Killer Instinct coming to Xbox One

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I've got a full write-up that will be on Prima's site later today, but I can address my thoughts on these questions.

He grounds you after the normal grapple, which I think will setup empty jump setups and allow you to activate Instinct then go into rush down mode. However, the Shadow version of the grapple launches. We just have to see what you can get off of the launch.

Cool, will be interested to see your additional thoughts!

Without "PHOENIX", I guess we can guess DP -> Stomp as a launch ender for him now... "get in and STAY in" sounds like a good trend for grapplers in this system.

In mid-combo, it may be like Jago where you can't use it as a Linker, but it still works as a proper Ender. I would assume the same would happen with his DP, which means the only Linkers we know of are his Triple Axe and Ankle Slicer.

I really want to know frame data on the ground stomp. The DP is projectile invincible, but hopefully it has good priority and the stomp is at least safe on block (please be advantage!). If the stomp isn't safe, or if both moves lack priority, Jago will still be able to bait it with a fireball into a Shadow Wind Kick.

I like how he seemed to have an instant-cross-up version of the DP->Stomp in there, too. Maybe it's it's not at advantage, you'll be able to use early-stomps with low recovery to bait unsafe reversals?

It looks like you can't break it, but we'll have to see if it combos. Most other Shadow attacks lead into a combo. I don't think you can break Jago's Shadow DP, so this looks to be the same.

Ahh, I hope certain unbreakable shadows are a thing. We need a counterbalance to the breaker-tsunami that the game seems to be heading towards.

Do you think Thunder's Grapples look Jumpable on reaction, are are 100% confirmed if in range? He has some windup, but I'm assuming that's more aesthetic, rather than gameplay-related.

And, being the grappler, I wonder if there's anything special about his non-command grabs...
 
I'm perfectly happy for a small cast up front whilst releasing new characters at a good rate. Being digital only, they don't need to support the retail model for content and pricing. They have said many times that MS sees this game as a service rather than a traditional packaged game. In theory the game will have longer legs if it constantly is growing and change. Look how a lot of PC games are developed nowadays.
 
Just want to point out "awesome victory" showing up after victory cinematic like KI1/2

In old builds awesome/supreme victory showed up during victory pose before victory cinematic

Also I'm not entirrrrrely sure but I think awesome victory might be re-recorded... Sounded different to me (but I'm on mobile so who knows if I am right)
 
"It's August now and the game releases in November."

Holy shit I just realized that myself... can they even pump out 10+ characters by launch? I feel like they might rush characters in just for the sake of having a lot of characters at day 0.

My guess is something like 8 at launch. Hopefully I'm wrong and there is more.
 
Oh snap, pleasantly surprised to see Thunder revealed. He looks...pretty good. I wish they would have kept the mohawk in some fashion. Maybe for his classic costume. I bet the alt colors for him are gonna be sick, especially for his facepaint. Overall his look and play style fits and I can see why he morphed into a grappler based on what they were going for.

BRING ON ORCHID.
 
I think Thunder's instinct mode might be balanced by the length of his attack animations. On first impressions, his the animations of his special moves seem to be longer than the other characters. His command throw, uppercut take longer to finish animating than say Jago or Sabrewulf's uppercuts, fireball etc. the longer the attack animations are, the lesser number of attacks he can perform in instinct mode.
 
I think Thunder's instinct mode might be balanced by the length of his attack animations. On first impressions, his the animations of his special moves seem to be longer than the other characters. His command throw, uppercut take longer to finish animating than say Jago or Sabrewulf's uppercuts, fireball etc. the longer the attack animations are, the lesser number of attacks he can perform in instinct mode.

Also completely depends on how long it lasts on him.
 
My favourite character so far. Note the water...

chief4u2o61.gif

note the fucking tornado! wonder if that comes about with an ultra
 
I'm thinking 8 characters at launch which is fine by me. We've seen 4 characters over two months with 3 months to go so it seems doable. I'd imagine Orchid, Fulgore, and Spinal would be included in the original release with maybe Cinder or Riptor thrown in as the fourth.

I love the idea that the game will evolve. It will be nice once the entire cast from 1 & 2 are fully in the game so we can see some new characters. The idea of the service just fits fighting games so well. I don't have to worry about Super KI or any other number of incremental updated games that render the original meaningless. They can just balance patch this game, add new features, characters, costumes, etc. They really seem to be doing right by the consumers on this one and I hope it takes off.
 
Is the Gamescom build at PAX too?

Yes, same build.

