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Sadistic_Freak
03/06/2010 03:40 AM (UTC)
0
BIG_SYKE19 Wrote:
@icebaby, ok.


now you said more than 15 fighters overpowers the roster...really??

the weapons should be included like in mk3 but i want it to have magical feeling. like just dont rip out swords from thin air. like maybe they could summon the sword(really fast) and show sparks and magic dust,.....idk. and if you played tk6 yoshi pulls out his sword and puts it back in, so it is possible to show the animation in combos too.

yeah i did not like the death traps either, they were alright at first though.

konquest can be its own game, basically mksm.....

yes a solid story would be good. but dont try to do so much because they lead to alot of plotholes. just my opinion.



The next game should have 2 discs. One disc for the fighting game and the Konquest mode should be in the other disk.
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Tekunin_General
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Twitter~Facebook~Youtube~~~~~PSN: Casselman/LockUpYourBones
03/06/2010 05:42 AM (UTC)
0
BIG_SYKE19 Wrote:
Casselman Wrote:
Almosty any fan of MK up to this point has to love it for the characters and story, not the gameplay.

I would welcome something new to the ladder concept if it were possible. Maybe KIND OF resembling soul blades weapon master mode. Not in that sense, but the sense of..

MK9 is going to have a story and a crisis. Maybe give the player a sort of "free roam". well not free roam, but movement like soulblades blademaster where theres a current crisis but you can go different paths on the "realm map". therefore encountering different enemies and cutscenes. Learning more about the history and presence of the character. Eventually ending up at the "boss" or destination through persistance.

It would allow for good storytelling and present a challange for each and every chracter, and characters story modes would intertwine and force a dedicated player to play through every campeign to really understand the ambitions of the opposing forces that he/she meets along the way. thus making 100% completion very difficult yet addicting.

Im not saying "hey lets turn this into budokai tenkaichi free roam". But the idea of cause and effect in a choice-oriented admosphere, to me, would rival the certain Arcade Ladder we will no doubtedly see.

I would welcome a story mode, but I want choice and the rule of cause and effect. FMV endings not deciding canon until mk10.

technically, there would be approx 24 stories depending on characters instead of one story in konquest mode.


thoughts?


-Casselman



are you describing konquest mode or you want the whole game to be like this????


well i guess it would depend on id they could do it and pull it off right? Id expect not, i dont want a tekken6. I just want whatever they do, to be in dept and well-presented. And giving us some choice of any sort would bring us further into the game.
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jbthrash
03/06/2010 08:27 AM (UTC)
0
My Dream MK

Gameplay:
1.2D combat
2.Roster of 35 with 20 returning characters that are classic.
3.The Krypt(No random crap this time.)
4.Story Mode konquest style.
5.3 alt. costumes one being their original.
6.Articles of clothing to add to your fighter. Refer to Virtua Fighter 5.
7.Tag team mode.
8.Online.
9.Traps toggled on and off.
10. A coherent story that is canon.
11. Cutscene endings that aren't "What if?"

Kombat:
1. 2D
2. Pro moves
3. Breakers
4. Very few to no teleports
5.Each character feels different,
6. Fatalities
7.Personal throws
8.Finishing moves
9.test your might.
10. Free fall reboot,
11.Traps toggled.


Graphics:
1.Get rid of plastic hair.
2.Don't get too detailed with cotumes.
3.Levels need more detail, and motion.
4.MK 2 design for levels and characters.

