker punch, or smashed them against the arena itself or did a ring out. I think it should be the same in MK9, so you can't win a round just by getting in a lucky punch. This way the gameplay will stay intense and there will be a build up to the actual finish :)

Hope you guys liked my ideas!!
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BlueDragonClan
04/20/2010 04:06 PM (UTC)
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1) It's ok, except just only one brutality combo is enough. 2-3 is just a little too much.

2) Agreed, but not make them so easy to fall into right away, like the stage fatalities are on a different part of the stage, not the main part.

3) I don't remember being able to impale in MKD. Anyway, that's what fatalities are for. Otherwise, people will just go for weapons right away, and there won't be much of a match if people's limbs are gone in the first couple of seconds.

4) Breakers and Parries were a nice touch to the Mortal Kombat universe, so keep those. As for stealing the other person's weapon, I don't know if I like that. Weapons should stay with their owners.

5) Having never played any of the Def Jam games, I haven't seen what they are like. But the concept sounds like a good idea.
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Icebaby
04/20/2010 04:13 PM (UTC)
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MK_Fanatic_ Wrote:
1) In MK9, a "Brutality" should be a huge combo you can pull off, like the combos in Killer Instinct, instead of being an actual finishing move. Each character would have 2-3 Brutality combos...


If they're going to revise the brutalities, then there should be one, not 3. Also, if they're going to make the body explode, let's keep it realistic, no four arms when there's only two.


MK_Fanatic_ Wrote:
2)You should be able to do Stage Fatalities any time during the round, like in MKD/MKA...


Those were not Stage Fatalities, those were Death Traps, and no, they should not return. If Stage Fatalities is what you want then they should be like from Mk2-MK4.

MK_Fanatic_ Wrote:
3)If there ARE gonna be weapons, I think each weapon should have its own way to do permanent damage, like the swords in MKDA/MKD, where you could impale someone. Maybe this time around, weapons like clubs would break bones and swords/axes would chop off limbs...


The impaling concept was stupid, and you couldn't take out your weapon anymore. If there's weapons in the game, they should only go to characters that has had weapons before in their moves or combos, such as in UMK3, where Scorpion, Sub-Zero etc. had axes in their combos, Jade had her staff, Kitana with her fans, Mileena with her sais, and Kabal with his hookswords. I don't think the weapons should come back at all.


MK_Fanatic_ Wrote:
4)Counters/Reversals should come back too. Remember in MK4, you could pick up another person's weapon if they threw it? I think if you do a Counter/Breaker on someone with a weapon, you should be able to knock it out of their hands and/or take it from them...


No counters or breakers. Those were stupid.

MK_Fanatic_ Wrote:
5)And a little something from Def Jam: Fight for NY -- in that game, the only way to KO someone was if you performed a special move (called a "Blazin Move"), used a KO move like a submission or haymaker punch, or smashed them against the arena itself or did a ring out. I think it should be the same in MK9, so you can't win a round just by getting in a lucky punch. This way the gameplay will stay intense and there will be a build up to the actual finish :)


No.
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Tekunin_General
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04/20/2010 04:16 PM (UTC)
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MK_Fanatic_ Wrote:
What do you guys think of these ideas?

1) In MK9, a "Brutality" should be a huge combo you can pull off, like the combos in Killer Instinct, instead of being an actual finishing move. Each character would have 2-3 Brutality combos...

2)You should be able to do Stage Fatalities any time during the round, like in MKD/MKA...

3)If there ARE gonna be weapons, I think each weapon should have its own way to do permanent damage, like the swords in MKDA/MKD, where you could impale someone. Maybe this time around, weapons like clubs would break bones and swords/axes would chop off limbs...

4)Counters/Reversals should come back too. Remember in MK4, you could pick up another person's weapon if they threw it? I think if you do a Counter/Breaker on someone with a weapon, you should be able to knock it out of their hands and/or take it from them...

5)And a little something from Def Jam: Fight for NY -- in that game, the only way to KO someone was if you performed a special move (called a "Blazin Move"), used a KO move like a submission or haymaker punch, or smashed them against the arena itself or did a ring out. I think it should be the same in MK9, so you can't win a round just by getting in a lucky punch. This way the gameplay will stay intense and there will be a build up to the actual finish :)

Hope you guys liked my ideas!!


Ok firstly, Let me assure than any disagreements do not intend any offense and any creative ideas are appreciated here on the forums as this one clearly is.

Answers:

1) I would welcome the idea of a brutality. But they should remain as a finishing move. If a regular combo, realism for abuse is thrown out the window. It Should be a finisher similar to classic games and we should only have one of them thus not making it impossible to memorize many for different characters.

2) No... This would ruin the skill aspect of the game. Stage fatalities should, in a respective mind, be saved for the end of the round. Period. For a last resort to a forgotten fatality or for pure enjoyment at a well deserved victory.

3) No once again. What I faced against all my friends in MKDA, me being the best one. Once you get online or versus other people. If you clearly have the advantage, somebody can just spam the impale move and evade until they catch you, then run away until the time runs out or you die. No thanks. this game needs to be based on skill and dedication to the game with the prevailing players being the most honest and dedicated ones.

4) Being a game that we wish to be based on Skill, exploiting a weapon to change your current characters moves alltogether is ill advised. The weapon system in MKDC was my favourate to date. Baraka and Deathstroke were absolutely deadly in the right hands and the concentration required for a few of their Kombo Challanges was phenomenal. Leave it the way it is in MKDC. No dropping weapons either. Counter? No. Breakers? Id like one of them, tops. Not needed for skilled players.

5) The games played are based on careful placement of every attack and outsmarting your opponent. The last punch isnt so much a "lucky" punch as you so eloquently put it, if the person already used many attacks to bring you down to the brink of death. Its merely the last in a series of successfull attacks. and this system leaves room for exploitation. Not only would it prevent winners from a well deserved win, It would allow losers a chance to "Chinse" their way to victory. No thank you.


In closing, we need to keep the core of what made MK great alive. MKDC allowed specials to be implimented fluently into combos. Best thing ive seen for MK in years. "Klose Kombat" is a prime example of what we need to avoid. Skilled gameplay needs to be our top priority over seemingly minor entertainments we are going to grow tired of in a month after release. We need to push for a game that will compete and we will still be playing feverishly until the release of MK10. No amount of temporary entertaining impales or rip-offs in skilled fights will bring us there.


-Casselman
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