I like how he seemed to have an instant-cross-up version of the DP->Stomp in there, too. Maybe it's it's not at advantage, you'll be able to use early-stomps with low recovery to bait unsafe reversals?

Ahh, I hope certain unbreakable shadows are a thing. We need a counterbalance to the breaker-tsunami that the game seems to be heading towards.

Do you think Thunder's Grapples look Jumpable on reaction, are are 100% confirmed if in range? He has some windup, but I'm assuming that's more aesthetic, rather than gameplay-related.

And, being the grappler, I wonder if there's anything special about his non-command grabs...

The cross-up stomp caught my eye too. I'm sure there will be setups off hard knockdowns to get the cross-up spacing. Maybe even something off of his command grab...

Without the grab leading to a juggle, it need something to be a real threat. Otherwise I'd just take the grab all day. Same with his Ankle Slicer. It's a low starter, but every character already has one anyway (low normal canceled into a special). If he doesn't have a standalone overhead, the low special is no different than any other special.

Thunder's normal command throw looks jumpable to me. Maybe his Shadow is instant? That would be nice. I'd also like to believe his normal throw has something special since Glacius and Jago are not grapplers, but both have special properties to their throws.

As far as the breaker-fest, that's more to do with the low level of play, combined with the changes in the Evo build. The ability to break Linkers made it SIGNIFICANTLY easier to get random breaks (50/50 chance). I suggested the developers remove that, but we'll see what happens.

I think Thunder's instinct mode might be balanced by the length of his attack animations. On first impressions, his the animations of his special moves seem to be longer than the other characters. His command throw, uppercut take longer to finish animating than say Jago or Sabrewulf's uppercuts, fireball etc. the longer the attack animations are, the lesser number of attacks he can perform in instinct mode.

I'm guessing you'll be able to open up the opponent one time before Instinct mode runs out. The interesting thing is that it will be used more outside of combos rather than inside. You'll want to use it as a means to get in, not to extend your combos (unless it's toward the end of a match).
 
Yeap, I was correct. "Awesome victory" is new recording. One used previously was closer to KI1. No complaints here.
 
Here's my breakdown of the reveal. I'll have a full write-up following PAX when I get to play.

http://www.primagames.com/games/killer-instinct/news/killer-instinct-chief-thunder-reveal

I don't think we're seeing characters as they're finished as many others seem to think. I feel the dev team probably has most of the launch characters in a solid, playable state. We just haven't seen them yet.

That's what I've been hoping for with the reasoning of letting enough time pass for each character to get fully recognized and soaked up by the fans. Seems like they put some care into explaining each charatcer's backstory as time passes, albeit a tad too slow if we are to get more characters than expected.
 
That's what I've been hoping for with the reasoning of letting enough time pass for each character to get fully recognized and soaked up by the fans. Seems like they put some care into explaining each charatcer's backstory as time passes, albeit a tad too slow if we are to get more characters than expected.

Are there any big events between TGS/EuroGamer and launch? I expect MS to have some sort of media event a few weeks before launch, but other than that I know of nothing big. Since that's the crucial ramp up to launch, I would assume the character reveals would be more frequent and we won't have to wait for events. At least that's what I'm expecting...
 
I'm thinking 8 characters at launch which is fine by me. We've seen 4 characters over two months with 3 months to go so it seems doable. I'd imagine Orchid, Fulgore, and Spinal would be included in the original release with maybe Cinder or Riptor thrown in as the fourth.

If we only get 8 characters I'm hoping they introduce a new female character instead of one of the original fighters.

Are there any big events between TGS/EuroGamer and launch? I expect MS to have some sort of media event a few weeks before launch, but other than that I know of nothing big. Since that's the crucial ramp up to launch, I would assume the character reveals would be more frequent and we won't have to wait for events. At least that's what I'm expecting...

It would be great if Microsoft announces a spacial event for this game to reveal all its features and characters a month before launch to boost hype.
 
Here's my breakdown of the reveal. I'll have a full write-up following PAX when I get to play.

http://www.primagames.com/games/killer-instinct/news/killer-instinct-chief-thunder-reveal



I don't think we're seeing characters as they're finished as many others seem to think. I feel the dev team probably has most of the launch characters in a solid, playable state. We just haven't seen them yet.

That said, I wouldn't expect more than 10 at launch, and 6-8 is probably more likely. It's very possible we could see 1 or 2 additions before the end of the year though.

I agree. I highly doubt that Double Helix is only showing us characters as they finish them. This is a massive project and there is a lot that people have not seen yet. For a company to reveal everything they have for an entertainment product like this wouldn't make sense.

I think it's safe to say that the launch game will have somewhere around 8-10 characters. I could care less about the character amount, what I want is an amazingly polished and unique character with a fantastic stage and it looks so far like DH is doing just that. The level of quality of each character is incredible and should make the former Rare staff (a developer which really was a perfectionist for everything) proud.

My guess is $30 for the game (digital) and an additional 25-30 bucks for the season pass. Whatever the price is, I'm getting it. I am thrilled that this is not just a "rush it and get it out by launch" product and that they are able to take their time on it. If DH had to have a KI game with 24 characters out at XB1 launch think just how terrible the game would have been.
 
Many have said it, but the timing of the reveals is slow considering the game launches more or less within 3 to 3.5 months. I wonder if there will be anything new at Gamescom. I would hope so.
 
I said it quite a few pages earlier.

Why all this bullshit about revealing characters? We got just four characters so far. And a character unveiling is treated as one huge event. The game is out soon, right?

Unless we're getting ourselves a six character fighter here. One reveal a month.

Thunder doesn't look too bad actually. Glacius is a complete mess and I'm not feeling the Jago design. Thunder and Sabrewulf look good though.
 
I said it quite a few pages earlier.

Why all this bullshit about revealing characters? We got just four characters so far. And a character unveiling is treated as one huge event. The game is out soon, right?

Unless we're getting ourselves a six character fighter here. One reveal a month.

Thunder doesn't look too bad actually. Glacius is a complete mess and I'm not feeling the Jago design. Thunder and Sabrewulf look good though.

I assume they'll ramp up the reveals as the release date gets closer. We're still two/three months away from release, so I think it's reasonable to expect them to milk the reveals for now....
 
I think Thunder's instinct mode might be balanced by the length of his attack animations. On first impressions, his the animations of his special moves seem to be longer than the other characters. His command throw, uppercut take longer to finish animating than say Jago or Sabrewulf's uppercuts, fireball etc. the longer the attack animations are, the lesser number of attacks he can perform in instinct mode.

Is that Hendo in your avatar?
 
He looks almost completely different (while still being a Native American). What kind of changes were you expecting?o_0


Haha, Im not sure actually what i was expecting. I guess a bit more crazy design. He looked a bit bulky to me at first. I like the slimmer face model from the artwork a lot. But its already growing on me :-)
 
To put this into perspective in the gaming industry, Rockstar for example just showed off its multiplayer and it releases next month. We still don't know too much about these next gen games and for a fighter, what's a bigger reveal than its fighters?

When did development on this game begin anyway?
 
Thunder Chief was among one of my favourites from the first game. I loved the feel of impact when you were spinning with those axes. I look forward to them revealing my favourite cyborg even if they might botch his design. One thing I really liked about this series is the feel of weight when you attack so I am very hyped for this new game.
 
To put this into perspective in the gaming industry, Rockstar for example just showed off its multiplayer and it releases next month. We still don't know too much about these next gen games and for a fighter, what's a bigger reveal than its fighters?

When did development on this game begin anyway?

That's an excellent point, but one key difference between the two is that Rockstar doesn't have anything to prove with GTA. The new KI plays great and looks great, but there is a lot it be had from it. They'll probably continue to announce stuff all the way up to release and then continue right after, but I think they need to start being more consistent with their info. I think Gamescom next week will be a great starting point. Or perhaps yesterday's full reveal of Thunder was :)

The game began development in September last year when Microsoft announced they were renewing the KI trademark.
 
Just to reiterate you will see a teaser for the next character at Gamescom. Thunder was supposed to be revealed next week so we'll probably get something more.

Mick is working on the music for several characters now, including some new ones. There's lots more to see :)
 
The game being digital and incomplete hurts it a bit. I wish it was a full blown retail release but I'm sure the game was planned with the DRM Xbone in mind.

I hope down the line they release a skins pack all with the original KI1 models. I like the new ones but there's something special about the old look and I'd pay extra for the old look.

Also, I'm hoping this brings us closer to the KI and KI2 ports on XBL.
 
The game being digital and incomplete hurts it a bit. I wish it was a full blown retail release but I'm sure the game was planned with the DRM Xbone in mind.

I hope down the line they release a skins pack all with the original KI1 models. I like the new ones but there's something special about the old look and I'd pay extra for the old look.

Also, I'm hoping this brings us closer to the KI and KI2 ports on XBL.

