Killer Instinct coming to Xbox One

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I hope they don't bother with Spinal or Riptor,

Spinal has already been confirmed by that Info-Dump from a few weeks back, and talk has already been mentioned that suggest Riptor (or at least another Dinosaur-style beast) will be in the game.

The devs kept spouting gleefully at the fact that a fighting game would let one play as a "Ray Harryhausen Skeleton" in it in some of the E3 videos, so I think they're pretty big fans of him.

This is another place where KI actually stands out; It's pool of inspirations for characters was rather wide. It's cool to have a fighter that could use basically anything one fights in Castlevania as inspiration for characters. From Flea Men (man that'd be annoying) to Dullahans, Elementals, and Mermen. I wonder what a KI version of an Alraune would look like...
 
Booooooooo.

It's a wise decision for now, and they have so far mentioned that they'd possibly add them back in, if that's what people wanted, but it'd probably come at a later time.

I think this is totally reasonable. If they want to make them *GOOD*, that's a lot of extra modeling, asset creation, and animation, that has nothing to do with the gameplay at all.

At least something like Humiliations (dances), or "fatal Ultra Enders" (that end in something basic like the character exploding, or flying into the air, and then smashing into the screen) could be implemented without too much additional work, in comparison.
 
It's a wise decision for now, and they have so far mentioned that they'd possibly add them back in, if that's what people wanted, but it'd probably come at a later time.

I think this is totally reasonable. If they want to make them *GOOD*, that's a lot of extra modeling, asset creation, and animation, that has nothing to do with the gameplay at all.

At least something like Humiliations (dances), or "fatal Ultra Enders" (that end in something basic like the character exploding, or flying into the air, and then smashing into the screen) could be implemented without too much additional work, in comparison.

In games, there's always a lot of modeling, asset creation, and animation that has nothing to do with gameplay. I'm certainly not advocating that they sacrifice work dedicated to balance and combat for fatalities, but I haven't seen confirmation that their timing or resources are strained. I'd rather they ease up on the story mode, if it came down to it.

It would definitely be a positive impact for casuals picking up the game.
 
In games, there's always a lot of modeling, asset creation, and animation that has nothing to do with gameplay. I'm certainly not advocating that they sacrifice work dedicated to balance and combat for fatalities, but I haven't seen confirmation that their timing or resources are strained. I'd rather they ease up on the story mode, if it came down to it.

It would definitely be a positive impact for casuals picking up the game.

Surely, but with this being not long in production, and set up as a release game, on a system that's pretty online-centric, it's best to keep content expectations in check.

"Fully-realized, multiple fatalities per character, an Injustice style story, excellent netcode, lobbies, spectating, online challenges, alt costumes for everyone, and 25 characters!" as some are doing, is just asking to be disappointed.

With only 5 months until release, I wonder what we can realistically expect...
 
Yeah, I wish they had kept the super realistic, non-cartoony look from the original KIs as well.

orchidculooa4.jpg

Not that I don't like the new look, but a modern fighting game that features a style in which they would specifically try to recreate these kind prerendered graphics could also be quite cool. Just look at those colors (and curves)!

Also: I would really like to see Riptor return. He and Sabrewulf always were my favorite designs of KI1. Just remember the rule of thumb and repeat after me: there can never be enough dinosaurs in gaming...

On a second sidenote: I never really played KI2 that much, probably due to the N64 version and the way in which it tried to display the 3D rotating backgrounds. This never looked right to me in combination with the flat 2D characters, although that might be because I was used to the "flat" SNES version of KI1 in which the camera didn't rotate. Now that I think about it, isn't it a somewhat odd that they are using the same non rotating backgrounds for this new game? Now that the fighters are finally polygonal themselves, a dynamic rotating camera (combined with fully 2D character movement) might finally deliver the visual result Rare was striving for all those years ago.
 
Not that I don't like the new look, but a modern fighting game that features a style in which they would specifically try to recreate these kind prerendered graphics could also be quite cool. Just look at those colors (and curves)!

