3D vs 2D:
One of the biggest issues with Midway is their ‘straddling the fence’ when it comes to what they want MK to be. I think they have problems upgrading the engine while not wanting to let go of classic MK konventions. For instance, right now you could duck a fireball (classic MK), sidestep it (recent MK), or block it. In 2D, blocking or ducking was your options (and jumping!). But with 3D in the mix, you were able to sidestep. This ruined one of MK’s stables: the projectile. What’s MK if you can’t toss something, right? In this manner you can see how Midway threatens their own engine when they try adding elements without subtracting elements that don’t make sense together.
My answer to this is to add a uniform multi-directional option for all projectiles for all characters. Now Scorpion’s start-up animation for his spear will insight a response from his opponent, but will they know if the spears going upper-right or lower-left! What we have now is an interesting event where both players have viable options that also makes use of 3D movement. And how about this; ducking a projectile is etched in MK gameplay, and you may want move upward while still wanting to defend against Scorpion’s spear… To this I give the Kombat Roll, a way of moving in 8 directions while, essentially, ducking! The actual ‘ducking frames’ would last an instant so timing would be stressed, and the recovery animation would leave you in base ducking position before you can rise. This adds a risk-reward factor that I personally believe makes a good game.
And just like that I made MK’s older konventions relevant to MK and 3D.
Updated Attacks:
Scorpion and some other character having the same kick or punch is fucking illegal. Stop it Midway, I’m serious. Every character needs their own standards, with new properties to go with them. This includes Counter Hit properties. Every fighting game and their mothers have CH properties. A CH status usually changes move properties, commonly increased damage. So how about Sub-Zero’s freeze-ball catches you while you’re just standing there and you could break out after an instant. All Subby did was buy him some tactical movement time at best, right. But when his freeze-ball catches you on CH, you stay frozen longer and he has some deadly options for ya.
And do you really wanna just pull people with Scorp’s spear? MK vs DC introduced the welcome element of Pro-Moves, where savy players can unleash EX-like versions of special moves. Maybe I should have the option of just throwing the spear at you and being done with it, or maybe yank you halfway? This could be used to set up spacing and tactical movement, especially is Midway wants to keep the (admittingly fun) element of interactive stages.
Jump, Jump, Criss Cross Will Make You…:
Aw yes, jumping. Jumping in fighting games are approached two ways; the 2D leap kinda jump that clears 16ft easily, and the more conservative 3D hop. MK is caught in a cross roads about what to do with jumping. MKDA and Deception had the hop, while MKA and vsDC returned with the leap. Personally, since I want MK to embrace 3D movement, I think the 8ft hop should return… with some updated properties ofcourse.
Now this idea may incite some rage, but I think jumping should be assigned to a button, preferably the R-Trigger (while the Ducking and Kombat Rolling should be on the L-Trigger). Why? Well it goes back to the importance of 3D movement and gets into intuitive control design. You see… I fucking… hate… having to use a button to sidestep. That shit is archaic, lame, and overall counter-intuitive. If I wanna move up or down, dammit I should simply move the stick in said directions. So moving down on the stick would have your character walk into the foreground. But I have ducking on the L-Trigger, so am I a hypocrite?! Here me out before you answer.
The new properties I want for jumping is for it to be an inverse of ducking; you can jump clear over [some] projectiles and low attacks while you can duck [most] projectiles and high attacks. To further make the point of the actions being conceptual opposites of each other, I placed them on either triggers. Also you can jump in place or in 8 directions just as you can duck in place or Kombat Roll in 8 directions. This adds options, and the fight will just plain look cooler with all the vying for position taking place on screen.