Killer Instinct coming to Xbox One

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Doesn't have to be a story mode but there should be at least some versus AI like every other fighting game. I like to learn the game before I try to go online. Training modes are usually not that great. Anyway this is f2p so I can try it out when the console launches.
 
I think Killer Instinct has a very interesting story. The best and most intriguing when it comes to fighting games in my opinion. I love how they've been explaining the back stories in the videos and want to see more of that.
 
Am I the only one who doesnt give a crap about story mode in fighting games??

It can add value. I like the fact that DH took the time to design stages that match the themes of the characters. Good context can add to the atmosphere of the game. I think fighting games should hire some good comic book writing talent. If it was better written people would care. I like stories in my fighting games, even the bad ones.
 
OMG I just noticed from the stream that DH removed the squeaky sound of the shadow puddle punch from Glacius. That was so awesome, it really added to the umphh.

PLEASE PUT IT BACK!!!
 
Hey! they changed Sabrewulf stance. If only they would get rid of his awful beard, or at least improve it.

Huh?

Looks the same to me. The guy in the clip you posted is just crouching pretty much the entire time, I think. (Probably holding down/back like a charge character)

I like the beard but it definitely needs some anti-aliasing help.
 
I see a lot of people making this mistake.. We're actually paying for 7 characters since everyone gets Jago for free. Sure it's a technicality, but the reality of it is that we're not paying $20 not for 8 characters.

That's like saying when you bought Sonic Generations that you are only purchasing 8 levels instead of 9 since Green Hill Zone was in the demo, or that when you pay for a movie ticket you are only paying for a certain fraction of the movie because you saw 3 minutes of it in trailers. Regardless of the demo, the 20 and 40 dollar edition of the game is all one package.
 
Am I the only one who doesnt give a crap about story mode in fighting games??

I like them in theory, but I don't care about them in terms of the actual game. If every Fighter would make a set of 30 Min OVA episodes where each fighter went through back story, I'd rather watch that, than play through an MK style story mode.

MK's was a nice novelty. I liked it. By the time it got to injustice, it's like "So.. errr... why not recycle all this back into the game?" "Why do the Lanterns have more constructs here?" "Why is this so unfocused on learning to play each character?" I actually think Arcade Mode did a better job at making the characters seem appealing to play, as they gave you time to learn each chara, rather than just dumping them on you.

OMG I just noticed from the stream that DH removed the squeaky sound of the shadow puddle punch from Glacius. That was so awesome, it really added to the umphh.

PLEASE PUT IT BACK!!!

People wanted them to focus more on the hurt sound of the opponents, rather than the character-commit-action sounds. I have to admit, I like the sound of characters exerting themselves to attack more, but hurt sounds are more KI classic, sooo...

I see a lot of people making this mistake.. We're actually paying for 7 characters since everyone gets Jago for free. Sure it's a technicality, but the reality of it is that we're not paying $20 not for 8 characters.

I'm sure DH seems to look at it as 8. And it's probably how it'll be viewed, as "8 per season" anywho. Not like one excludes the stages included in an XBLA Demo as "not part of the full game", even if they let you do basically everything before purchase...

Though I suppose counting it as 7 makes each character cost something like $2.85 each!!! OH NO! MY VALUES IS THE RUINED! But how do we break down the cost of the eventual story mode, per-stage stuff, and music?!?

panic.gif
 
Huh?

Looks the same to me. The guy in the clip you posted is just crouching pretty much the entire time, I think. (Probably holding down/back like a charge character)

I like the beard but it definitely needs some anti-aliasing help.

Oooh, I though crouching was the new stance. My bad.
 
People wanted them to focus more on the hurt sound of the opponents, rather than the character-commit-action sounds. I have to admit, I like the sound of characters exerting themselves to attack more, but hurt sounds are more KI classic, sooo...

Ahaa, I had no clue why they would change that. Thanks for clearing that up.

I really hope they reverse that or at least put some slider for character and sound effect or something like that. I really don't see the benefit of hearing my opponent say uuh or aah 500 times in a match. I'd rather have the specific move sounds stand out more because it adds to the combo flow.
 
NP. And Guess people find it sexier to hear Orchid rhythm-moan a beatdown as opposed to hearing fighters fight, ha.

I do find modern Glacius' "Scratched Glass" sounds to kinda remind me of Fulgore's old mechanical whines, though...

...Why does speaking about this, make me wish Fulgore has a "Heavy knockdown" sound effect that mimics an old Modem Signing onto the internet?
 
Ahaa, I had no clue why they would change that. Thanks for clearing that up.

