Mortal Kombat X's Ed Boon on Violence, Fan Demands, and More
Added: 30.03.2015 14:00 | 3 views | 0 comments
Ed Boon is among few creators who dedicate the bulk of their careers to a single video game series. When Mortal Kombat was released in arcades in 1992, it popularized digitized characters derived from video footage, and incorporated exceptional displays of violence, something that the series continues to thrive on today, 23 years later. It was unlike anything players had seen before, and it was a runaway success. Once it hit the console market, a new demographic began to take notice. People (read: politicians and parents) recognized the realistic-looking graphics and took exception to the violent acts on screen. It was a milestone; video games were finally mature, so to speak. TIME magazine put it best: "...it broke an implicit taboo about what was okay to put in a game." I recently sat down with Boon to chat about Mortal Kombat's violent roots and what it means for the game today. We also talked about how fans, of which many are loyal to the series, can influence what goes into every new Mortal Kombat if they speak up often enough. GameSpot: If you think back, what was the first day like when you started work on the original Mortal Kombat? Boon: "The first one? The first day was us mocking up a bit of a demo using Jean-Claude Van Damme images from Bloodsport. We hadn't had anybody come into the studio to record, so we were trying to convince Van Damme to let us do a licensed Van Damme game. We went into the movie and found an image of him getting into a stance and stripped out the background and put it into the game and mocked things up. We were kind of getting used to the new digitized technology, too, so that's what I remember, trying to setup a demo to try to convince Jean Claude Van Damme to let us do a game based on him." Ed Boon, co-creator of Mortal KombatWhat was the biggest technical challenge at the time? "The biggest technical challenge was trying to get a look that was really realistic. This was the first time that we had a video camera pointed at somebody in front of a grey screen, or blue screen, or green screen, and just messing with the lighting, messing with the focus, and all of the variables that we had to mess with to get a look that we really saw in our heads." In some respects, things are a lot easier today, but I imagine there are still plenty of challenges that stand in the way of accomplishing your vision. What is the biggest technological hurdle that your team faces today? "A lot of it is, again, is the look, the rendering, it's lighting, but in the game as opposed to a studio set where we're physically moving lights around the camera, or a character, to make him stand out. It's a much bigger team--130 people versus 4 people--that's getting a much more of a sophisticated look. Ironically, visuals are still the biggest technical hurdle." Back when the controversy arose around Mortal Kombat, did you see that coming at the time? "No, ironically. The game had been out already for over a year when the controversy came out. We had made an arcade game, it was in the arcade, and nobody said anything. Acclaim, to their credit, they took Mortal Kombat and raised it to a real mass-market thing. They spent ten million dollars on advertising the game. They put a TV commercial on, they put it in the theaters, big time stuff, and once they did that, that's when I think people saw the game. It might not have crossed their radar [before]." It was a pivotal time in the industry for mature content in mainstream games, so now we are in a position where people are used to this sort of content. Are there any concerns these days, about taking things too far? "Oh yea, yea. Every game, we have these brainstorming meetings, and...somebody will suggest something and it's more of a gut feeling that, you know, that's a little too far. I think every single game, [there are] those discussions where, you know, everyone's trying to push the envelope, but there's always a line that you never want to cross." How do you feel, personally, about the violence in the game? "I think it's really a sign of an industry that's maturing. At the point when the first Mortal Kombat came out, you know, there weren't other games that had digitized graphics, in terms of that stuff. All of a sudden, video games were getting sophisticated enough to present something in a much more realistic way. While other games have had blood in them, it was very pixelated, and all of a sudden, it jumped up and people were like "whoa, whoa." That's when it became an issue, and that's when a rating system was put in place, that we agreed with. We agreed that this content is not intended for all players. It was more for the older player who's now 29 or 30 years, that's the one that we're targeting now." I assume you like making Mortal Kombat for many reasons. It's obviously a great business, the games always do well, but what keeps you motivated to keep working on the series? "Introducing new things. I think with each Mortal Kombat game, we've introduced something that's never been done before. With this game, it's the character variations. Something that would answer the question: "what is different about this one?" It's more than putting prettier graphics on a game, we've seen that not work out well. In addition, we've done other projects. We did an Injustice game that did really well for us, and it had an amazing mobile game. We've all had other games to work on, which lets you come back to Mortal Kombat with a fresh mind and new ideas." Do you ever have a desire to work on something other than fighting games? "Oh, yea, yea. Me personally, I've always wanted to try action adventure games, and driving games, sports games. All of that is a big thing, but you know, Mortal Kombat keeps my hand pretty full, and now, and all that stuff, so it's a very big business." How important are the fans to you and what you do as a studio? "They're the ones that keep coming back and buying our games, so they obviously have a huge voice. A lot of us are on social media and there's some amount of communication, but some people forget that they are one of hundreds of thousands of people that are expressing their opinion, and clearly when you have a big sample of people expressing opinions, there's going to be dramatically conflicting opinions. We can't literally listen and address every single person's point. One guy says "Liu Kang should never be in the game," and one guys says "it's not Mortal Kombat without Liu Kang." We can't satisfy everybody." Is there any one demand from fans that was most prevalent, that is present in Mortal Kombat X? "Character roster stuff has been a big one. There's a really big push for the obscure character we have, Tremor, which I got so many tweets from players wanting that character. It actually stood out to me as odd, but there was this swell of people pushing for it with petitions online and all of this crazy stuff, so we included him, and a big reason was because of fans yelling loud enough." I've heard that the new generation of characters is very important to the vision for Mortal Kombat X. What unique qualities do they have that will make them interesting down the road, beyond just being relatives of classic characters? "In a few ways. One is that we give them moves that remind you of their parents or elders, so to speak, so you'll see little nods. And then there's also, just the new blood that we feel is needed. They are their own character, they play unique to the other ones, but there's that little thread in between, the little nuances, that we kind of keep nodding to the originals." Will there be a lot of battles between families? "Yea, there's all this soap opera drama going on. If you go through the story mode, it details all of the drama that's happening in the families." Is this the biggest story mode that your team's ever made? "Oh yea, easily."
