Killer Instinct coming to Xbox One

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This reboot would be more akin to if we had gone from Mortal Kombat 2 straight to Mortal Kombat 9.

I don't feel like it is that big of a jump. There is no denying that KI xbone is a much more technical fighter than KI1 and KI2 but from what I have played - KI xbone feels like the evolutionary jump that I experienced from KI1 to KI2. Sure the movesets have slightly changed, along with their properties, but the core mechanics of Killer Instinct are so distinct that Double Helix was never going to be able to create these characters from the ground up. KI xbone still is very much a love letter to age old KI fans and DH absolutely can and have been drawing on the first two games to build this 3rd entry in the series.
 
I don't feel like it is that big of a jump. There is no denying that KI xbone is a much more technical fighter than KI1 and KI2 but from what I have played - KI xbone feels like the evolutionary jump that I experienced from KI1 to KI2. Sure the movesets have slightly changed, along with their properties, but the core mechanics of Killer Instinct are so distinct that Double Helix was never going to be able to create these characters from the ground up. KI xbone still is very much a love letter to age old KI fans and DH absolutely can and have been drawing on the first two games to build this 3rd entry in the series.
Oh I'm not saying they aren't taking any inspiration and it most definitely is a love letter to the original. The fundamentals are most definitely being drawn from the original, but the characters themselves are more reimagined than any other fighter I can think of. I'm just saying this statement...

They have more to draw on than lots of modern day fighters.

...is pretty false. Even BlazBlue has more to draw from it's predecessors than KI does because it has more predecessors.
 
I simply don't understand why the first six will have a slot taken up by an original character. Leave that for extra two and give us Fulgore and Black Orchid!

New players don't know the Ki characters.
Old players might think something new is fresh and cool.
Grumpy old players need something to look forward to in Season 2.
 
I simply don't understand why the first six will have a slot taken up by an original character. Leave that for extra two and give us Fulgore and Black Orchid!

Hey, I'm a TJ Combo main. Think about ME.
Anyway, I like the little I have seen of the new character and don't see it as a wasted slot at all.

It is important for the cast to be varied when you are dealing with such small numbers.
 
Oh I'm not saying they aren't taking any inspiration and it most definitely is a love letter to the original. The fundamentals are most definitely being drawn from the original, but the characters themselves are more reimagined than any other fighter I can think of. I'm just saying this statement...

Gotcha. I defintely agree with you on that point.

...is pretty false. Even BlazBlue has more to draw from it's predecessors than KI does because it has more predecessors.

Don't know exactly where you are coming from on this - if you are talking about from a design perspective like your previous argument, there were no BlazBlue games before Calamity Trigger, and the spritualy related Guilty Gear series looks very different than BlazBlue. From a mechanics perspective, I guess you could say that BlazBlue drew on the mechanics of Guilty Gear, but what is stopping Double Helix from drawing on other game series if your point is that modern fighters like BlazBlue draw on other game series of the past?

I was thinking more along the lines of something like a Rival Schools or a Power Stone(But BlazBlue is a decent example). Brand new games, mechanics and characters. Both games launched with over 10 characters(in the case of Rival Schools - around 20), full story modes etc. Even a game like Injustice launched with 24 characters and though their personas are well known from the comics, the characters were uniquely designed within a new fighting system. Yes, the art is very different with the new KI but the world and mechanics, along with 14 characters, are there to draw on and making the game 'more technical' is not an excuse for such a small roster - again, unless you are being pressed to get something to market.
 
Don't know exactly where you are coming from on this - if you are talking about from a design perspective like your previous argument, there were no BlazBlue games before Calamity Trigger, and the spritualy related Guilty Gear series looks very different than BlazBlue. From a mechanics perspective, I guess you could say that BlazBlue drew on the mechanics of Guilty Gear, but what is stopping Double Helix from drawing on other game series if your point is that modern fighters like BlazBlue draw on other game series of the past?

I was thinking more along the lines of something like a Rival Schools or a Power Stone(But BlazBlue is a decent example). Brand new games, mechanics and characters. Both games launched with over 10 characters(in the case of Rival Schools - around 20), full story modes etc. Even a game like Injustice launched with 24 characters and though their personas are well known from the comics, the characters were uniquely designed within a new fighting system. Yes, the art is very different with the new KI but the world and mechanics, along with 14 characters, are there to draw on and making the game 'more technical' is not an excuse for such a small roster - again, unless you are being pressed to get something to market.
1. I agree it's being rushed for launch. I think giving you 2 characters and the story mode a couple months down the line for the initial price is a tacit admission of that.