I really hope they reverse that or at least put some slider for character and sound effect or something like that. I really don't see the benefit of hearing my opponent say uuh or aah 500 times in a match. I'd rather have the specific move sounds stand out more because it adds to the combo flow.

Hurt sounds were awesome in KI but they are really hard to modernize
 
its similar to the quest mode from VF or the quest mode from soul calibur dc.
I would like something like that, instead of mk9 story, which serves no purpose.

I loved how VF's quest mode used ghost of players to fill in for the people at the arcade. Imagine is KI used the "Almighty Power of the Cloud" to update location hotspots on an "anti Ultratech" map, to let you fight against AI based on online players fighting styles? Could be pretty fun.

They DO say there are unlockables earned through getting points. Some kind'a World-domination mode could be feasible...
 
Having characters express pain is part of what makes KI feel like KI. It's subtle, but you notice it when it's not there.

After the REALLY bad way they used senseless hurt sounds to punctuate the "Gradual Falling sounds" of the SNES version's Ring-outs, I was perfectly find with having them dialed-back.

I love the fact the game has ACTUAL VOICEWORK now though. Jago's "It seems your path... ends here!" and Thunder's "Ahh, MaYumYum!" (Ok, it's apparently real Indian Dialect now?) are nice to hear. And Saberwulf's awesome Round-ending Howl brings the Talbain Feels.

O hope there's more actual voicework in the full game, it adds to the characters.
 
Having characters express pain is part of what makes KI feel like KI. It's subtle, but you notice it when it's not there.

Oh absolutely. I'm not saying they should remove the hurt sound all together. I just found it odd that they almost completely removed the specific attack sound from from Glacius's shadow puddle puch. It was epic.
 
I think Thunder needs at least one more throw. Should be an anti air grab or at least a grab he can do only in the air. However aside from this he looks so freaking awesome in instinct mode. He is the only person whose instinct mode puts fear into the opponent.

What do you have to fear? He's only invincible during the first part of the dash. After that he's forced to cancel into a special or he's vulnerable. It's not all that different than his Shadow Triplax with one hit of armor. Unfortunate, it doesn't look like he has frame advantage on anything, which means he needs Shadow meter to really be a threat.

So he has to have a full Instinct meter and at least half a Shadow meter to really have an impact, and even then it's just the Shadow command grab you have to fear. Until we know how much damage you can get from that, it's unknown how much you should fear it. 20%? Don't care... hit me with it all day.
 
What do you have to fear? He's only invincible during the first part of the dash. After that he's forced to cancel into a special or he's vulnerable. It's not all that different than his Shadow Triplax with one hit of armor. Unfortunate, it doesn't look like he has frame advantage on anything, which means he needs Shadow meter to really be a threat.

So he has to have a full Instinct meter and at least half a Shadow meter to really have an impact, and even then it's just the Shadow command grab you have to fear. Until we know how much damage you can get from that, it's unknown how much you should fear it. 20%? Don't care... hit me with it all day.

I'm saying it just looks intimidating the way he is cloaked in the shadow Every time he goes into instinct mode it just looks like something bad is about to happen. and in most cases it does.

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What do you have to fear? He's only invincible during the first part of the dash. After that he's forced to cancel into a special or he's vulnerable. It's not all that different than his Shadow Triplax with one hit of armor. Unfortunate, it doesn't look like he has frame advantage on anything, which means he needs Shadow meter to really be a threat.

So what would you suggest? Maybe they could make His shadow also Buff his throws to a degree... of make the Crows he sends out from his dash land-lock the opponent if they hit, causing him to have an easier time landing throws?

So he has to have a full Instinct meter and at least half a Shadow meter to really have an impact, and even then it's just the Shadow command grab you have to fear. Until we know how much damage you can get from that, it's unknown how much you should fear it. 20%? Don't care... hit me with it all day.

Did the Friday Night Fights sway your thoughts any on Thunder's BackThrow linker? It seems to be a pretty solid opener (leading to ~40% damage combos), the Anti-throw window has been tightened up (making it more of a threat), and it doesn't seem to effect combos too badly (He can still get a solid number of hits before KV bites back.)

The Shadow Call of Earth into 2 Hit overhead -> Sammamish -> Skyfall seemed to do about 27% or so?

Y'know, Call of The Earth already catches aerial juggled opponents... if they make it so either the weak or Medium version could free-cancel (at the time of the Axe gut stab) into either his front of back throw (For side-reverse re-stand, or a different side knockdown), that'd actually be pretty useful.
 
