Article View: alt.games.mk
Article #74540Re: Some MK:DA info (may be old news, please be gentle)
From: Bradley Poe
Date: Thu, 09 May 2002 18:04
Date: Thu, 09 May 2002 18:04
148 lines
9109 bytes
9109 bytes
Hey, Okay, I admit I've been under a *rock* for the past few months. I've been having to deal with some obsessions, some things that aren't quite *healthy*, let's just put it that way. ;) I mean, anything that a) keeps me from playing video games and b) makes me forget about Midway's (chickenshit) withdrawal from the arcade scene isn't a good thing. Nonetheless, thanks for the kind words so far, I'm impressed that alt.games.mk *can* be merciful to the clueless on occasion. Anyway, I admit I *do* have my biases. I've been an old-school, arcade rat since *pong*. I can't help it, there is just something about the *social* element of *going out* to play games that you *can't* get at home. Yeah, I understand the *online* games are supposed to make up for that somewhat, but only if you're willing to shell out the *bucks* for it (extra hardware for PS2, broadband costs for XBox, etc, etc....). And as for arcades being dead... Two simple points: 1) Go to rec.games.video.arcade. One of their threads deals with the subject and somebody brought up in that very thread that arcades, on average in the USA, have had their *profits* rise by 17%. So it's not *all* about people going broke folks. 2) If the scene *is* dead, I blame *everyone*. Let me explain: a) Maybe it would *help* if programmers didn't approach the writing and making of arcade games as something of a way to *use* people. Between the dumbing-down of games into button-scrubbing madness, and the too-frequent use of Nazi Code to force players to *pump* in more tokens/ quarters, it's a wonder folks still play at all. (by Nazi Code, I simply mean, the way some games will just *take control away* from you beyond a certain point....in fighting games, suddenly you can't *attack* anymore or block anymore or *move* anymore because the computer *always* hits first) And Never Mind that some games have *worse* graphics in the arcade than they do at home (thanks a *lot* Namco). b) It would also help if Arcade Operators weren't so flagrantly lazy and rude and unprofessional. Lazy....they're hardly ever around and when they are they act like it's *such* an imposition to check out a frozen game or to make sure the change machine works. Rude....there are no smiles on the other side of the fence, only lots of "no, that's just the way it is," or just flat-out walking away grumbling from *customers*. Unprofessional...aside from being snarly and impolite and full of attitude with their bread-and-butter gamers, when was the last time you saw an arcade operator with the techincal skill to either *know* how a video game *should* play, or more importantly, to *know* how to fix things *on the spot* when they go wrong? Last time I checked, it was *over a decade ago*. c) It would *really* help too if Gamers *cared* enough not to put up with the bullshit. I'm as guilty of this as anyone, either just putting up with problems because I know they'll never be fixed and that I need my gameplay fix *now*. Or just trying my best to be cheap and stay home when I *do* have the time and money to invest in a home system. Neither one works well when it comes to giving a business *constructive* feedback that might make it better. Ahh, sorry about the rant. I just get so tired of people saying "arcades are dead" and *not* admitting that they were a party to the act of *killing* them. I mean, maybe once Sony and Microsoft *both* ruin online play for people, the desire for a social element in gaming will return and arcades will come back. And note, this isn't the same as a desire for competition necessarily. I personally can't stand the uber-cutthroat mentality that gets into some people when they are near a fighting game. These days, I don't even bother talking to some folks, if they want to intrude on my current game I'll just pick up my quarters and *leave*. Why? Because some folks just *don't* understand how frustrating it is to *lose* over and over again, not because of any skill difference, but because a game is *that* imbalanced, or a bit of collision detection is *that* messed up. ;) But I digress. Point is, there's your Nazi Code at work again. Back to Mortal Freakin' Kombat (finally!). Some of the comments are interesting.... Okay, so it's coming out on all systems. That's cool enough, I mean the EGM article I saw was for the PS2 version but if there are others I can sort of deal with it. I mean, I don't particularly *like* any of the current batch of systems out there, but the standard digital pad for Sony systems (both PS1 and PS2) drives me