Killer Instinct coming to Xbox One

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Max, how do you think the whole EVO presentation went?

The Madcatz booth was nuts. Nothing but hype the whole time and 30-45 min lines to play. I kind of wanted the Evo live presentation to be player vs player, instead of dev vs player. Unlike most fighting games, the devs of KI really know what is up with the game...and kinda demolish new guys.

This is comparable to a skilled 3rd Strike player going against a day 2 3s player. There's an obvious skill gap, and it really showed during the stage performance. Albeit, I don't think a skill gap is a bad thing, but oh my god the devs knew exactly what you wanted to do and were combo breaking everything. There's a ton of ways out of that, all of which I'm not nearly good enough at yet haha.
 
GuitarAtomik said:
^^^ Was going to point that out. I believe Injustice does it as well.

You're right. I completely forgot about how MK and Injustice already did visual character damage to good effect!

This is what I would like to see in the new KI as well.

And this is GREAT to hear as well:
Exactly. The ultra's are loud and obvious. What I'm getting at, is a track doesn't just play in the background like almost everything else. There seems to be 4-5 different variations the theme plays depending on what's happening on screen.

For example with Jago's theme, there's these deep voiced chants that play when you get into a long combo that I'd never heard before...and when you pull off the ender, this big ass guitar rift plays. It's fucking amazing.

I love it when games take their soundtrack seriously and try to have it enhance the overall experience as best as they can. Can't wait for those videos Max!
 
Sick shirts that are gonna be at PAXAus:

BPYk6lZCAAA9zvQ.jpg:large
 
So holy shit guys.

I'm reviewing the footage from Evo and came across nobody's talked about yet, and I've only heard the devs mention once...and that's the huge amount of variation to the dynamic music in the game.

I seriously just had a 'holy mother of god' moment when I heard Jago's theme actually changing on the fly when characters go into combos, exit combos, are not using special moves/normals, after breakers/counters and of course ultras. I only thought the music changed for Ultras, but holy hell. It's seriously one of the most impressive things there is to the game now, and I didn't even know because YOU CAN'T FRIEKING HEAR IT in a crowd. Once I get approval, I'm making a video demonstrating the music.
That sounds awesome. You're right though, I don't know if we've ever had a direct feed release of an entire match so I've never noticed it beyond the Ultras. They should get on that.
 
That sounds awesome. You're right though, I don't know if we've ever had a direct feed release of an entire match so I've never noticed it beyond the Ultras. They should get on that.

We heard it in the glacius footage on GT

I remember making a comment that it made it sound like a boss fight
 
Numbers are bad for old game revivals, though. People think... shit I have to the play the other 2 first and pass on it (even if they have no clue that doesn't matter in fighting games).

Yeah, plus I think it's been SO long since the second game they might have thought calling it KI3 might be kind of odd.
 
What's you guys thoughts on Eyedol and Gargos being included? Have them as playable characters, or reserved for more powerful boss enemies only?
 
What's you guys thoughts on Eyedol and Gargos being included? Have them as playable characters, or reserved for more powerful boss enemies only?

I'd be ok if they didn't make the game. I don't really have a large need to play as them. I'd much rather have the full playable cast from KI1 and KI2 available first and then some new characters wouldn't be bad.

If anything, make them as bosses.

Also, I'm really against adding any licesnsed characters into fighting games. I hate when they do that in Soul Calibur. Smash Bros is the only one where it is acceptable in my eyes.
 
What's you guys thoughts on Eyedol and Gargos being included? Have them as playable characters, or reserved for more powerful boss enemies only?

I think they should be in. I think they whole cast from both games should be in and it shouldnt be too hard. It is only 15 characters including bosses. How many do Tekken, SF, Soul Calibur and MvsC have? They must be pushing between 30-50

I think I would be happy with about 20-25 (not sure if its realistic though.)
 
What's you guys thoughts on Eyedol and Gargos being included? Have them as playable characters, or reserved for more powerful boss enemies only?