Tags: Injustice, Onto, When, With, Bolt, Every, While, Ball, Character, Something, Karl, Mortal, Kombat, Mortal Kombat, Jedi
From:
www.gamespot.com
| Injustice Team of the Week #5: Sudden Death
Added: 23.03.2015 14:18 | 10 views | 0 comments
WASDuk presents its latest Team of the Week for Injustice iOS, this time team #5: The Sudden Death Team
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| Injustice: Year Three #12 Review
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| iOS/Android Injustice: The MaGnet Code
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WASDuk's Chris Patton examines The Magnet Team, which will get you over 1300 defensive battles in the online arena:
"Enter Kal Kent.
With this Injustice team, the brainchild of Kal Kent, and tested by both Roberto Skeleton Hands Tapia and Jun Saulog, you can actually hear the echoes of battles in your dreams. Your online experience that has been a broken-window style of guessing who and what can attract the most defensive battles, a seemingly never ending predicament, is over. This small and surprisingly intrusive team will show up while you are online and the punchline is that you are the target. Even if you win and defeat them, youll most likely still be in a lower place than the person who is not playing."
From:
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| Mortal Kombat X mixes up online play with faction wars and recurring challenges
Added: 06.02.2015 14:00 | 29 views | 0 comments
Sure, it's always nice to punch a hole through your enemy's chest, grab hold of their exposed spine, and wrench it out with your bare hands. But it's even better when such a gruesome Fatality counts towards a greater good. Mortal Kombat X is sprucing up its online multiplayer play with two newly announced features: Factions and Living Towers, both which should go a long way towards adding replayability and making people feel that much vested in their online conquest.
Right from the outset, you're asked to pick from one of five Factions; from that moment on, everything you do, no matter the mode, will contribute to your Factions persistent global ranking across all platforms. Meanwhile, the new Living Towers offer three tiers of challenges which are constantly being updated, offering a bevy of new ways to test your might. To find out more details about the online features - or get caught up before the April 14th release - read on for a full breakdown of everything we know about Mortal Kombat X.
As you might expect from the latest in a series of legendary fighting games, the MKX roster offers classic characters duking it out with some intriguing newcomers. Obviously you've got icons of digital violence like Scorpion, Sub-Zero, and Raiden all back in fine form - but because the MKX story takes place 25 years after the events of MK9, there's also more opportunity to shine the spotlight on a few fresh faces.
The additions to the MKX cast range from wacky (the mismatched duo of Terra and Korr) to wicked (like Kotal Kahn, who looks like a murderous Aztec demigod). There's also room for spiritual successors like Cassie Cage, the sassy daughter of Sonya and Johnny. And before each fight, you'll be treated to a brief verbal exchange that does wonders for making each fighter feel like a fully fleshed-out character. Not only is there different dialogue for every match-up - there's even multiple possibilities for each possible pairing. If you want a character-by-character breakdown, be sure to check out our .
Every MK player has their personal favorite character - but sometimes you might feel pressured to pick the fighters you're less familiar with just for the sake of variety and versatility. But MKX offers a new way to find the perfect compliment to your playstyle: variations, which effectively create three distinct versions of every character in the roster.
These aren't stances that you switch between in the heat of combat, like past MK games - they're more like three distinct themes molded around the same base character. Before each fight, you'll pick which variation best suits you (or foils your opponent), which slight aesthetic alterations to your character to make it clear which variation you've selected. All three variations will share some core moves, but other specials or even new combos can be variation-specific. It's essentially a way to make your favorite character play three very different ways, meaning you won't have to worry about counterpicks or constantly learning new characters from scratch if you want to switch up your style.