The curve are kinda ni... na, still just looks goofy now! ;) I dunno. 3D made in tribute to older styles just... doesn't work for commercial gaming. People thing what we already HAVE looks "not next gen enough", could you imagine what they'd say If it looked like that picture? Eesh.

Though I think it'd totally be a worthy DLC / Freebie to have "KI 1 and 2 authentic character models" in the game. Sure, they'd look hideous, but at least it'd be fun.

Also: I would really like to see Riptor return. He and Sabrewulf always were my favorite designs of KI1. Just remember the rule of thumb and repeat after me: there can never be enough dinosaurs in gaming...

There can never be enough dinosaurs in gaming! *ahem* I'm glad they seem to be hinting to his return. He's a design they could do a LOT with, and he'll even kinda make it feel like this game is a half-sequel to Primal Rage!

On a second sidenote: I never really played KI2 that much, probably due to the N64 version and the way in which it tried to display the 3D rotating backgrounds. This never looked right to me in combination with the flat 2D characters, although that might be because I was used to the "flat" SNES version of KI1 in which the camera didn't rotate. Now that I think about it, isn't it a somewhat odd that they are using the same non rotating backgrounds for this new game? Now that the fighters are finally polygonal themselves, a dynamic rotating camera (combined with fully 2D character movement) might finally deliver the visual result Rare was striving for all those years ago.

There's tourney players who can't stand too many moving characters in a 2D background, because they find it distracting. Could you imagine the complaints a detailed, rotating, footsie-warping 3D background would bet?

There was a mention in all that E3 footage, that they wanted each background to be playable for tourneys, rather than seeing TRAINING ROOM ALL THE TIME like in certain games that will not be named. So I doubt they'd do anything too crazy (and if they did, they'd probably restrict it to post-ultra stage destruction.)

I think it'd be a really neat throwback to knock down everything, to reveal the old KI shift-and-tilt BGs at work, after a battle ends.
 
Surely, but with this being not long in production, and set up as a release game, on a system that's pretty online-centric, it's best to keep content expectations in check.

"Fully-realized, multiple fatalities per character, an Injustice style story, excellent netcode, lobbies, spectating, online challenges, alt costumes for everyone, and 25 characters!" as some are doing, is just asking to be disappointed.

With only 5 months until release, I wonder what we can realistically expect...

They're further along than they're letting on, I'm sure. The fact that the game is a release title and trailblazing the free-to-play model on the XBone only amplifies my point that they need to come out strong. What some people are projecting, which is eight characters and no features or play modes seems just too bare bones for the mass market.

And some of the things you mention are mandatory as far as I'm concerned. I don't care how much time you have for development, you had better focus on netcode, lobbies, and spectating. Games that have had these features missing have gotten serious (deserved) flack for it.

Oh god, I just realized. DLC fatalities.
 
They're further along than they're letting on, I'm sure. The fact that the game is a release title and trailblazing the free-to-play model on the XBone only amplifies my point that they need to come out strong. What some people are projecting, which is eight characters and no features or play modes seems just too bare bones for the mass market.

And some of the things you mention are mandatory as far as I'm concerned. I don't care how much time you have for development, you had better focus on netcode, lobbies, and spectating. Games that have had these features missing have gotten serious (deserved) flack for it.

Oh god, I just realized. DLC fatalities.

I don't think anyone is projecting 8 Chara with crappy modes. They already mentioned being very committed to having an excellent training mode, and that they want to work in a lot of western-style, underutilized HQ online features, like betting on matching, similar to Injustice.

Most of the things they're mentioning right now, are with a "We want to deliver the core, important things as a top priority!" bend to them. I quite appreciate that. I really love fanservice fluff in my fighters (Character specific intros! Taunts that have random variations! hidden characters and alt story mode endings depending on performance!), but I can wait for those things, if they have to be pushed to the side, while the core is polished.

I hope this can be the game, that gets to update like Skullgirls WANTED to initially. Injustice has done a decent job at it, but I mean a REAL fighting game (burnnnnn)! ;)

riptor was horrible and played horrible in KI 1. I only liked him because i liked dinosaurs a lot back then.

Everyone did! Jurassic Park was still fresh in everyone's minds... And I'm sure he'll play a lot better now. We've learned a lot about what makes good fighters in these near-20 years...
 
I don't think anyone is projecting 8 Chara with crappy modes. They already mentioned being very committed to having an excellent training mode, and that they want to work in a lot of western-style, underutilized HQ online features, like betting on matching, similar to Injustice.

Most of the things they're mentioning right now, are with a "We want to deliver the core, important things as a top priority!" bend to them. I quite appreciate that. I really love fanservice fluff in my fighters (Character specific intros! Taunts that have random variations! hidden characters and alt story mode endings depending on performance!), but I can wait for those things, if they have to be pushed to the side, while the core is polished.

I hope this can be the game, that gets to update like Skullgirls WANTED to initially. Injustice has done a decent job at it, but I mean a REAL fighting game (burnnnnn)! ;)

Cosmetic vs. core. The game has to strike the right balance. The core is technically a mountain of frame data and move properties. While while I might find them appealing, the majority couldn't care less about it. Things like fatalities and other cosmetic enhancements add personality to your fighters. Personality goes a long way in selling a fighting game.

Is KI going to be at CEO? Hopefully with a new build? Are they announcing or showing any new characters before EVO?

And I can't really get into Injustice either. I've tried. I really just don't care for it.
 
There's tourney players who can't stand too many moving characters in a 2D background, because they find it distracting. Could you imagine the complaints a detailed, rotating, footsie-warping 3D background would bet?

There was a mention in all that E3 footage, that they wanted each background to be playable for tourneys, rather than seeing TRAINING ROOM ALL THE TIME like in certain games that will not be named. So I doubt they'd do anything too crazy (and if they did, they'd probably restrict it to post-ultra stage destruction.)

I think it'd be a really neat throwback to knock down everything, to reveal the old KI shift-and-tilt BGs at work, after a battle ends.

Good point(s). I especially like your suggestion for an after battle visual climax. I also do like the fact that the stages get destroyed during the fighting (I didn't just imagine seeing/hearing about this, right?).
 
Cosmetic vs. core. The game has to strike the right balance. The core is technically a mountain of frame data and move properties. While while I might find them appealing, the majority couldn't care less about it. Things like fatalities and other cosmetic enhancements add personality to your fighters. Personality goes a long way in selling a fighting game.

Is KI going to be at CEO? Hopefully with a new build? Are they announcing or showing any new characters before EVO?

And I can't really get into Injustice either. I've tried. I really just don't care for it.

Hopefully, they can find a balance, yes.

Last I remember, I think they wanted to be at CEO (thanks for the update!), but the meat of reveals and such are still scheduled to arrive after EVO. They made a comment about how EVO was going to basically launch their reveal schedule, and that they would start to talk more about Single Player and Story after that point. So don't expect much on characters or such before then.

I like Injustice for easy fun, but MK-devs still develops awkward controls that go against everything other fighters teach me. It's a big wall that keeps me from getting into it as much as I want. But I like it better than MK9!

Good point(s). I especially like your suggestion for an after battle visual climax. I also do like the fact that the stages get destroyed during the fighting (I didn't just imagine seeing/hearing about this, right?).

Naa, the stages do break as the fight goes on. They just save the lions share for an ULTRAAA COMBOOOOOO. It's a great thing to me, as well; I think it's a cosmetic element that people aren't making as much of as they should, really.
 
There was a mention in all that E3 footage, that they wanted each background to be playable for tourneys, rather than seeing TRAINING ROOM ALL THE TIME like in certain games that will not be named.

That has more to do with the console where it's being played (ps3) that drops frames. The TR only is to minimize this effect.
 
That has more to do with the console where it's being played (ps3) that drops frames. The TR only is to minimize this effect.

Well, that's even worse! That goes well with their NO COMPROMISES, 60 FS AT ALL TIMES statement too, then. I hope it also encompasses things like stage colors and designs too, though.
 
Yea, for now it is. But I get the feeling if there's enough support, they might do a retail release in the future.

I seriously hope they do down the line. i'd double dip on a complete version a year or two later easy. I need that damn box for closure. Rare teased me all those years and I want it as a fuck you to Grabbed by the ghoulies, Conker, and banjo nuts n bolts for teasing me with KI3 for the xbox/360.
 
Seeing how the devs are so much in touch with the community i hope they have already figured this and found a way to block you out of ragequiting during an ULTRAAAAA COMBOOOOOOOOOOOOO!!!!!

Save your Instinct meter. Let the Ultra play out just long enough to confirm the kill, then Instinct cancel and hit them once to end the match.

riptor was horrible and played horrible in KI 1. I only liked him because i liked dinosaurs a lot back then.

Riptor has some of the most damaging unbreakable combos in the game. He definitely was not horrible.
 
Follow-up to the vine the new KI composer posted which has the new rendition of the character select screen music:

Someone on the DH KI forums mentioned that the vine has two overlapping music tracks, with one being the new music. They mentioned it sounds pretty good but didn't post it. I'm going to look into separating it tonight but in the event someone knows how, let me know or just post here:


vine.co/v/hzAgLie1wd0

btw - there will be a KI new music demonstration at PAX AU in July. Pretty impressed with how much focus on the music MS and DH are putting in this. They really get it b/c music was so big in the old KI games.
 
Have any of the big turny players gave their impressions of the game yet? I know Floe, Justin Wong, Sabin, and many more were playing it at E3.

Nobody's heard anything??? I've asked on a few of the streamers on Twitch but they don't answer. Kinda weird.
 
Nobody's heard anything??? I've asked on a few of the streamers on Twitch but they don't answer. Kinda weird.

It all just seems to be based on their opinions on the stream, and such. There might be more, but I can't say I've gone looking for it beyond the discussion in these threads.
 
I never understood the KI hype because it seems like I never heard of this game.

That was until I found some of my older n64 games, this was among them:


The art on the cassette brings back memories, but I never knew I actually played Killer Instinct back in the day.
 
In case anyone is curious, this is the official story from the original SNES/Arcade version of Killer Instinct. I hope Double Helix sticks to this...

Do You Have The Instinct?

Prologue: A wind-swept battlefield of the distant past, littered with the debris of war. Above the moans and cries of the defeated can still be heard the clashing sounds of a single titanic confrontation. Two great warlords, leaders of their now smashed armies, are locked in battle, with the world itself as the prize. But this epic battle is not to have a conclusion. Suddenly, the warlords were engulfed in a nimbus of light, and vanished from the face of the earth, banished to the realm of Limbo. The battle-weary heroes whose spell had trapped the warlords heaved a sigh of relief. Armageddon had been averted, for now.

Future: The world has seen much progress in the centuries since the warlords were banished, not all of it for good. Pollution as weakened the environment. Governments have fallen. Chaos rules, with huge mega-corporations battling and destroying each other for shares of the world’s wealth.

In this bleak world, single corporation, Ultratech, rises above the others. Rather than joining in direct battles with their competitors, Ultratech has profited from their suffering by selling them the very weapons they use against each other. Sales of weaponry are not the only source of profit for Ultratech, however. Their entertainment division produces the top rated television broadcast of the future, the Killer Instinct tournament, which also serves as a testing ground for Ultratech’s weapons. The winners of the tournament are promised whatever they desire. The losers suffer a significantly poorer fate.

It is into this bloody contest that our heroes have been drawn. T. J. Combo, disgraded heavyweight champion of the world who seeks redemption. Glacius, a captured alien fighting for his life and a chance escape. And the deadly robot Fulgore, programmed by Ultratech with a Killer Instinct and the freedom to use it. Each fights for his or her own reasons, but each has the same goal: win the tournament and destroy all opponents.

It will take more than radical moves and deadly special attacks to win this tournament. It will take a will, a desire; it will take a Killer Instinct.
 
In case anyone is curious, this is the official story from the original SNES/Arcade version of Killer Instinct. I hope Double Helix sticks to this...

They are definately sticking to the story at least in regards to KI2. In one of Max's interviews with the dev on site at E3 he went into detail on why sabrewulf has normal arms again and why Jago looks as he does, and uses references and plot points to explain them.
 
I'm hearing that KI will be at MLG Anaheim this weekend. I hate being the 'defender' of this game...but all I can say is before you pass judgment(which I did at first), go play it if you get a chance.
 
I'm just going to come out and say this, I've never played a fighter in my life.

How do you guys think this game'd do for a first experience of the genre? I think I'll be getting a One eventually for other games, so that's not a problem.
 
I'm just going to come out and say this, I've never played a fighter in my life.

How do you guys think this game'd do for a first experience of the genre? I think I'll be getting a One eventually for other games, so that's not a problem.

It's really easy to pick up, probably even moreso than SF4. You can mash out combos for flash, but learning how combos are structured will take a little bit of understanding. However, just download the demo of the game free, which comes with a bunch of stuff to see if you like it.

If someone makes a Killer Instinct Defense Force avatar, I'll totally wear it.
 
It's really easy to pick up, probably even moreso than SF4. You can mash out combos for flash, but learning how combos are structured will take a little bit of understanding. However, just download the demo of the game free, which comes with a bunch of stuff to see if you like it.

If someone makes a Killer Instinct Defense Force avatar, I'll totally wear it.

Well, I meant the new one, based off the old ones, but I'll take that as an answer. :)
 
Well, I meant the new one, based off the old ones, but I'll take that as an answer. :)

Actually have put over 6 hours at least into the game thus far. No worries dude, you should be good.

Shameless self promotion, but if you want to know more about the game, check this playlist http://www.youtube.com/playlist?list=PLitZkRNNn1LgEdDkyuQfbcJ9Wc5TBWfqn

Is Max Double Helix's spokesperson now or something?

Don't mean to attack him, but you people can find this information on your own just like I did

Also Max keeps calling the free Jago version as a"Demo" but it's not a demo its the full game just with jago.

I make fighting game tutorial and informational coverage videos on Youtube. Did the same thing for Injustice/SFxT/UMVC3/Skullgirls and much more over the past few years. Considering KI is my the new big game I'm personally focused on covering, I'm working pretty hard to make my channel #1 in new Killer Instinct coverage. Like I said, I wasn't sold from the initial trailer and skeptical, but fell in love when I played it. Making videos helps me ease my urges to play.
 
I make fighting game tutorial and informational coverage videos on Youtube. Did the same thing for Injustice/SFxT/UMVC3/Skullgirls and much more over the past few years. Considering KI is my the new big game I'm personally focused on covering, I'm working pretty hard to make my channel #1 in new Killer Instinct coverage. Like I said, I wasn't sold from the initial trailer and skeptical, but fell in love when I played it. Making videos helps me ease my urges to play.

Not sold at all.

The first 'Aaah!' represents a clear surprise, but the post-Glacius 'WUAAAAH!!!' is synonym of day-1 no matter what happens.

I'm sorry I had to do it. :P
 
I never understood the KI hype because it seems like I never heard of this game.

That was until I found some of my older n64 games, this was among them:



The art on the cassette brings back memories, but I never knew I actually played Killer Instinct back in the day.

Holy god, neither did I.
I remember I always chose the male characters. I was so young
 
I just realized when someone hits the "ultra" flashing red bar the announcer says DANGER like in original KI when bar runs out

I've watched hundreds of matches and i notice it watching a match between max and gootecks... That I've already seen

Makes me think the announcer is being drowned out a bit
 
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