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Mortal Kombat 10 gameplay?

So I posted a thread about a week ago or whenever about my thoughts at the time of what characters should be in MK10 (http://testyourmight.com/threads/mortal-kombat-10-characters.38821/page-2#post-1181299).

After seeing a few more threads about similar subject matter and having people add to the discussion, I've changed my opinions on which on which should be in it a bit. But more importantly, I've thought about how the mechanics of it should be. So here's a bit of both presenting ideas and fantasizing.

In my opinion, I believe MK10 should be in a similar vein as Injustice. Hear me out here.

Mechanics and gameplay:

First and foremost, keep it 2.5D. What they had with MK9 was perfect. It would be pretty hard to take the series into 3D again and have it live up to fans expectations.

Secondly, have interactables. It would add a whole new layer to the gameplay as it has with Injustice. Just thinking of what kind of stuff they would be able to do in the MK universe gets me excited because of how much more gruesome and cringe-worthy they would be. Besides the aesthetically pleasing aspect of it, imagine you're fighting in Reptile's Lair and you knock the opponent into a statue in a corner that spews acid on them, giving you a nice twenty or so percent free damage. Or you're fighting in The Prison and you have a prisoner grab the opponent, setting them up for a new combo. And as a defensive example, you're backed into the corner in Goro's (new) Lair and you swing one of the chains dangling from the ceiling at the aggressor to give yourself some breathing room.

Thirdly, have transitions or bring back death-traps. There's two ways of going about it. First option; have transitions be brought in and have them function like they do in Injustice, except instead of doing a b3, do a d2 or a specific special move (eg: Scorpion's Back-flip Kick) to activate 'em. Second option; bring in death-traps and have players meet the criteria of using their whole meter to activate it. They would, of course, function like they did in Deception and Armageddon and only count as winning one round. Have them be on a one side of the screen or both, vary them between stages. In terms of execution, though, don't have them be as big of a flashy move as X-Ray attacks, that's for the Death Trap itself. Give the move a look like that of a Enhanced move but with a distinct aura or something around the character to allow the defender to notice and attempt to avoid it.

Next up, keep the button layout how it was in MK9. None of this 4 for Character Power business, keep it as a button for each limb. Maybe bring in Character Powers, though. Replace Stance Change with it because, as for I know, that only applied to Kung Lao for ONE combo so it was almost entirely useless. And, obviously, have a button solely for blocking. It's been in MK since day one, so there's no need to mess that all up. And yes, I'm also saying this because it's hard as fuck to re-act to Scorpion's fast tele-punch in Injustice and block it by holding back. Holding back to block works in games like Tekken, Street Fighter, Killer Instinct and, for the most part, Injustice. Not a game were a fair amount of the cast have a teleport-behind-you-and-hit-you move.

Now when it comes to the characters and their mobility, keep it how it is with MK9. Don't have some character move dreadfully slow with an annoyingly slow jump arc when another can move relitavely fast yet have an awkward jump arc like in Injustice. Every character on the playable MK9 roster aside from Sheeva was almost the same height and build in both genders. Also, a new running mechanic similar to that of MK3 and 4 should be implemented. It would open up new combo opportunities, allow characters that have noticeably slow movement (eg: Reptile) to move around easier and, like interactables, add a new layer to the gameplay.

Finally, the meter system; I wouldn't want to see them bring in the Clash system because it sucks. Bump up the number of bars to four, but keep it as one bar for an enhanced move, two for a combo breaker, and three for an X-Ray attack and all four for the Death Trap move.

So yeah, there's my ideas on how MK10 should be. Hopefully you've actually read up to this point, so why not add to the discussion as well?
 

RYX

BIG PUSHER
Please, no interactables, death-traps, none of that. I'm okay with transitions because they're cool and neat but no ;_;

I literally only want a better made version of MK9's where characters like CSZ and Scorpion don't have shit pokes for no reason. Make the poking game less universal, actually make a lot of stuff less universal outside of, like, frame data. Yeah, jumps and jump attacks n stuff.

I'd like to see more uses for meter as well. A more in depth projectile system would be nice too (projectile trading, priority w/ force balls and beams, other stuff that circumvents this like Smoke Bomb etc)
 
Only thing i think skould carry over from injustice is transitions. Or bring stage traps back i guess. Button layout should and will return and everything else they should just improve on from mk9.
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
No, they honestly need to just perfect the system they had in mk9, and maybe add a few new additions to keep things fresh, no need to attempt to *innovate* and make the game worse off for it.

honestly i think they should just follow the tekken formula at this point, not their game style, but how tekken pretty much keeps the same system just making better each game.
 

xenogorgeous

.... they mostly come at night. Mostly.
Ed Boon said before that he wants that both franchises, MK and IGAU, keep going as 2 separated entities .... this way, what belongs to IGAU problably will stay there, while MK carry on with its own particular components regarding gameplay .... if they (NRS) intend to release IGAU 2 in a future, this is a marketing strategy that they will use in order to make both games, somehow, diversificat/differ between each other while being created by the same company.