I wonder when other downloads come like characters,story,etc if it will just be part of the game when you download it off the marketplace. Will they charge for the story mode?
 
After story is made for the initial characters, I'm sure it'll just be a basic thing added for (hopefully) all characters going forward.

Was just thinking today how Story mode probably CAN'T be added until the 2 next characters show up, because they're probably story-critical.

Y'know, I think I enjoyed DOA5's story mode more than Injustice... and possibly even MKs. I like the fact that it was aware it was a part of a fighting game, and therefore still gave you game-related stuff to do while playing it, rather than just making the fights boxes for "action" in a movie-like setting.

The Map that allowed you to choose specific stages again, also gave it some actual replayability; It's much nicer to get to play through the parts you liked, rather than being forced to do the whole thing from square one again.
 
I'm really impressed with this background art/stage design. I want to swing the camera 180 to 90 degrees to see more of it. Maybe they could swing the camera a full 180 in-between rounds.
 
At this point I just want to congratulate Double Helix. The project seems to be in good hands after all, they had the balls to create a new character with really interesting moves and most important, it looks FUN.

Gotta be honest: I'm still not interested in the Xbone and I'm not convinced the F2P model is the best way to re-introduce KI, but I really want to try this game and I might get a console in the future when more characters and features are released just to play it. Looks good.
 
I'm hoping the last 3 are Combo, Cinder and Orchid.

I was never a fan of the KI2 characters and it doesn't really fit storywise for them being in the new game.

Riptor, Fulgore and Spinal are great and all but I thought they were the weakest characters from the original. They just weren't that fun to play to me and could wait until "Season 2".
 
At this point I just want to congratulate Double Helix. The project seems to be in good hands after all, they had the balls to create a new character with really interesting moves and most important, it looks FUN.

Gotta be honest: I'm still not interested in the Xbone and I'm not convinced the F2P model is the best way to re-introduce KI, but I really want to try this game and I might get a console in the future when more characters and features are released just to play it. Looks good.

This is about where I am. I would have liked a fully fleshed out fighter with 20 or so characters and an interesting story mode but I can understand how Microsoft wanted to launch with some compelling titles and a FTP Killer Instinct was a clever way to try and do that.

Like I've said before, I'll probably wait until at least March to pick this up.
 
I'm hoping the last 3 are Combo, Cinder and Orchid.

I was never a fan of the KI2 characters and it doesn't really fit storywise for them being in the new game.

Riptor, Fulgore and Spinal are great and all but I thought they were the weakest characters from the original. They just weren't that fun to play to me and could wait until "Season 2".

Spinal was probably the most difficult character to really learn. I'm hoping they keep that complexity with him again. Fulgore... He needs to be one of the first 8. He was the promotional character for the game after all and it jus wouldn't feel right if he's not. He really should be at launch in November, but the first 8 would suffice.
 
This is about where I am. I would have liked a fully fleshed out fighter with 20 or so characters and an interesting story mode but I can understand how Microsoft wanted to launch with some compelling titles and a FTP Killer Instinct was a clever way to try and do that.

Like I've said before, I'll probably wait until at least March to pick this up.

That's not the reason, people have to understand that games like SSFIV have had decades and a gazillion versions to build up their characters. You had SF2 with just Ryu Ken which had identical moves with zero difference at first, Chun Li, Blanka, Guile, E. Honda, Dhalsim and Zangief, technically only 7 fighters, then version after version they started building in characters over the years, first making the bosses: Bison, Vega, Balrog and Zagat playable, then creating new ones little by little, you don't create a 20 character fighter over night, not if you want it to be good and balanced. Its not like they're using existing assets either, its clear that the entire gaming mechanics are being built from the ground up, so its literally like starting from zero.

Killer Instinct didn't have the same luxury as Street Fighter and others. Give it some time and it will become just as great. I'm glad we'll get a taste right at launch, 8 characters is plenty to start the magic. Seeing their passion for the game alone inspires me.
 
That's not the reason, people have to understand that games like SSFIV have had decades and a gazillion versions to build up their characters. You had SF2 with just Ryu Ken which had identical moves with zero difference at first, Chun Li, Blanka, Guile, E. Honda, Dhalsim and Zangief, technically only 7 fighters, then version after version they started building in characters over the years, first making the bosses: Bison, Vega, Balrog and Zagat playable, then creating new ones little by little, you don't create a 20 character fighter over night, not if you want it to be good and balanced. Its not like they're using existing assets either, its clear that the entire gaming mechanics are being built from the ground up, so its literally like starting from zero.