The stage-specific interactables in NetherRealm Studios' Injustice could easily turn the tide of a battle, since some characters could rip apart the stage to deal massive amounts of damage. Interactables have been ported over to MKX - but don't worry, there's not as overpowered here as they were in Injustice. Instead of making them all about big damage, interactables in MKX put more emphasis on evasive maneuvers and space control.
Activating them is the same - when you're close enough to an interactable, it'll glow, meaning you can take advantage of it with a single button press. Maybe you'll escape the corner by bouncing off a nearby wall, chuck a crate to pester your opponent from long range, or escape pressure by flinging hot ash in your enemy's face, causing them to stagger backwards in pain. Unlike Injustice, all the characters respond to interactables the same way, which makes them feel much more balanced and accessible, rather than cheap. Interactables may help you get into position in MKX, but you'll still have to do damage the old-fashioned way.
Meter management is a staple of many fighters, creating a metagame where you must constantly weigh your options and adapt to your opponent's capabilities. Mortal Kombat 9 smartly introduced a three-part super meter into the mix, as well as the hilariously violent X-Ray moves, which act as a highly damaging Hail Mary attack complete with a see-through view of all the bone-shattering and internal organ rupturing. That same meter system is back in MKX, adding an appreciated extra layer of depth to each bout.
The super meter in MKX offers a nice mix of offensive and defensive options. You can either amplify one of your special moves, break a combo to avoid further damage, or go for the all-or-nothing X-Ray attack that'll obliterate your opponent's health bar if it connects or leave you totally vulnerable if it misses. Knowing how to best spend your meter in any given situation, while still managing to keep an eye on your opponent's, is crucial to your success in MKX.
It just wouldn't be Mortal Kombat without Fatalities - the distinct brand of match-ending animations that have wowed audiences and shocked parents for years. And if you thought MK9 upped the ante with its ludicrously gory Fatalities, just want till you see the brutal executions in MKX. Every time you think they've over, they take the shock value to a whole new level.
Whatever your preference - slicing off faces, snapping spines, or bisecting entire bodies - MKX is ready and willing to show it off with the kind of grisly detail that only its new graphics engine can deliver. The current frontrunner for 'most brutal Fatality' has to go to Quan Chi, who uses his mind-control powers to make his dazed opponent walk mouth-first to the hilt of a sword. Once they've skewered their own noggin, he telekinetically lifts then up and slams them down, cleanly splitting their remains in the process. It's the ultimate addition of insult to injury, and your friends will be both mortified and delighted every time.
NetherRealm Studios set out to make MKX's online multiplayer feel more compelling than in MK9, and the new Living Towers help to make that happen. Hopping into this mode lets you choose from three towers akin to the ladders from classic MK games, with varying heights. There's currently three tiers: quick, which should take about 30 minutes to complete and refresh every two hours, daily, which offers a new challenge every 24 hours, and premier, a kind of long-term, special-event trial reserved for the masochistic among us.
The twist is that each fight as you ascend a chosen tower can have a gigantic variety of variables, which can be combined in whatever way NetherRealm sees fit. Effects can be game-breaking, in a good way: things like a constant rain of bombs or missiles, lights that fade in and out, a swaying camera perspective, or low gravity can completely alter your fighting strategy. There are hundreds of modifiers, and there some truly special combinations - particularly Juggle Kombat, which mixes slow-mo falls with extra-fast uppercut animations for some truly nasty combo potential.
Online interactivity is all the rage these days, and NetherRealm has found a clever way to integrate a sense of persistence to MKX's online play. From the moment you start playing the game, you're asked to pick from one of five Factions, all themed after iconic MK fighters: Lin Kuei, White Lotus, Brotherhood of Shadow, Special Forces, or the Black Dragon. Once you've made your choice, the game menus and UI will be reskinned to match, and you'll be grouped with players from every region and platform who picked the same Faction.
Any mode you play, be it single-player or online, will build up points for your Faction; if you want, you can essentially ignore the Faction Wars while still taking part in them. By completing mini-challenges and contributing points to your overall team, you can earn special rewards - probably things like new costumes, profile designs, or extras, though NetherRealm isn't saying just yet. Once the winning Faction for the week has been crowned, the standings reset and the war breaks out all over again. Your rewards do persist even when the race for points restarts - but if you decide to align with a different Faction, you'll have to start from square one.
Are you stoked for more Mortal Kombat? Already have an idea of who you'll be picking (or even which variation you plan on using)? Do you think the Fatalities have just gone too far this time around? Let your voice be heard in the comments section below!
And if you're looking for more, check out .
Tags: Injustice, Studios, Online, Hack, Onto, Mask, Wake, Black, Metal, Raider, Every, There, While, April, Brotherhood, Sonic, York, Mortal, Kombat, Mortal Kombat, Ready
From:
www.gamesradar.com
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