I think it is a realstic possibility for the MK team to make this game.
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Skaven13
03/06/2010 04:46 PM (UTC)
0
I was more of a fan of the free-roaming Konquest mode in MKD. It was a great break to explore the MK universe in a semi-linear fashion and still progress the story. It was also a great method to hide unlockables as well. I didn't care for MKA's "shaolin monks" style Konquest for the following reasons:
1. It took away from the exploration factor that MKD had.
2. It was very, VERY linear. Once you went forward, you could not go backward, and there wasn't much space to explore.
3. No interaction with characters. I liked the small sidequests in MKD (granted some were repetitive and meaningless) as opposed to the constant beat-em-up action.
4. The exploration Konquest mode was a good break from the fighting mode in MKD. In a MKA/Shaolin Monks style, you replace constant fighting in arcade mode for...constant fighting in Konquest mode. Konquest was a neat little place to take a break from fighting and go on a quest in the MK world.
5. Controls. You take fighting in arcade mode, then go to fighting in Konqeust mode, and the controls are completely different. It was a little annoying. If there is going to be fighting in Konquest, I think it should be limited to the one-on-one fighting style, OR have the controls at LEAST similar as it was in Tekken 3's adventure mod
6. Konquest is a great place to put different "challenges" in, as well as training. I liked the dojo concept and the training opportunities with other characters you find in MKD Konquest. MKD Konquest also had a few challenges that were dificult to pull off (Scorpion does 300% damage, for instance), where MKA had none of that. I liked Konquest doubling as an interactive training ground as in MKD. The only change I would make is in the challenges section: Keep the insanely hard challenges, but for crying out loud, give me something OTHER than KOINS for completing it!!!

That's all for now.
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BlueDragonClan
03/06/2010 06:06 PM (UTC)
0
I would like to see MK:

1) Stick with 3D. I enjoyed it
2) Improve character story. Give them something new.
3) Give characters only one fighting style and weapon style. I thought that it was unnecessary, one should be enough. Also, giving two styles to characters doesn't give originality to characters in next games. For example, Kira in Armageddon. She had Frost's MKDA secondary fighting style. If Frost only had her one main style Tong Bei and not have Yuan Yuang as her second in MKDA, and have Kira have that as her main fighting style in MKD, she would've been more original. Does anyone get what I mean? It was kinda hard to explain, so I did the best I could. Another point, it's easier to remember the combos if there were less, and less time wasted pausing to learn the combos again for all styles.
4) Have Chess or Puzzle back, it was a nice little distraction for me.
5) Bury Liu Kang once and for all.
6) Have endings that made sense.

That's all I can think of at the moment.
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BIG_SYKE19
03/07/2010 07:54 PM (UTC)
0
Skaven13 Wrote:
I was more of a fan of the free-roaming Konquest mode in MKD. It was a great break to explore the MK universe in a semi-linear fashion and still progress the story. It was also a great method to hide unlockables as well. I didn't care for MKA's "shaolin monks" style Konquest for the following reasons:
1. It took away from the exploration factor that MKD had.
2. It was very, VERY linear. Once you went forward, you could not go backward, and there wasn't much space to explore.
3. No interaction with characters. I liked the small sidequests in MKD (granted some were repetitive and meaningless) as opposed to the constant beat-em-up action.
4. The exploration Konquest mode was a good break from the fighting mode in MKD. In a MKA/Shaolin Monks style, you replace constant fighting in arcade mode for...constant fighting in Konquest mode. Konquest was a neat little place to take a break from fighting and go on a quest in the MK world.
5. Controls. You take fighting in arcade mode, then go to fighting in Konqeust mode, and the controls are completely different. It was a little annoying. If there is going to be fighting in Konquest, I think it should be limited to the one-on-one fighting style, OR have the controls at LEAST similar as it was in Tekken 3's adventure mod
6. Konquest is a great place to put different "challenges" in, as well as training. I liked the dojo concept and the training opportunities with other characters you find in MKD Konquest. MKD Konquest also had a few challenges that were dificult to pull off (Scorpion does 300% damage, for instance), where MKA had none of that. I liked Konquest doubling as an interactive training ground as in MKD. The only change I would make is in the challenges section: Keep the insanely hard challenges, but for crying out loud, give me something OTHER than KOINS for completing it!!!

That's all for now.



yeah you have good points. i liked mksm because of the action. and mkd style was more non linear, but really boring. i say they could take some points from each other.
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