For those who don’t like the way characters are animated at NR
GC: The animation style of your games is very hard to describe, it’s obviously a purposeful throwback to the animation of the first Mortal Kombat, but how much is it purely a stylistic choice and how much is it to keep up the speed of the action?
HS: It’s a little bit of both. Obviously we’re always going to want to make a 60 frames per second game but I think just the animation style and… I guess the familiarity of it is because our team is pretty rooted, we have the same kind of animators that have been working on the game for 15 years or so.
GC: Did you ever consider not having it for this game, because I’ve already seen some fans complain about it?
HS: Not really. The animation team works really hard to make sure it has a specific style and it’s just something that we’ve chosen that gives a distinct flavour. It’s like asking a chef to change his style, like you wouldn’t ask the Red Hot Chilli Peppers to, ‘Hey, have you ever thought about having a different singer? It’s kind of like Anthony Kiedis singing over and over again’. It’s kind of the same thing with our animations. It’s kind of the art style and it is what it is.
GC: The obvious danger with the super moves and transitions is that someone will get the game, sit down and quickly play the tutorial to see them all of them, and then… a) they grow tired of it at that point or b) after the tenth time of seeing a transition they start wondering if there’s a skip button? Actually, is there a skip?
HS: There’s no way to skip them as we’re actually loading the arena underneath it as you’re transitioning to each one. But it’s easy to say that while just theorising about it but to be honest you actually kind of need that break, you know? The gameplay in Injustice is a lot faster than Mortal Kombat and there’s a lot going on, so every once in a while you kind of need that four or five second break to just wrap your head around what’s going on and strategize about what you’re gonna do.
So when you hit somebody into one of those transitions you can kind of theorise, ‘Alright, now what’s my strategy for the next arena?’ Whereas if you were just playing the game you’re only reacting to what the other player is doing. So it actually really kind of balances itself out along the way.
But the same could be said about fatalities and x-rays and any cinematic in any other kind of game as well. You could say that about Assassin’s Creed, there’s only so much content you could put on the disc, it’s not going to be fully customised every single time you do it. And people watch the same movies over and over, so I don’t really think that’s a valid complaint that we need to worry about. We just want to create that best content as possible.