2. BlazBlue was a bad example since that muddies my point. I was originally talking about the reinvention of characters and how they don't have as much inspiration to draw from compared to other fighters since they have to reinvent them for the most part for variety's sake.
 
Hey, I'm a TJ Combo main. Think about ME.
Anyway, I like the little I have seen of the new character and don't see it as a wasted slot at all.
I do, too. From what I have seen, she seems to fit my preferred style of fight game characters (agile, fast). Still, I'd rather see all recurring cast members in the initial 6.
 
Don't know exactly where you are coming from on this - if you are talking about from a design perspective like your previous argument, there were no BlazBlue games before Calamity Trigger, and the spritualy related Guilty Gear series looks very different than BlazBlue. From a mechanics perspective, I guess you could say that BlazBlue drew on the mechanics of Guilty Gear, but what is stopping Double Helix from drawing on other game series if your point is that modern fighters like BlazBlue draw on other game series of the past?

I was thinking more along the lines of something like a Rival Schools or a Power Stone(But BlazBlue is a decent example). Brand new games, mechanics and characters. Both games launched with over 10 characters(in the case of Rival Schools - around 20), full story modes etc. Even a game like Injustice launched with 24 characters and though their personas are well known from the comics, the characters were uniquely designed within a new fighting system. Yes, the art is very different with the new KI but the world and mechanics, along with 14 characters, are there to draw on and making the game 'more technical' is not an excuse for such a small roster - again, unless you are being pressed to get something to market.

I'd say that Rival Schools could pull a lot from something like X-Men vs Street Fighter, and BlazBlue from Guilty Gear. The characters are new and the games are different, but there was a lot covered in terms of the game systems in these two cases, leaving more time for character creation. The same can be said for Injustice. There were quite a few complaints about how certain characters seemed to borrow animation and combat gameplay from their Mortal Kombat counterparts. Double Helix doesn't really have the luxury to do this as KI2 isn't a very useful base in 2013.

PowerStone was a ground up effort, but at the same time the characters for that would have been much simpler to create... and the balance between a few of them was pretty questionable I thought.
 
I was originally talking about the reinvention of characters and how they don't have as much inspiration to draw from compared to other fighters since they have to reinvent them for the most part for variety's sake.

I gotcha. I can understand how difficult it might be using the source material they have. I hope that we will see more variety as time goes on. As much as DH have tried to add variety, the more it has looked the same as it has always been. Sadira is the exception of course - her combos and playstyle are unlike anything Killer Instinct that I have seen/played before.
 
All I want.

tektek_of_spinal_ki_by_bakub-d2ytwd9.png
 
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?

Just play something like SF/Marvel and get super comfortable with shoto-style inputs.

Once you can consistently pull off DPs without triggering fireballs, you'll be fine with most of the KI roster. There's going to be some "charge-lite" characters -- like 'Wulf -- but if you can do shoto well, they'll only be easier.

If you really want to get into it, you can legally emulate the SNES/N64 KI games as long as you have the cartridges laying around. It's very easy to get them working with a 360 pad or fightstick.

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.

I agree it's being rushed for launch. I think giving you 2 characters and the story mode a couple months down the line for the initial price is a tacit admission of that.

I don't think anyone can reasonably argue that KI isn't being pushed out for launch but I think "rushed" is sort of the wrong word to use here. At least for me, "rushing" would be trying to put out 16-20 characters at launch and ultimately fielding a broken, unplayable mess.

Yes, the game is probably launching a couple years earlier than a traditional AAA fighter but nothing about the actual development seems rushed. Everything we've seen so far has been extremely well-done and reasonably balanced; two months ago at E3, KI was far more polished and playable than a lot of the next-gen games are today at Gamescom.

Even with an extremely limited roster, the core gameplay has generally felt "finished" for a while now.
 
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.

November - Fed/Mar is 6 months? You are getting story mode and 2 characters in 3 months at the earliest and 4 if they take all their time.
 
I don't think anyone can reasonably argue that KI isn't being pushed out for launch but I think "rushed" is sort of the wrong word to use here. At least for me, "rushing" would be trying to put out 16-20 characters at launch and ultimately fielding a broken, unplayable mess.