crazy. And I don't want to pay *double* the software price for Mortal Kombat just to get a controller that doesn't drive me nuts. :) As for the apparent *lack* of projectiles.....don't bet on it. I mean, what would Sub-Zero be without being able to *freeze* folks? And one of the pics *clearly* shows Cyrax being back. Mister Net-and-Bombs. It's a puzzle for sure. On the one hand, not too many folks *have* made a full-3-D game where there were projectiles and they were done *right*. And it really *is* about damned time Midway focused on the hand-to-hand and took a bit away from the Freaky Fireball contest. But.... Distance attacks are a *part* of the game and an *integral* part of some *characters*. I don't see how it could be Mortal Kombat without them. My educated guess on this is....either they will be added at the last minute (on the presumption that the programmers know what they are doing with the distance game and so it gets less time/priority), or when they are added, they will be super-rare and super-damaging attacks (that is, when Sub-Zero finally *does* freeze/uppercut you, it *kills* you). As for getting rid of the Block button.....not likely. If the game is to be full-3-D in the manner of Soul Calibur, then assigning blocking to the directional controls would *seriously* hinder movement. In a game where the x-z *plane* is in active play mobility *matters*, it matters more than *guarding* does in Soul Calibur because some of the moves *are* unblockable and *must* be avoided. And that might also be a possibility with MK:DA too, not just from the projectiles angle but also from the *throw* angle too. I'm just wondering how Midway is going to fit in their jump and juggle physics into the game (if they're going to do it at *all*). What I'd like to see (though it's not going to happen, it would make the game too hard), is something along the lines of a twitch defense. Where say, you have a *parry* that is good for a single *hit* of defense against most moves....then you have a reversal/counter button where the Block button would be, and you could counter or reverse most moves in the manner of Dead or Alive....in other words, make defense depend more on *zoning* and timing, that's classic, old-school Mortal Kombat right there. And....if you wanted to make it easier, the method folds right into Midway's plan to give characters multiple fighting styles...since all you have to do is give each character *one* (at least) Defensive Style where some degree of *autoguard* is present, say against most high or mid hitting attacks.....With multiple stances and styles at Midway's disposal, they could create the first ever fighting game to go *totally* into *dynamic defense*, where instead of just *holding* a static block all day, one would have to *always* pay attention to the spacing and timing of attacks. It could work. Hell, if what I'm hearing is correct, it *does* work already, to some degree, in VF4. Point is, MK:DA has the potential to do something Mortal Kombat hasn't done since the *first* one: it has the potential to kick ass and take some *names*. It's just a pity it will only do so on home consoles. Brad Poe Quote from Baby Bonnie Hood (aka Bulleta), Big Bad Wolf Attack Victim and enthusiastic Supporter of the Right to Bear Arms: "I'll be nice and happy after I kill everything in this world."
Technical Details
Message-ID:
<Pine.GSO.4.10.10205091202001.24194-100000@bluestem.prairienet.org>Path:
mbox-mo1.pugleaf.net!archiver1.google.com!news1.google.com!newsfeed.stanford.edu!news.uchicago.edu!vixen.cso.uiuc.edu!news.prairienet.org!bluestem.prairienet.org!bpoeReferences:
<Pine.GSO.4.10.10205081823490.5329-100000@bluestem.prairienet.org> <udkn129raops6f@corp.supernews.com>Show Full Headers
Complete Article Headers
Path: mbox-mo1.pugleaf.net!archiver1.google.com!news1.google.com!newsfeed.stanford.edu!news.uchicago.edu!vixen.cso.uiuc.edu!news.prairienet.org!bluestem.prairienet.org!bpoe From: Bradley Poe <bp...@prairienet.org> Newsgroups: alt.games.mk Subject: Re: Some MK:DA info (may be old news, please be gentle) Date: Thu, 9 May 2002 13:04:24 -0500 Organization: Prairienet, The Community Network For East Central Illinois Lines: 149 Message-ID: <Pine.GSO.4.10.10205091202001.24194-100000@bluestem.prairienet.org> References: <Pine.GSO.4.10.10205081823490.5329-100000@bluestem.prairienet.org> <udkn129raops6f@corp.supernews.com> NNTP-Posting-Host: bluestem.prairienet.org Mime-Version: 1.0 X-Trace: wildfire.prairienet.org 1020967408 9004 192.17.3.4 (9 May 2002 18:03:28 GMT) X-Complaints-To: new...@prairienet.org NNTP-Posting-Date: Thu, 9 May 2002 18:03:28 +0000 (UTC) In-Reply-To: <udkn129raops6f@corp.supernews.com> Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit