They claimed they won’t make a new one until they have a proper story for the game as a sequel. Guess it’s taken them over a decade just to figure out what the story would even be.
It’s a fighting game, how in depth does the story have to be?
le sigh
this needs to happen
Apart from nostalgia, why would people want this? Did KI have any special characters, gameplay or anything that makes it important to bring back?
Also, what are people imagining such a sequel to be like? Do you want to keep it 2Dish, same gameplay, same characters, etc? Or do you want some things to change, like going 3D, changing the combo system, different cast, etc?
ima be in that spinal ass
10 bucks says if this gets made this community will cry nonstop over combo breakers
Keep it six button, but work on a proper combo system, as well as some form of meter for combo breakers (burst).
@d3v
i agree with your idea to keep it 6-button and a way better combo system. although they would really have to hammer out a truly evolved set of mechanics that address the combo and combo breaker issue [among others] that plagued the original games.
about time KI got an overhaul just like SF4. judging by how NRS handled MK9 and it’s subsequent reception, if they stick to the original KI template well enough to have that same feel but with a better combo system, they could probably pull it off. epic ultra combos and creative no mercy finishers would be great. feel like firing up KI 1/gold on emulator just about now…
peace out.
8P
Tie combo breakers to some form of meter. Also, a proper chain system like most NGFGs, and maybe Skullgirls style infinite prevention giving you a free burst.
Ok, lets say they did all of that. Would a new KI be one of your main games? Let’s say quality was equivalent to MK, but they learned from the mistakes made with MK.
“Quality equivalent to MK” is a bad way to phrase it, because obviously it would be its own game and play in a unique manner.
Although I would be down for a new game that was MK9, skinned with whatever IP, where they learned from the mistakes (netcode) of MK9, too.
But yeah, I’d play it. Try it at the least.
As much as I hate MK I’d for sure play a new KI.
Problem is I hate how Netherrealm handles things. They don’t know the first thing about making a solid tournament-worthy game (otherwise there wouldn’t be any controversy in the community). Apart from that, I hate having to unlock shit, I hate the way they model women (take away the boobs and Sonya looks NOTHING like a girl), and I hate fatalities. In my mind KI is all about crazy fast combos, cartoony action and awesome music. Since Rare’s gutted I doubt they’ll be able to do much without the original designers and sound team.
KI was never a terribly explicit game. It had lots of blood but not much gore (by which I mean entrails spilling and decapitations and stuff). I like to think this game has some purity, enough to see a Rare vs. Capcom game happening someday since Capcom seems to abhor their characters getting brutally murdered. Unfortunately I don’t think either Rare or NR are up to the task of making a solid fighter.
On the contrary, it’s a very careful way to phrase it. It means “its level of polish/well-doneness is similar to MK but its gameplay can be different.” Which is what you wanted anyways. But let’s not quibble over semantics anymore
A new Killer Instinct game will NOT be for everyone almost the same as MK9 having it’s own problems with being a tournament-viable title. what it should be is a reboot of the franchise with the goal of gaining new followers and not just old school players familiar with the previous games. it’s a shame NRS still has a lot of work to do, but MK9 wasn’t too shabby of an effort if you consider how well it did for itself sales-wise. KI will definitely be different but should be similar enough to it’s earlier incarnations gameplay-wise. i really liked the auto-double/linker dial-a-combo system that they implemented back then which honestly, could use a little more polish by today’s standards. that was one of the main draws of the game for me aside from the kickin’ beats and music. versus was where it really shined but in single player, ugh. eydol and gargos were pretty cheap…
8P
I’d like to see KI3 with:
- 2D gameplay with 3D graphics
- A more free-form combo system like KI1 instead of KI2’s magic series crap
- Add throws into the game to make blocking more risky
- Make combo breakers weaker (the meter idea sounds workable)
- Maybe add supers or EX moves into the mix?
KI1 was better than 2 i never lose in KI1. My cinder was god like… who the fuck want it?
Can you show refrence to this controversy in the community? so far their doing a good job in keeping it under wraps.
Back to topic.
If a new KI was to come along i hope it sticks to KI1 formula with little refinement. The system it self was golden.
While im not exactly oppose to implementing a throw system, I am against its reasons. K1 offense game play is driven by mixup from tradition high and low into combos and quick attack meaty to make block strings safe. In all their was a lot of option to exploit excessive blocking.
Combo breakers keeps this game original and offensive momentum in check. Restricting it in any form, I fear would degenerate the game to hit confirms to combos. Combo breakers never presented a problem and only their to encourage players to manage their combos or else suffer combo breaker. Just As defense needs to know when and where to block, offense needs to do the same.
I’m a bit weary of this as K2 try this and it was done poorly. Personally I’m not for super but im for ex attacks but that’s what SHADOW ATTACKS are for. Though I do think their should be other ways to gain shadow attack outside of combo breakers.
Maybe the fact that MK’s presence at tournaments is rapidly decreasing? Or the fact that it causes conflicts as big as those by the competitive Smash community? How about the fact that it’s patched almost every week leading to people questioning whether or not it’s tournament viable?
Agreed. I notice lots of people have this mentality that the second they land a single hit on someone, they DESERVE to be able to do some overly long combo lasting like 20 seconds or more than does 80 percent damage, and god help them if the game actually gives the guy being hit ways to fight back. Only addition I’d maybe want for the combo system is a combo breaker breaker: the person getting their combo broken can expend a little bit of meter to break the combo breaker and keep their combo going. I’d also say maybe make it so the way breakers are done is real reliant on timing and move type, if you fuck it up you just get nailed by whatever combo the enemy was going to do to you. I like breakers, it boggles my mind how nowadays most fighters have absurdedly long combos that people complain about nonstop yet no one wants breakers added because “dude, wtf if I hit someone I deserve the god given right to finish the match in a single combo!”