Yes, the game is probably launching a couple years earlier than a traditional AAA fighter but nothing about the actual development seems rushed. Everything we've seen so far has been extremely well-done and reasonably balanced; two months ago at E3, KI was far more polished and playable than a lot of the next-gen games are today at Gamescom.

Even with an extremely limited roster, the core gameplay has generally felt "finished" for a while now.
I agree. I meant rushed as in the product they're putting out there on day one probably won't be where they'd like it to be day one (ie with 8 characters and a story mode). Like I said before though, I'm alright with that as long as the 6 day one characters are polished, diverse, and well-made (which it looks like they are). I probably won't even have an X1 before the next 2 characters drop but even if I were to buy it day one, I doubt I'd be able to master all 6 before they did anyway.
 
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?

I think I mentioned this on the last page, but the normal command throw should launch for the 27% and the Shadow version should allow him to start a normal, grounded combo.

Also, if they give his Triplax +1 on block, or the Skyfall neutral or +1 on block, it would help him out A LOT. Granted, all of this is theory fighter, but based on what I know, I don't fear Thunder.

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.

The Back Throw opener seems decent, but the linker seems to eat into his damage quite a bit. I'm okay with that though. It was the opener I was more concerned with.

The problem I have with Shadow command grab doing 27% is that you're burning very valuable meter on that and there's no way to make the Shadow grab guaranteed. You have to hope the opponent doesn't jump. If they do, not only are you out meter, but you're taking damage as well.

I don't think a grappler should be risking that much just to land his command grab with a payoff of only 27% damage. Either make the command grab harder to avoid, or he needs more damage from it if it lands.
 
November - Fed/Mar is 6 months? You are getting story mode and 2 characters in 3 months at the earliest and 4 if they take all their time.

...seems like you missed my point. Whether is 2 weeks or 2 years that I have to wait for the story mode and free characters, the game is unfinished and is being released in pieces to make it in time for the xbone launch.

I don't think a grappler should be risking that much just to land his command grab with a payoff of only 27% damage. Either make the command grab harder to avoid, or he needs more damage from it if it lands.

I completely agree. I really hope they fix this before launch. I am worried that Thunder players will scrap the grapple game in favor of rushdown because the grapple payoff isn't great enough.
 
]This I disagree with. They are drastically reworking every character for this game from the ground up.[/B] 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.

And that is a big problem. I think alot of KI fans dont WANT them reworking the characters or over thinking them. Why does Chief Thunder have to be reworked into a grappler now? Why do these characters have to fit neatly into certain categories and have alot of their design reworked just for the hell of it. I am dreading the day they show Orchid because I guarantee they will suck all the fun out of her character and try to make her "badass" and "gritty".
 
Why does Chief Thunder have to be reworked into a grappler now? Why do these characters have to fit neatly into certain categories and have alot of their design reworked just for the hell of it.

Because a fighting game without different archetypes, where every character had the game gameplan, would suck.

Characters who keep the opponent away, characters who need to get in close, these have been in the genre since SF2 and are important for a good fighting game. Diversity in gameplay is key.
 
And that is a big problem. I think alot of KI fans dont WANT them reworking the characters or over thinking them. Why does Chief Thunder have to be reworked into a grappler now? Why do these characters have to fit neatly into certain categories and have alot of their design reworked just for the hell of it. I am dreading the day they show Orchid because I guarantee they will suck all the fun out of her character and try to make her "badass" and "gritty".

Maybe because it fits with their vision of the game they want to make? I'm starting to think that the "KI fans" just want the same shit as 19 years ago. I loved the original but come on man... Let it go.
 
^^^^
This. There's a reason people don't take old KI seriously as a competitive fighting game. As a fan of the original, I think they're taking the necessary liberties to update the characters for the modern fighting game age.
 
So far the only one complaint I have about this game are the Ultras, the look a bit boring. On the other hand they do sound incredible.
 
So far the only one complaint I have about this game are the Ultras, the look a bit boring. On the other hand they do sound incredible.

I don't mind Jago's and the very end of Glacius' but the other two are kind of meh.

I also feel like Jago's Ultra syncs perfectly with the music but the others are slightly off. They might have timed the system with his moveset and have been trying to shoehorn everyone else's in to match?