I wouldn't mind either of them, especially Eyedol. Then again, if one of them would be the boss again then that could be disappointing. I simply wonder too much about what kind of new boss design they can come up with to be satisfied with that.

LeMaximilian said:
Personally kinda hated both Eyedol and Gargos. Even as a kid I thought they felt really out of place in the KI-verse.

Not to disagree with you, but can you please explain why Max, especially using your very sound "KI = 80's and 90's tropes combined" interpretation? And out of curiosity, what would your ideal new boss be within that framework?
 
I don't understand why they didnt give tao feng another go this generation. There was some interesting ideas in that game.

I wouldn't mind seeing a different team with better character designers take on a reboot of that game myself. To Be honest Kakuto Chojin didn't seem that horrible either. Sure it wasn't as good as Dream Factory's other fighter Tobal no 1( now there is a fighting series that needs a reboot), but it was still pretty decent and looked good graphically as well IMO.
 
So Rich just created this thread over at the Double Helix forums.

Mechanics, Combos and System info:

filthierich said:
Offensive BASICS :

(Normals & Specials will be covered in the Character Specific Section)

Combos
* Openers
* Auto Doubles & Manuals
* Linkers
* Combo Enders (specials)
* Juggle Mechanics
* Knockdown Value AKA “K.V.”

OPENERS

Openers start off any basic combo. You can use command moves , jump-in or special moves to start things off. The most important thing to understand about openers is that once you initiate a combo you will be able to do your first “auto-double”.

AUTO-DOUBLES (AD’s)

Are activated when hitting any NORMAL attack after an opener. Auto Doubles (A.K.A AD’s) are always 2 hits. Generally the speed and damage of the auto-doubles are determined by which attack is used. Lights are faster attacks (harder to break), Heavies are slower but do more damage (easier to break), and Mediums are the balance between the two.

Linkers (special Linkers)

Special/character specific moves used after openers which serve as an extension to combos to help control spacing and overall damage output to your opponent. The utility for these are CHARACTER SPECIFIC, and in most cases the strength of each linker can now be determined by the amount of hits the linker does. Using light linkers in combos now hit 1-time and Medium linkers now hit 2-times.

Combo Enders

When using the HEAVY version of most linkers in the game, you will activate the official “Combo Ender”. Combo Enders do a few things such as, gain additional shadow meter, wall bounce, ground bounce (new), enable Juggle and maximize on damage output by “cashing out” the potential damage.

Juggle System

Maximize on damage output to “floating” opponents with combinations of normal and special moves. If you catch an opponent in an anti-air situation, you can hit ANY move (special, normal, even shadow) to do additional damage. The most important thing to consider is the KV meter amount. Currently, hitting an air-born opponent adds significant amount of KV meter. This is helpful to keep the fights grounded, avoid infinite’s & always have juggles in mind to gain advantage in positioning AND damage. Shadow moves, do NOT add value to the KV meter.

Thanks Rich! I would read the whole thread as he goes into other mechanics in the replies and gives pretty in depth explanations.
 
More from the Double Helix thread:

Q: Ground bounce? Filthe please give us a scenario in which this would be effective for combo continuation after a cash out. Is it character specific?

filthierich said:
A: Taking a break from writing to fill you in:

Currently Glacius is the first character we’ve shown with the ground bounce. You can do it by ending with his HAIL move (Qcb + HP). Now that you know the notation heres a simple example.

http://www.youtube.com/watch?v=fnGx4vRuTUA&feature=player_embedded#t=0s

You will notice that Im able to get “lock out the opponent” and ended in the ground bounce. I made sure to use the GROUND BOUNCE ender, and left just a bit of KV meter for me to end in two hits. What happened here was this:

- I got my damage in full from the “cash out” using the Ground Bounce (since it counts as an ENDER)
- I was able to accumulate that total damage, and get an additional 2 hits with minimum scaling by hitting the 2-hit combo.

Heres my guestimated calculations:

- If i didnt end my combo at that time I would have only damaged Sabre for HALF of my damage 12% (give or take) my combo juggle at the end help me get the additional amount.

- Combo Damage + Ender (including cash out w/o Juggle Damage) = %22
- Additional damage from Juggle – %5
- Total Damage = %27
 
The red KI letters in the logo on the tshirt look SO much better than the all metal version in the existing trailers. I hope that's the color scheme they use in the final version of the logo!!
 
Gonna be at Comic Con, and have a Glacius breakdown coming tomorrow with a bunch of Evo footage. Stay tuned guys. Cya at the Madcatz imax thing playing KI.

youtube.com/miles923
 
Dang, an hour and a half! Haha, awesome! Lobb is already telling stories :)

That voice, lol.

I can totally picture Ken sitting in his garage, hunched over a KI cabinet with a cigar and a glass of scotch.

Awesome.

---

A few interesting notes from around the 1 hour mark:

- No physical disk is basically confirmed
- Pricing details will be released at Gamescom.
- Ken seems to suggest that KI will be cheaper than the $60 standard at launch. (!!!)
 
Ha, at the end of the panel they mention NeoGAF as one of the places they are watching. Sup Double Helix!

Good panel though, was really entertaining and the systems discussion definitely fleshed out some stuff I was unsure on when watching videos.
 
KI needs to have a physical disc. I will not buy characters one by one or the whole package digitally. I need me them physicals.
 
Ha, at the end of the panel they mention NeoGAF as one of the places they are watching. Sup Double Helix!

In that case I'll be sure to repeat this: please bring back RIPTOR Double Helix! If you are true KI fans, then it's already in your DNA so you don't have to go dig up fossilized mosquitos in tree sap to do it.

Dinosaurs 4 life!
 
Played it today.

It's good, actually. Sucks its the old jago/sabre wulf build.

The only thing I can complain about is that the hits feel like they have no weight behind them. Kinda like dancing.

Visually it's impressive. Play wise: it doesn't feel bad. I'd say its good.
 
I think they should be in. I think they whole cast from both games should be in and it shouldnt be too hard. It is only 15 characters including bosses. How many do Tekken, SF, Soul Calibur and MvsC have? They must be pushing between 30-50

I think I would be happy with about 20-25 (not sure if its realistic though.)

Very good point. I'm a Dead or Alive 5 and KOF XIII player and these games have a huge amount of characters to select from with DOA 5 Ultimate bringing a few more.

Check out the DOA 5 Ultimate website to see how Tecmo Koei are distributing the game on PS 3. There's gonna be a physical retail version, a downloadable retail version and a F2P version where you can buy extra elements and characters for it.

With the F2P version you get 4 characters. And you then pay £3.19 (UK) for each additional character.
http://teamninja-studio.com/doa5/ultimate/uk/home.html#ftp
 
So from the panel they confirmed that they are going to have a roll-back style netcode. It won't be GGPO, will be their own in house netcode, but they are getting advisement from Tony Cannon the GGPO guy.
 
So from the panel they confirmed that they are going to have a roll-back style netcode. It won't be GGPO, will be their own in house netcode, but they are getting advisement from Tony Cannon the GGPO guy.

please don't fuck this up, please don't fuck this up
 
I don't think this has been posted yet so...

Full Killer Instinct Panel from EVO 2013 (IGN)

Sorry, no youtube version yet :(

"no fucking way is this a free to play game" - ken lobb

great panel

So from the panel they confirmed that they are going to have a roll-back style netcode. It won't be GGPO, will be their own in house netcode, but they are getting advisement from Tony Cannon the GGPO guy.

that sounded like a big deal on the panel, whats roll back style netcode?
 
"that sounded like a big deal on the panel, whats roll back style netcode?

I'm wondering that too.

Wikipedia said:
Using a netcode technique called "rollback," GGPO puts lag ahead of a player's move which partially hides latency and creates a lagless illusion. The effects examine which players performed the right actions and correct any possible inaccuracies. The program itself can allow players to adjust latency in case of high ping situations; either creating a possibly jerky yet accurate representation or a smoother game with input delay.

So the game could have some stutter or input delay, but be essentially free of lag.
 
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