Mortal Kombat Q&A

Mortal Kombat Q&A

*note: the questions and answers are paraphrased

Question: What are the basic gameplay mechanics and what type of gamer will benefit from the game “style?”

MK Team: The game was designed to be easily accessible for the newbie, but also have enough stock for the hardcore fighting fan too. The controls will be “transparent,” to say that there is basic functionality in the design for standard play, but deep enough for the hardcore player to separate themselves from the competition. The tutorial mode will “bridge the gap” between the casual and hardcore player, so that basic game mechanics can become evident, but everyone will be shown how to pull off “advanced” moves like “combo juggles.”

 

Question: Will gamers allowed to play as boss characters?

MK Team: Bosses will feel like a real challenge to defeat, and using them would be unfair in competition. But there “may” be different single player challenges that “may” allow the player to get a taste of what it feels like to be them (if only for moments).

 

Question – Pad vs. Stick players. Is there equal ground, or is one better than the other?

MK Team: From the beginning of development, the game was tailored to work well for both with the same level of functionality. But there are advantages between the two (a stick can be moved quicker than a thumbstick, but the shoulder buttons can be used more effectively than multipresses, ect.)

 

Question – What steps have been created to ensure a solid online connectivity environment?

MK Team: The netcode (script that determines the “action” between players in an online session) was built in house by NetherRealm. This way, the game will “optimize” the multiplayer experience and be able to cut down on as much lag as possible.

 

Question – What unique features can the online community expect?

MK Team: “King of the Hill” is a round-robin style online mode where players in a lobby battle it out, and the winner of each match “stays” and the competitors rotate. Player and Ranked matches will be offered as well, along with intricate stats tracking such as which character you win with the most, overall wins-losses, ect.

Question – What measures have been implemented to cancel “odd” exploits?

MK Team: For online play, the servers will be able to notice any strange phenomenon like characters moving too fast and weird damage percentages, and “tweak variables” will be changes and controlled when needed.  The system will not automatically change things “on the fly,” the adjustments will be assessed and corrected on an individual basis.  And any changed variables will be implemented in the single player experience as well.

 

Question – How important will the 3D functionality be in this game?

MK Team: 3D enhances the “feel” of the game for the player (stage depth, distance, ect.) and the effects will be very “easy on the eyes” so that game sessions can go on for along time without optical fatigue or strain. And the graphics are solid enough so that those watching without glasses can also enjoy the experience.

 

Question – What are the biggest shortcomings of recent games and how will this new game be better?

MK Team: Going away from the less intense stylistic approach of a title like MK vs. DCU , this game will feed the thirst for “blood,” but will be sure not to feature “gore for the sake of gore” because that approach simply “doesn’t sell anymore”. And from better, more realistic character models, the graphic content has become much more detailed. The “X Ray” attack shows the “specifics of the anatomy,” which kept the graphics team “honest” when they developed the visible “damage” that occurs during battle. And the overall “look” of the game (in terms of effects) is better than they ever have before in a previous title.

 

Question – What emphasis was put on the “-alities?

MK Team: In terms of Stage Fatalities, each level was developed to feature as many ways to “Finish!” your opponent as possible. This movement was actually inspired by the rumor mill that went on during many different forum discussions in which fans talked about what they “heard” Mortal Kombat was going to feature. As far as Fatalities per character, the team tried to stay “creative” with each set to make the sequences as entertaining as possible for the player.

 

Question – How much of this reboot features the solid “heritage” established by the old classics like Ultimate Mortal Kombat 3?

MK Team: The essence of the character development, in terms of move list and origins, have been “loosely” carried over from older titles. Another aspect that has retro roots is the lightening fast, “flinch” reaction gameplay that came to personify the MK brand “back in the day.” There was also a great challenge in creating a very viable and interesting story mode for each character that will be supported with great cinematic moments.

 

Question – What moves, X Rays, Fatalities got cut? are there any you wish were still in the game?

MK Team: The top ideas got into the game. There wasn’t a “line”created to exclude things in the game. The disk has the “best of the best” with no regrets on what’s in and what’s out.

 

Question – As a whole, how well did the team work together? Where there any aspects that were too “ambitious” for everyone to pull off?

MK Team: NetherReam works “as a family”, so communication was very easy and everyone kept tabs on everyone else during the entire game creating process. Most of the team has been around along time, so the shared passion and focus has made for ideas to be “free flowing” and all the members are comfortable enough to inquire one another without anxiety and fear that can go along with collaborative work.

 

Question – Are there any “Eastereggs?”

MK Team: Secrets wouldn’t be secrets if they were told, but gamers definitely have “things” to look forward to in Mortal Kombat.