Hey, I’d say the same thing in reverse if SF, KoF, Tekken, Arcana Hearts, Melty Blood, HNK, and every other fighting game series was full of nonstop gore and blood and “badass” character designs, and MK was the only one with a more anime style. It’s not so much “omg we need gore”, it’s more the fact it’s nice to have some games that are a bit more dark themed and not the same old “omg guys, this game is awesome, like this one character is a japanese schoolgirl and like you can see her panties when she kicks her scrawny legs up! And like when you hit someone, there’s like, these ULTRA HI RES pink hitsparks that fill the screen, it like, looks so kawaii and awesome uguuuu^____^” I’m still trying to figure out how a game based on this:
[media=youtube]mQ2IBMD8cVg[/media]
Turned into this:
[media=youtube]08R7iKUMUHY[/media]
Plus what Dandy J said. Hell, why do you think characters like Devil Jin and Bryan Fury are so popular? Because there’s people that like it, and prefer that over kawaiii uguuuuuu anime girls in miniskirts showing their panties every time they move.
What hate? Also, If you haven’t noticed, SSF4 is very clunky, you can’t even counter without dashing into another attack if your not close and lucky enough at the same time. Don’t like the idea of MK9 not having run, there better at least be dashing and counters of course with teching projectiles.
You are complaining about presentation, yet no one looks down on MK because of its presentation…
Also no one is playing Arcana Heart for example because of its presentation…
So many people mistake “clunky” for simply “different”. The mechanics of 2d MK are so vastly different than SF games(and so many other games are simply clones of SF games and their successors/spinoff series).
My problem with the word “clunky” is that I can define what I mean when I say a fighter is clunky. I called SF4 clunky and MKDC clunky. SF4 is clunky because the characters simply don’t move right, not from a SF perspective. Granted you can get past that and enjoy the game, but make no mistake, the characters at times feel as if they have canned animations that you simply can’t work around like you could in previous SF games. MKDC is a 2d/3d fighter hybrid that is just terrible, but beyond that the gameplay is clunky because its simply unresponsive.
Now, regarding UMK3, the best and most competitive MK in the series, not to mention a PHENOMENAL game, what do you feel is clunky as opposed to what you haven’t bothered to learn about the game in order to truly make that kind of statement?
Even the worst games in the series sold at least a million units. MK games may not be very good, but they have far outsold most SF games, especially in NA. Combine that with how this game actually looks like it may be good, and with the fact people have been waiting for a proper violent MK game for years… this thing will sell by the boatload.
Even though the MK games have sold extremely well in North America, that doesn’t mean they were successful games… it means they were financially successful. MKDA through MKDC are some of the highest percentages of traded in games. What Hanzo was talking about, was in terms of gameplay, not sales.
Way to have my back, Shock, LOL… next time we play, we also have to have a batting practice session… you’re pitching…LOL
And, what I mean, is financial success doesn’t necessarily mean the game was good… so you’re right, none of those games were recieved well, no matter how successful they were.
That’s really what you meant originally, I was just dragging it out of you. You HAVE to make sure you word things perfectly on here, but even then, a perfectly logical inarguable answer will result in an angry, or contradictory reply.
Personally, I’d like MK just fine without the blood and gore. MKvsDC seemed like my kind of MK until I learned about the bugs, glitches, and cake infinites.
Dammit Boon, why couldn’t you have finished that game?
I think the problem with most western fighters is that the developers have no concept of fighting games in terms of controlling space. They tend to base their entire fighting system around combos instead, assuming that’s where most of the depth is.
Things like frame advantage/disadvantage, move priority, mix-up, footsies, the importance of pokes, etc., don’t seem to be part of the game plan. Not saying those things don’t exist sometimes, but they seem to be there more as a matter of circumstance than intent.
Still, anyone who’s seen or played high level UMK3 has to develop at least a begrudging respect for the game, and I’ve personally found the UMK3 community to be surprisingly welcoming and friendly, at least among the better players. (Although a lot of smaller games tend to be like that, since elitism will just turn away new players)
When you look at the other games in the series though, you can’t help but think that UMK3 was deep by accident more than anything else.
I think MK could take a big step forward just by getting rid of the block button, though. That shit doesn’t belong in a 2D fighter. Doesn’t feel natural and slows the pace of the game.
Hopefully MK9 maintains some kind of dash or run function too so the pace stays quick.
Again, and this is coming from someone who can hold his own in SF games and understands the mechanics of them inside and out, the block button is Godly and creates more options, and enhances rush down. Getting rid of it would serve no purpose. What kind of fighter does a block button belong in?
This argument is pointless.
I can accept a block button when it’s done in VF for example, because those developers KNOW WHAT THE FUCK THEY ARE DOING.
But MK developers are a bunch of clowns, who made a series of garbage with one title that turned out competitive by accident.
So actually it’s not really about the block button or the run etc. etc.
It’s about realizing that Boon and his circus don’t have any understanding of what made UMK3 good (and I bet they don’t even care. MK2 may be just as good in their eyes because casuals adore it) so they cannot replicate UMK3’s goodness in a new game no matter how much they stick to the UMK3 mechanics.
Since the new MK cannot be good for the same reasons UMK3 was, all you can do is to pray that it will be good for its own reasons (very unlikely, unless you have a plan to kidnap Boon and give him a brain transplant)
BTW I wonder why people never tried to make a game with UMK3 style gameplay, or hack into the UMK3 rom and try to improve it. I mean, you waited 10 years for a worthy sequel and got fucked every time, so why not step up and make it yourselves?
for me, its ALWAYS been an animation thing to me. it was OK an expected not to animate all that well when it was a 2D fighter. all 2D fighters had those canned animations…until we played the crap out of 3rd Strike and desired more. but anyways, the 3D MKs have just always had these really jerky attacks and combos, it wasnt fluid at all and looked like shit when you saw it. the whole “dial a combo” didnt help matters either. i think the only last gen 3D MK game i really liked was the VS portion of the Shoalin Monks game. yeah it was pretty much a riff on Power Stone, but at least it played well and was good fun.
All i want from MK9 is to not just play well enough, but also look smooth and fluid too. so far it seems like its meeting that expectation, but im still not expecting it to be overly competitive as a fighting game. then again, it cant be worse than SSF4. after playing it for hours on end…it just feels…weird.