Killer Instinct didn't have the same luxury as Street Fighter and others. Give it some time and it will become just as great. I'm glad we'll get a taste right at launch, 8 characters is plenty to start the magic. Seeing their passion for the game alone inspires me.

You don't launch a game and then release it's story mode 6 months later if your game is finished - that is evidence enough that the game isn't ready and is why it is being released in pieces.

As far as KI being unable to draw on a long history of games to make up its cast is a cop out. They have had 2 games and 14 characters to date. They have more to draw on that lots of modern day fighters. Again - the most reasonable answer is that DH are being pushed to get something to market for the launch of the Xbone. Not to mention DH have admitted to as much in their developer interviews.
 
If I want to be semi-good at this game when it comes out, which fighting game should I put some time into before the Xbox One release?

I've never really invested any time into a fighting game to learn the moves, combos, etc, but I would like to. Equally I don't want to suck at this on launch so need some practice beforehand.

Suggestions?
 
If I want to be semi-good at this game when it comes out, which fighting game should I put some time into before the Xbox One release?

I've never really invested any time into a fighting game to learn the moves, combos, etc, but I would like to. Equally I don't want to suck at this on launch so need some practice beforehand.

Suggestions?

Better find a KI Arcade cabbie. KI really is drastically different from a lot of fighters, despite it's SF/MK roots.
 
That's not the reason, people have to understand that games like SSFIV have had decades and a gazillion versions to build up their characters. You had SF2 with just Ryu Ken which had identical moves with zero difference at first, Chun Li, Blanka, Guile, E. Honda, Dhalsim and Zangief, technically only 7 fighters, then version after version they started building in characters over the years, first making the bosses: Bison, Vega, Balrog and Zagat playable, then creating new ones little by little, you don't create a 20 character fighter over night, not if you want it to be good and balanced. Its not like they're using existing assets either, its clear that the entire gaming mechanics are being built from the ground up, so its literally like starting from zero.

Killer Instinct didn't have the same luxury as Street Fighter and others. Give it some time and it will become just as great. I'm glad we'll get a taste right at launch, 8 characters is plenty to start the magic. Seeing their passion for the game alone inspires me.

I 100% agree with everything except the bolded. Let's be real. It may not be the only reason, but the major reason this is being released the way it is is because they want it for launch. Otherwise they would just wait for the 2 extra characters and story mode. Personally, I'm fine with that. I think this is a good model for the genre (with a few tweaks) so it works out in the end.
 
If I want to be semi-good at this game when it comes out, which fighting game should I put some time into before the Xbox One release?

I've never really invested any time into a fighting game to learn the moves, combos, etc, but I would like to. Equally I don't want to suck at this on launch so need some practice beforehand.

Suggestions?

There's no other game like KI.

Your best bet is MAME + KI1 or KI2 with a 360 controller or KI Gold on the N64 if you want to be legit.

Look up some FAQs and watch some YT videos of people performing combos and then just try them out.

I remember back in the arcade days seeing someone find a way to get one extra hit in a combo being a big deal. It's cool looking on YT now and seeing people find ways to get even higher combos.
 
You don't launch a game and then release it's story mode 6 months later if your game is finished - that is evidence enough that the game isn't ready and is why it is being released in pieces.

As far as KI being unable to draw on a long history of games to make up its cast is a cop out. They have had 2 games and 14 characters to date. They have more to draw on that lots of modern day fighters. Again - the most reasonable answer is that DH are being pushed to get something to market for the launch of the Xbone. Not to mention DH have admitted to as much in their developer interviews.
This I disagree with. They are drastically reworking every character for this game from the ground up. As they've mentioned before, pretty much every character in the original KI would be classified as rushdown to some degree. Every character had a projectile because every character had a projectile. They are completely having to rethink and reclassify every character for the new game. Other games such as Street Fighter had the luxury of expanding or tweaking on previous iterations even if they were making new models or sprites. For example, SFIV's Ryu still plays a lot like SF2's Ryu. Tekken 5's King still plays a lot like Tekken 1's King. This reboot would be more akin to if we had gone from Mortal Kombat 2 straight to Mortal Kombat 9.
 
There's no other game like KI.

Your best bet is MAME + KI1 or KI2 with a 360 controller or KI Gold on the N64 if you want to be legit.

Look up some FAQs and watch some YT videos of people performing combos and then just try them out.

I remember back in the arcade days seeing someone find a way to get one extra hit in a combo being a big deal. It's cool looking on YT now and seeing people find ways to get even higher combos.
You forgot the hardcore option to go out and buy a KI cabinet, haha!

For anyone that only goes to this thread and missed the new character one, the new characters name is Sadira.
 
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