Honestly, I'm Canadian and probably too polite to use them online 99% of the time anyway :P :P :P
 
So far the only one complaint I have about this game are the Ultras, the look a bit boring. On the other hand they do sound incredible.

yup i thought it was just me. It doesn't seem as fluid and fast,continuous compared to the original KI. Somewhat repetitive moves too. I do like Jagos for the most part though and appreciate that they left the thunder headbutt and knee in there.
 
...seems like you missed my point. Whether is 2 weeks or 2 years that I have to wait for the story mode and free characters, the game is unfinished and is being released in pieces to make it in time for the xbone launch.

If you are going to make a point then dont exaggerate the numbers to try and prove it. If the numbers didnt matter you wouldnt have doubled the time.

I actually agree with what you are saying. Clearly the game is being released in that state to get it out for launch but it wont deter me from enjoying it.
 
And that is a big problem. I think alot of KI fans dont WANT them reworking the characters or over thinking them. Why does Chief Thunder have to be reworked into a grappler now? Why do these characters have to fit neatly into certain categories and have alot of their design reworked just for the hell of it. I am dreading the day they show Orchid because I guarantee they will suck all the fun out of her character and try to make her "badass" and "gritty".

DH want KI to actually be a competitive fighter now and characters to have actual variety rather than looking and playing exactly the same. They also want it to be good, unlike the old ones.( sorry) As for being "badass" and "gritty", how is that any different from the original? Surely you don't think they were being tongue and cheek with those character designs do you? It was 90's "EXTREME" pretty much played straight. Any of those designs would have been right at home in Youngblood or any other "EXTREME" Rob Liefeld comic book.

All of the characters( save for maybe Jago who is the weakest redesign yet still far better than the old one) actually look cool now. Glacius looks like an Alien creature rather than a shitty T-000 knock off, Cheif Thunder looks badass and intimating, not hard when you get rid of the tight ass-hugger pants and feather Mohawk. Like how Sabrewolf actually looks wolf like, rather than likc a bi pedal dog with metal arms.( every EXTREME 90's character had metal arms after all)
 
DH want KI to actually be a competitive fighter now and characters to have actual variety rather than looking and playing exactly the same. They also want it to be good, unlike the old ones.( sorry) As for being "badass" and "gritty", how is that any different from the original? Surely you don't think they were being tongue and cheek with those character designs do you? It was 90's "EXTREME" pretty much played straight. Any of those designs would have been right at home in Youngblood or any other "EXTREME" Rob Liefeld comic book.

All of the characters( save for maybe Jago who is the weakest redesign yet still far better than the old one) actually look cool now. Glacius looks like an Alien creature rather than a shitty T-000 knock off, Cheif Thunder looks badass and intimating, not hard when you get rid of the tight ass-hugger pants and feather Mohawk. Like how Sabrewolf actually looks wolf like, rather than likc a bi pedal dog with metal arms.( every EXTREME 90's character had metal arms after all)

100% agreed
 
On thing I actually LIKE about the "release without expected game stuff" is that... it should corral people into returning for DLC (and getting used to seeing this game as a DLC friendly option) Right from the get-go.

Unlike many other games which go for MONTHS without solidifying this position. I think a big point of new KI's survival will depend on people knowing if it's a constantly growing game, or a 1-and-done release. Saving something as SP-significant as story for an incremental release really lets one know "This game will grow substantially over time!"

I feel the window between 6 charas and 8 might be a bit too wide, however. Nov-Dec-Jan-Fed-March!

I really don't mind waiting for a story mode in a fighter, though; if the game is good, it might be months before I get out that "MUST FIGHT WHILE TECH IS STILL FRESH AND UNDISCOVERED!" feel, and actually want to sit and waste away time doing something that barely helps with the real meat of the game, anyway.

One could argue a story is vital, because it introduces the characters, and lets players know who they like to play in the first place; and I agree with this.

But I also remember that fighters never let me do this in arcades, as new releases were constantly packed. Evolving from "I see and like this guy!", to liking the same, or different characters, once you find out their motivations, can be a fun trip with a fighter.

I think I mentioned this on the last page, but the normal command throw should launch for the 27% and the Shadow version should allow him to start a normal, grounded combo.

Yeah, at that point, I was saying "What would you do to make his Shadow mode more fearful". Though, in a Roundabout way, making his Shadow mode upgrade his normal throw to an instant version of the Shadow grapple for free, while the mode is on, is a pretty nice idea, too. THAT would be frickin scary.

