Mk 11 news1/28/2024 And we're certainly trying to separate the visuals of what the gear looks like to what it actually does. Players constantly getting rewards and stuff like that. Like with Injustice, that was heavily focused on gear and changing gear. What else have you learned in terms of customization, gear, and maybe microtransactions?Ī lot. We're really excited about that change in our game. So, that was a lesson, and we kind of separated that, and it had just be a separate component of enhancing your moves versus doing a Fatal Blow. You know, in everything that we do, I think we look at what have we learned from each game, what can we take away, what do people like that we can apply? And I think the meter that players use, we had to kind of make the decision of: should I use it during gameplay or do I save it up for the big kind of super move thing? And when we looked at that and said, you know, we don't want people to never do super moves, the cool cinematic attacks. It makes for a lot more fun and kind of tension in the fighting mechanics.Ĭoming off of Injustice 2 in 2017, what are some of the lessons that you've learned and how have they carried into MK11? When you get down to 30%, your fatal blow becomes available and that really changes the dynamic of the game that you're playing. That defensive move meter and the super move is now up with the health meter. So, when you do an offensive move, you're not using any of the resource for your defensive move or your super move. And we split those three elements into two meters: one for offense and one defense. It was like their one resource for enhancing offensive moves, enhancing defensive moves, or saving it up for the big super move. In our last several games, we've had a meter in the bottom of the screen that the players would use. Walk us through the new mechanics and how they change the game in your eyes? Every new Mortal Kombat introduces new elements that keep it fun. We change the story, we change the characters, we change the fighting mechanics. The last thing we want to do is take the last game and just kind of reskin it with better graphics, and then people play it and realize that it's the same game as before. I think the big thing is we always want to introduce change. How do you and the team keep things fresh after so many years of Mortal Kombat? Now Playing: Mortal Kombat 11's Reveal Has Us Hungry For More Ed Boon tells us fatalities are born out of meetings with the NetherRealm team. The following interview has been edited for clarity and readability.īy clicking 'enter', you agree to GameSpot's We have Mortal Kombat 11 covered from all angles, so if you aren't caught up, be sure to check out our compilation of all the fatalities so far from the seven playable characters from the event, the story trailer, the introduction of the new character Geras, and the stage presentation of breaking down a few new mechanics. During the Mortal Kombat 11 reveal event, we had a moment to catch up with him to talk a little bit about the upcoming entry, how the NetherRealm team has evolved with Injustice and past MK games, and where the wild ideas for the gruesome fatalities come from. But behind the extravagant tongue-in-cheek gore and detailed combat system is series creator and long-time director Ed Boon. Several facets of the game were covered, which included new mechanics, a developing story, a brand new playable character, and a high-profile collaboration with UFC and WWE star Ronda Rousey. Mortal Kombat 11 went big by holding a kommunity reveal event and livestream to unveil the details of the next entry in this storied, brutal fighting game franchise.
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