They have confirmed classic skins and remixed classic themes, hinted towards challenges but against bosses. They also hinted towards KI arcade being part of a value pack (CE)

The game will be complete kinda but will be fleshed out over time with more characters and bosses or whatever - as a tournament capable game, it will be released fairly complete

I will buy every damn character as I can't get enough of KI
 
I don't think people are really grasping the concept here. At the X1 launch you're going to pay $60 for Forza, $60 for Ryse, $60 for COD Ghost and $60 for pretty much any other game you may be interested in purchasing.

With Killer Instinct, you'll probably only pay $20-30 for the first set of characters. Even if that only ends up being 6 characters, I would bank on at least one or two more before the end of the year, and probably another 3-4 between January and March. That's 10-12 by March 2014 for less than the $60 you paid for COD Ghosts.

Also keep in mind this has a fully playable demo, so anyone and everyone can try Jago for free. That will bring a lot of new people in who will play Jago and decide it's worth $20 to try more characters. This is big for a console launch when limited software is available.

We'll find out pricing info at Gamescom, but imagine if this game launches at $15 with 6 characters. I can't imagine many X1 owners passing on a $15 Killer Instinct.
 
I don't think people are really grasping the concept here. At the X1 launch you're going to pay $60 for Forza, $60 for Ryse, $60 for COD Ghost and $60 for pretty much any other game you may be interested in purchasing.

With Killer Instinct, you'll probably only pay $20-30 for the first set of characters. Even if that only ends up being 6 characters, I would bank on at least one or two more before the end of the year, and probably another 3-4 between January and March. That's 10-12 by March 2014 for less than the $60 you paid for COD Ghosts.

Also keep in mind this has a fully playable demo, so anyone and everyone can try Jago for free. That will bring a lot of new people in who will play Jago and decide it's worth $20 to try more characters. This is big for a console launch when limited software is available.

We'll find out pricing info at Gamescom, but imagine if this game launches at $15 with 6 characters. I can't imagine many X1 owners passing on a $15 Killer Instinct.


I would be shocked if its anything below $40 to be honest.
 
They have confirmed classic skins and remixed classic themes, hinted towards challenges but against bosses. They also hinted towards KI arcade being part of a value pack (CE)

The game will be complete kinda but will be fleshed out over time with more characters and bosses or whatever - as a tournament capable game, it will be released fairly complete

I will buy every damn character as I can't get enough of KI

I'll buy it at a high price.
 
Just to reiterate you will see a teaser for the next character at Gamescom. Thunder was supposed to be revealed next week so we'll probably get something more.

Mick is working on the music for several characters now, including some new ones. There's lots more to see :)
Nice! So more than 8 characters :D
 
Just to reiterate you will see a teaser for the next character at Gamescom. Thunder was supposed to be revealed next week so we'll probably get something more.

Mick is working on the music for several characters now, including some new ones. There's lots more to see :)

Ah, can you tell us at Gamescom roughly how many characters you're aiming for??
 
Im sure as the fight goes on it starts to rain, the storm gets worse and then a full on thunder
lulz
storm with lightning and tornados and shit when he does the ultra. Pretty obvious but yeah.
 
C Thunder's new look is easily the best redesign so far, with (Jago being the weakest but still leagues better than his original design.) He reminds me a lot of Alex from SF3, especially with that air stomp move.
 
Some interesting tidbits of information.

@Zin_Ramu: @MickFlurry1 @Filthierich Kinect is not required to play, but having it will allow voice navigation of menus,which is very nice for practice

@Zin_Ramu: @ZDH513 @DoubleHelixGame You can use his command grab as an Ender in combos or standalone.

@Zin_Ramu: @Saul_DLC Thunder's instinct dash is invulnerable (first half) and can cross up. You can also special cancel the last half of the dash.

@Zin_Ramu: @pushatee22 Yep, shadow Call of the Earth (his command grab) ends in a ground bounce allowing for some cool follow ups.

@Zin_Ramu: @FawkesVII No crossups in the corner off jumps. But certain moves can cross up in the corner ... like Thunder's Instinct Dash.

@Zin_Ramu: @ElegantDecisis @Filthierich Thunder has a command grab, his shadow command grab, a back throw which combos, and throw linkers

So only the first half of the dash is invulnerable. I did notice that the dash crossed up in the video. Interesting spacing stuff. Need to learn the length of Thunder's dash if you don't want to cross up by mistake.
 
Going to reiterate my prediction from 2 months ago:

Premium edition of the full game + access to all future characters + some bonus skins: $60-100
Full game (all characters at release) + some bonus skins: $40-60
3 or 4 characters and a skin or two: $10-20
Single character: $4-5
Skin: $1-3

I can't imagine there being any less than 8 characters at release.
 
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