Killer Instinct coming to Xbox One

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Would youse be into an "HD remake" of KI1 & KI2 that re-modeled the original CGI but in real-time 3D graphics on XB1?

I think that would be kindof cool. They would need to stay as 1:1 as possible to the original CGI models, though; no "reinterpretation" a la Duck Tales remake, etc.

Eh, that'd be cool in a "We made these models for KI 2013, and thought this was a cool bonus way to get some use out of them!", but I much prefer the game we're getting now as a game, and would probably end up just playing that, with classic skins, really.

I think they'd have to redo much more than just the characters, too... stages and everything would have to become real-time. This actually might look kinda novel, so it's be worth seeing done, but I don't think I'd actually get hype for it.

And Ducktales reinterpretation is a class act. Wayforward has some of the best HD sprites in the biz.
 
That KI retail box :)

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As promised, here's the KI news :) We had the chance to interview former lead artist and animator of Rare's Killer Instinct, Kevin Bayliss! Full interview here: http://www.killerinstinctcentral.com/exclusive-kic-interviews-kevin-bayliss-the-original-art-designer-of-killer-instinct/.

Snippet of the interview below:

KIC: Did you volunteer to be the artist for Killer Instinct being interested in working on a fighting game or did it kind of just fall into your lap? What other work had you ton prior to designing the fighters of Killer Instinct?

KB: It kind of fell into place. I was originally working on some ideas for fighting games when we started experimenting with 3D software (Poweranimator back then, soon to be evolved into Maya). I remember making ‘robot / cyborg’ style characters with army camouflage, all looking like ‘Arnie’ with peroxide blonde hair. And Ninja’s with ponytails and bionic legs, with claws (I guess this became Fulgore!) and then Nintendo came along to look at our presentation for DK. Once they saw that, they asked us what other ideas we had with this new ’3D Rendered Graphics’ style. So we showed that, and they gave us the support we needed to develop the game into what it eventually became.
 
As promised, here's the KI news :) We had the chance to interview former lead artist and animator of Rare's Killer Instinct, Kevin Bayliss! Full interview here: http://www.killerinstinctcentral.com/exclusive-kic-interviews-kevin-bayliss-the-original-art-designer-of-killer-instinct/.

Snippet of the interview below:

They should really get him back for "Guest Designs by the original Artist" for new KI DLC.

That was a nice read, and his "Jack of All Trades" style puts into perspective the distribution of quality and passion in the original KI games; He has a lot of diverse talents, and the way they blend seems to show up as the strengths of the game (KI's motion-to-rhythm is probably one of the underlying things I like best about it's combos).

I'm glad his Idea for KI isn't the game we're getting now, but I would love to see his idea get a chance; more chaotic, expansive fights is something I really want to see out of next-gen. It is sad that he didn't get to work more on the brand for 18 years of wanting.

Thanks for the interview! I think it's a nice way to start off a week that's guaranteed to have a lot of nice KI news.
 
They should really get him back for "Guest Designs by the original Artist" for new KI DLC.

That was a nice read, and his "Jack of All Trades" style puts into perspective the distribution of quality and passion in the original KI games; He has a lot of diverse talents, and the way they blend seems to show up as the strengths of the game (KI's motion-to-rhythm is probably one of the underlying things I like best about it's combos).

I'm glad his Idea for KI isn't the game we're getting now, but I would love to see his idea get a chance; more chaotic, expansive fights is something I really want to see out of next-gen. It is sad that he didn't get to work more on the brand for 18 years of wanting.

Thanks for the interview! I think it's a nice way to start off a week that's guaranteed to have a lot of nice KI news.
That would be way awesome!

Yeah, the passion for the original KI games from the creators was huge! I am really happy to see that DH seems to have the same passion.
 
I don't like sabrewulfs stage music

I don't mind the stage music...but I do think his music is too quiet. There needs to be something going on other than the strings to make it feel high energy, and the music in general needs to be louder.

Also, one thing I noticed in this video is how jarring the transition into the ultra music is in Sabrewulf's stage. It doesn't really flow into like in Jago and Glacius' stages.

These are minor criticisms, though. Overall, I think Mick is doing a bang-up job with the soundtrack.
 
I'm curious how fierce linkers work. In previous builds, if you did a fierce special, you'd get an Ender.

My guess is that each character will get one special that no longer registers as an Ender when using the fierce version. (Something like Jago's Laser Blade would be fine as a pure Linker.)

I don't think it would be possible to make every special "fierce'able" mid-combo as there wouldn't be a way for the game to differentiate between Linkers and Enders.
 
As promised, here's the KI news :) We had the chance to interview former lead artist and animator of Rare's Killer Instinct, Kevin Bayliss! Full interview here: http://www.killerinstinctcentral.com/exclusive-kic-interviews-kevin-bayliss-the-original-art-designer-of-killer-instinct/.

This should seriously be new thread worthy. Also, sigh, let's get this lame ass lame Chief Lame-o trailer on so I can see mah dawg Spinal

edit: WOAAAAAAAAH CHIEF THUNDER LOOKS ACTUALLY COOL NOW

Why do you keep calling combo lame-o lol

Combo is the truth, man. Chief Thunder's a weenie. Never used him in KI
 
I'm calling Orchid reveal at Gamescom and Fulgore at TGS.

lemme know if he's as broken as it sounds he'd be, lol

How does he sound broken? So many people are saying that, but with what little info we have, he's still lagging behind Jago and will have to use meter to get in on Glacius. >_>


This is actually pretty disappointing to me. Tooth & Claw was my favorite track from KI Cuts, and this is NOTHING like it. It's just slow and boring...

My guess is that each character will get one special that no longer registers as an Ender when using the fierce version. (Something like Jago's Laser Blade would be fine as a pure Linker.)

I don't think it would be possible to make every special "fierce'able" mid-combo as there wouldn't be a way for the game to differentiate between Linkers and Enders.

That would make sense. Right now each character has three specific Enders. One for meter, one for damage, and one for a juggle state. So there's an open Ender that could be changed to a fierce Linker instead.
 
I am very excited to hear about the new KI build this week. I'm sure I'm not alone in saying this but KI is the reason I'm there day 1 with the bone.
 
So since every character has a unique Instinct mode would it be safe to think Orchid's will be a speed boost? Seems like the perfect character to have that.

@DrDogg I think they will reveal a second female character first before Fulgore.
 
Didn't they say they were going to be taking her in a different direction than what we would expect?

Edit: Talking about this from earlier in the thread

When I spoke to Mick yesterday, he's starting the music for a new female character and we should hear the first sound bits for a "familiar" female character soon. They're apparently taking a slightly different route with her this time a bit different from her cheerleader days :D
 
I can not not see if be anyone else than Orchid. The 1st four reveals make sense. They wanted to show off what is probably the 'purest' form of each character type. Female character is most likely now.
 
The game introduced itself with a Balanced Char, then a Rushdown, Zoner, and Grappler. I think it's time we see another Balanced character... and Orchid would fit that bill.

I hope at some point they add a drunken kung fu style character. They probably work better for 3D fighters though.

KoF's Chin has been a Drunken Kung Fu Character in 2D for years (varying how much he depended on the drink), and I think he's one of the best.

That would be great for this game, too; trying to think "what music fits an inebriated, stance-shifting Jackie-Chan-a-like?" could bring some wonderful dynamic tunes to the table.

They'd probably also have the sloppiest looking "I fell all over you... and now I've won!" ultra in the game, too. Full of trips, "what does this button do!" nonsense actions, and shifting movement, all leading up to a surprisingly deft, calculated finish... that'd probably end with a belch, perfectly timed to the music...
 
So guys after the whole rape joke innuendo, do you think any female character introduced is going to be toned down in terms of skin showing?
 
So guys after the whole rape joke innuendo, do you think any female character introduced is going to be toned down in terms of skin showing?

Two of the Killer Instinct's public showings had a bit of controversy. The rape innuendo at E3 and the booing of the Microsoft logo at EVO.

But in true fighting game tradition you can bet that any female character KI has will have copious amounts of flesh on show.
 
no
that was entirely MS's PR fault
what would that have to do with anything

I don't think it was MS PR's Fault so much as Kotaku poisoning the well with their brand of "journalism".

And yes i would think it has to affect the direction the game might take in terms of character design to appease the would be detractors like Patricia Hernandez.

Remember, this is a fighting game and anything involving the FGC is already a hot button issue.
 
The game introduced itself with a Balanced Char, then a Rushdown, Zoner, and Grappler. I think it's time we see another Balanced character... and Orchid would fit that bill.



KoF's Chin has been a Drunken Kung Fu Character in 2D for years (varying how much he depended on the drink), and I think he's one of the best.

That would be great for this game, too; trying to think "what music fits an inebriated, stance-shifting Jackie-Chan-a-like?" could bring some wonderful dynamic tunes to the table.

They'd probably also have the sloppiest looking "I fell all over you... and now I've won!" ultra in the game, too. Full of trips, "what does this button do!" nonsense actions, and shifting movement, all leading up to a surprisingly deft, calculated finish... that'd probably end with a belch, perfectly timed to the music...

Don't remember that character but also show there are not a lot 2D drunken kung fu characters. Even still just think it would work in this game, but probably be the most technical character in the game. Actually it would be interesting if they decided to make that a character's instinct mode.
 
Don't remember that character but also show there are not a lot 2D drunken kung fu characters. Even still just think it would work in this game, but probably be the most technical character in the game. Actually it would be interesting if they decided to make that a character's instinct mode.

Instead of a traditional instinct bar;

X amount of drinks. Getting y amount of instinct grants a drink. Can drink the drink by pressing the buttons that normally activate instinct mode.
 
Instead of a traditional instinct bar;

X amount of drinks. Getting y amount of instinct grants a drink. Can drink the drink by pressing the buttons that normally activate instinct mode.

That would be pretty cool however i have no idea when a character would have the time to fill up his bar lol. Unless you can combo your drinking into it.
 
Shun-Di style.

Each drink increases his damage output by 8%

Certain moves unlocked after X number of drinks

Done
 
They'd probably also have the sloppiest looking "I fell all over you... and now I've won!" ultra in the game, too. Full of trips, "what does this button do!" nonsense actions, and shifting movement, all leading up to a surprisingly deft, calculated finish... that'd probably end with a belch, perfectly timed to the music...

Instead of a traditional instinct bar;

X amount of drinks. Getting y amount of instinct grants a drink. Can drink the drink by pressing the buttons that normally activate instinct mode.

I'm glad that Double Helix is aware of this thread because these are actually great ideas.

The game needs more quirk right now to break up the naturally rushdown-heavy play.

I'm seriously hoping that they go crazy and unconventional with Spinal and his skull mechanic (and skeleport) from the original games.
 
Don't remember that character but also show there are not a lot 2D drunken kung fu characters. Even still just think it would work in this game, but probably be the most technical character in the game. Actually it would be interesting if they decided to make that a character's instinct mode.

Chin's been in KoF since 94 :( He became a favorite of mine since later iterations though, and is a staple of my team in XIII. Chin and Shun Di are probably the 2 drunken masters I like the most, because they show off the "drunken" side well in their animations in, and out of battle. Brad Wong in DOA has the moves, but he always comes off as TOO smug and overly technical, as if there's no attempt to make you think he's ACTUALLY drunk... which I've always seen as one of the biggest selling points of the style.

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Anyway, there's no reason a drunk character would have to be any more technical than anyone else, really. Give him a counter special move, and let his animations change between "sober" and "drunk" states, and that's the main things one needs to worry about.
 
So I might be a little more hung up on logos than most people, but the new "K" and "I" does not look good. Compare them to the classic letters, the new ones are stretched, slimmed and look more feminine. The new K looks like a woman putting her foot forward. The classic one looked like razor sharp blades. The I is like a tip toeing ballerina.

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Killer_Instinct_Logo_HD.png

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Shun-Di style.

Each drink increases his damage output by 8%

Certain moves unlocked after X number of drinks

Done
Think that would be overpowered once instinct mode gets activated. I would have to see it in action first though because I still will not see when the character will have time to drink
 
That would be pretty cool however i have no idea when a character would have the time to fill up his bar lol. Unless you can combo your drinking into it.

Shun Di has certain moves and Throws that automatically make him take a Drink afterwards. In KI, you could even have an ender that specifically is for building "drunk" rather than getting immediate damage.

I'm glad that Double Helix is aware of this thread because these are actually great ideas.

The game needs more quirk right now to break up the naturally rushdown-heavy play.

I'm seriously hoping that they go crazy and unconventional with Spinal and his skull mechanic (and skeleport) from the original games.

It's a bit dangerous to make established characters quirky (thanks to backlash from fans), but new characters are the PERFECT time to do such things.

It would be great to get some real imaginative stuff in there. Imagine what kind of "joke" character KI would support... they could go wild with him, and still make him a solid, enjoyable character.
 
I say technical but probably should have said timing. The best thing about druken kung full is its ability to dodge an attack while attacking at the same time. Or just being able to bait attacks. Now I really hope they do a drunken style character soon as dlc.
 
Think that would be overpowered once instinct mode gets activated. I would have to see it in action first though because I still will not see when the character will have time to drink
Possibly could cancel sweep into drink, sacrificing okizeme. And/or the drink animation has super armor against projectiles so you can't zone without spending meter.

For balancing against Instinct mode -- Instinct sobers him afterwards.
 
So I might be a little more hung up on logos than most people, but the new "K" and "I" does not look good. Compare them to the classic letters, the new ones are stretched, slimmed and look more feminine. The new K looks like a woman putting her foot forward. The classic one looked like razor sharp blades. The I is like a tip toeing ballerina.

I don't know, mate. For me, the biased edges on the new logo makes them look more blade-like than the OG version.

I can't un-see the damn ballerina feet now though, so thanks for that... :P

It's a bit dangerous to make established characters quirky (thanks to backlash from fans), but new characters are the PERFECT time to do such things.

It would be great to get some real imaginative stuff in there. Imagine what kind of "joke" character KI would support... they could go wild with him, and still make him a solid, enjoyable character.

Spinal was quirky though; it wouldn't be changing the character at all.

OG KI was sort of "broken" in the sense that most people ignored 90% of a characters moveset and just focused on one spammable special to extend combos.

Spinal had all these nuanced mechanics that rarely got used. All they have to do is bring them back.
 
Think that would be overpowered once instinct mode gets activated. I would have to see it in action first though because I still will not see when the character will have time to drink

I don't think that a Drunken Master character would fit this game at all. Fair enough if the game was made all or of mostly human characters who all displayed different types of fighting styles and martial arts. Like Dead or Alive or Virtua Fighter. Drunken Master style is based on an actual style of Kung-Fu.

But Killer Instinct has aliens fighting humans fighting beasts fighting bizarre creations. So the fight style used by any human character is gonna be something of pure fantasy. Except TJ Combo's traditional boxing.
 
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