Also, if they give his Triplax +1 on block, or the Skyfall neutral or +1 on block, it would help him out A LOT. Granted, all of this is theory fighter, but based on what I know, I don't fear Thunder.

I really think Skyfall looks like the kind of more that'd lead to a Safe approach, if you actually manage to tick a hit on block with it. They seem to be afraid of giving advantage to moves, but I think it'd fit in with the new holdable Hail from Glacius. That sets up a nice long advantageous position, and seems to act as a reward for landing a knockdown and getting in.

The Back Throw opener seems decent, but the linker seems to eat into his damage quite a bit. I'm okay with that though. It was the opener I was more concerned with.

Cool. I actually do think making his grapple game have a strong normal throw feels very KI (in the fact that most tools aren't too hard to grasp the use of, and don't need to be complex motions.) If he has some kind special bonus to his normal forward throw,I think the idea that KI Grapplers have 1 or 2 command grapples, plus special normal throws, could be a nice defining rule for future grapplers.

The problem I have with Shadow command grab doing 27% is that you're burning very valuable meter on that and there's no way to make the Shadow grab guaranteed. You have to hope the opponent doesn't jump. If they do, not only are you out meter, but you're taking damage as well.

I don't think a grappler should be risking that much just to land his command grab with a payoff of only 27% damage. Either make the command grab harder to avoid, or he needs more damage from it if it lands.

Did he not get a guaranteed Shadow grab out of a backthrow? If backthrow linker (mid Combo) leads into Snadow CoTE, that should be some considerate damage. I know people kept trying to jab and hitconfirm into it, but don't think that seemed to work...

I guess they figure his insane throw range makes up for not having an unavoidable-at-close-range grappler like most grapplers. His back throw kinda serves this purpose, but it's breakable, which is also unlike most grapplers.

Actually... maybe they could make a "left standing" version of his throw Command / Normal throw produce a lockout state? That'd certainly put some fear into his grapples.

And that is a big problem. I think alot of KI fans dont WANT them reworking the characters or over thinking them. Why does Chief Thunder have to be reworked into a grappler now? Why do these characters have to fit neatly into certain categories and have alot of their design reworked just for the hell of it. I am dreading the day they show Orchid because I guarantee they will suck all the fun out of her character and try to make her "badass" and "gritty".

I watched some vids of KI 1, and played a bunch of the SNES version yesterday... MAN am I glad they reworking it. I've played SNES Anime / b-tier fighters that feel like they have more of a grasp of what Fighters Became, than KI.

Pokes feel worthless and unsatisfying, move strengths don't always produce consistently better specials, and the rules of "what combos from what" seem arbitrary, as if they were kept inconsistent to trick people into the illusion of depth.

One think I like about a fighters Groundwork, is that they're all consistent enough to where you don't feel like you're wasting your time playing a different fighter occasionally. You're still using the same skills of footsies, space control, mind-games, etc. KI 1 made those base satisfactions feel so sloppy though, that if it remained so haphazard with them, I wouldn't want to play it once I became more serious with my fighters.

As long as they don't jump off the deep end with Orchid, I think we'll be OK with her. She really has so very little character in KI1... Watching her say "ICHI, NI, SAN!" for handing up on a phone in her KI 1 ending was a facepalm moment, haha.

I really am interested in seeing how they deal with her, but I feel we're pretty much in a "Can't got anywhere but up!" situation with her. I really kinda hope they don't get rid of Fire Kat, though... It's the move you EXPECT them to drop, so I'd rather see them actually work it out for use in a modern 3D-graphics fighter. And considering Wulf no longer has a Roll, Jago no longer a slide... an ankle-biting move (beyond Thunders) would be nice to see.
 
I don't understand what everyone's problem is with the roster size. Sure do I wish it was slightly larger of course but when you're talking about killer instinct and 30 playable characters is just far too many. i just feel with a large roster size, a lot of the characters are far too similar and the water starts to get muddy With the balancing issues. I feel as though 14 to 16 characters for killer instinct is a solid number.
 
As much as I shit on Xbox stuff, the roster count should be fine. If it's successful, more characters will slowly come. It's a launch game from a developer who hasn't really done fighting games before.

I'd rather have 6 finely tuned characters than 20 rushed duplicated unbalanced messes that call for a ton of patches.
 
Been giving it some thought, but Orchid is probably the hardest character to re-imagine. The most DH can do is give her a black leather outfit. Outside of that really nothing they can do besides give her a face that doesn't look like Janet jackson.
 
Been giving it some thought, but Orchid is probably the hardest character to re-imagine. The most DH can do is give her a black leather outfit. Outside of that really nothing they can do besides give her a face that doesn't look like Janet jackson.

The same could be said for Thunder. All he was originally was leather pants and a feather mohawk.

So far the theme for DH's redesigns after been taking the origin stories of the fighters and putting stronger emphasis in their actual design.

Thunder's an Indian chief? Gave him more true-to-culture hair style, adornments, and war paint.

Jago's a Tibetan warrior monk? Get rid of the tank top...and...err...add some hammer pants.

Glacius an alien from unknown ice planet? Make him more alien-like.

Sabrewulf's a werewolf experiment gone wrong? Make him look more wolf and feral and less like a robotic dog.


If anything, I'm expecting Orchid's redesign to be inline with the fact that she's an undercover operative. Her outfit will still be sexy (in keeping with the traditional depiction of female spies), but a bit more spy like.

So, in other words, cat suit.
 
The same could be said for Thunder. All he was originally was leather pants and a feather mohawk.

Not really. There are many native american templates to follow. Orchid looked like somebody so the question is how should orchid look because i don't think looking like janet will be fine.

A cat suit was what i was thinking too but still seems so simple lol. Curious how your reaction will be towards her face.
 
The same could be said for Thunder. All he was originally was leather pants and a feather mohawk.

So far the theme for DH's redesigns after been taking the origin stories of the fighters and putting stronger emphasis in their actual design.

Thunder's an Indian chief? Gave him more true-to-culture hair style, adornments, and war paint.

Jago's a Tibetan warrior monk? Get rid of the tank top...and...err...add some hammer pants.

Glacius an alien from unknown ice planet? Make him more alien-like.

Sabrewulf's a werewolf experiment gone wrong? Make him look more wolf and feral and less like a robotic dog.

If anything, I'm expecting Orchid's redesign to be inline with the fact that she's an undercover operative. Her outfit will still be sexy (in keeping with the traditional depiction of female spies), but a bit more spy like.

So, in other words, cat suit.

:L

For Orchid, actually, I was thinking something a bit more contemporary with her design. Probably a bodysuit of some sorts. Or hell, they can go the JoDark route.


Sleek, sexy, and pretty simple.
 
From Major Nelson's blog regarding Xbone games at PAX:

Killer Instinct: “Killer Instinct” is back again with classic characters, an enhanced combat system and vivid graphics – reimagined for a new generation on Xbox One. We expect nothing but the best from a title with a pedigree as one of the most beloved fighting games of all time.

And of course there will be other surprises at the booth, including games that I’m not at liberty to divulge . . . yet.

Might not be anything special, but hey, DH did hint at something being revealed at PAX.

http://majornelson.com/2013/08/27/xbox-one-at-pax-prime-on-august-30-september-2/

Who's all goin' to PAX?

edit: HOLY SHIT TOOTH AND CLAW EASTER EGG https://www.youtube.com/watch?feature=player_embedded&v=zSOWZGYqxbU
 
DH want KI to actually be a competitive fighter now and characters to have actual variety rather than looking and playing exactly the same. They also want it to be good, unlike the old ones.( sorry) As for being "badass" and "gritty", how is that any different from the original? Surely you don't think they were being tongue and cheek with those character designs do you? It was 90's "EXTREME" pretty much played straight. Any of those designs would have been right at home in Youngblood or any other "EXTREME" Rob Liefeld comic book.

All of the characters( save for maybe Jago who is the weakest redesign yet still far better than the old one) actually look cool now. Glacius looks like an Alien creature rather than a shitty T-000 knock off, Cheif Thunder looks badass and intimating, not hard when you get rid of the tight ass-hugger pants and feather Mohawk. Like how Sabrewolf actually looks wolf like, rather than likc a bi pedal dog with metal arms.( every EXTREME 90's character had metal arms after all)

I think you are confusing KI 2 with KI 1. Sabrewolf didnt have metal arms in the first one. Jago's redesign actually makes him MORE 90s extreme as now he has ugly tattoos all over his body and is extra buff in the old games he was just a ninja dude.

There was also a ton of humor in KI such as humiliations and Orchid's fatality where she flashes her boobs and the opponents head explodes. It wasn't overly trying to be badass they just wanted to make a fun game. A concept that is apparently difficult to grasp by alot of studios these days.
 
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