Anyway, the only aspect of IGAU I see relevant and maybe useful to increase and enhance MK series gameplay, might be the usage of interactables, since this point and detail alone, is able to bring a new gamma of attack strategies for this fighting game .... this could be interesting for MK ....
 
Ed Boon said before that he wants that both franchises, MK and IGAU, keep going as 2 separated entities .... this way, what belongs to IGAU problably will stay there, while MK carry on with its own particular components regarding gameplay .... if they (NRS) intend to release IGAU 2 in a future, this is a marketing strategy that they will use in order to make both games, somehow, diversificat/differ between each other while being created by the same company.

Anyway, the only aspect of IGAU I see relevant and maybe useful to increase and enhance MK series gameplay, might be the usage of interactables, since this point and detail alone, is able to bring a new gamma of attack strategies for this fighting game .... this could be interesting for MK ....
And with that, this thread now officially dead. I didn't know Boon had said that hahah

Oh well, it would have been cool to see interactables and whatnot for MK10 but if that isn't how it it's going to be, I guess I'll just speculate on what else they could do.
 

TotteryManx

cr. HP Master
Personally, I hope interactable and stage transitions do not appear in MK10. Those are two elements that turn me off from Injustice. I say keep both franchises separated.
 

Circus

Part-Time Kano Hostage
Mk10 should just be Mk9 but with everyone actually having good pokes and with the bullshit taken away.
 

xenogorgeous

.... they mostly come at night. Mostly.
And with that, this thread now officially dead. I didn't know Boon had said that hahah

Oh well, it would have been cool to see interactables and whatnot for MK10 but if that isn't how it it's going to be, I guess I'll just speculate on what else they could do.
yep, this is the source, kind of :
http://www.gameinformer.com/games/injustice_gods_among_us/b/xbox360/archive/2012/08/22/boon-injustice-interview.aspx?PostPageIndex=1

anyway, this is not an obstacle to pick up something here and there from IGAU, and input in MK10, is they feel like that would work for a MK engine and gameplay mechanics .... they, NRS, despite being very experienced developers and have MK as example, tried to build IGAU with some differences (back to block, characters special traces, stage transitions, interactables, non dash-block, "turtle" walk speed etc) in order to make the franchise "feels" somehow, a different game , instead of just a MK clone ..... let's see if NRS and Ed Boon plans to "play safe" , making MK10 very similar to MK9, or just borrowing elements from IGAU , or just coming up with some new stuff never seen before ....
 

TaffyMeat

Infinite Meter Kombos
Interactables have been around since MKDA. They were called statue kombos. Transitions were in MKvs DC as stage transitions and was just silly button mashing mini game that everyone hated. I want more than 1 breaker per round.
 

GrandMasterson

The Netherrealm beckons
The only thing I want MK10 to take from Injustice is more character individuality. Different body types, different jumps, etc.

Everything else needs to stay far, far away.
 

shaowebb

Get your guns on. Sheriff is back.
I dont really want MK10 to gain interactibles. It'd halt the flow of combat too much IMO. IGAU is heavily leaning towards spacing and zoning where as MK9 was rushdown and combos from what I saw of its pace. If it suddenly had interactible projectiles it'd really hurt the pace of that game. If their were background interactibles that combo extended like the helicopter that might be okay, but the stuff like IGAU's roomba bomb, electric cables, space ships, pig, flower, and turret...just no. It would take away so much from MK and its setups and pressure.

I'd like to see some pushblock and some grapplers though.
 

Rathalos

Play Monster Hunter!
The only thing I want MK10 to take from Injustice is more character individuality. Different body types, different jumps, etc.

Everything else needs to stay far, far away.

Jump arcs will probably happen.

Different body types, less likely. They have to animate every fatality for every body type, that's why there is only 3 in MK9, male, female, sheeva.

Stage transitions were in MK3, and stage hazards were in MK4(you could chuck rocks at people).
 

Espio

Kokomo
Universal armor options and greater character variety are the two things I'd like to see transfer over to Mortal Kombat 10 from Injustice.

Pass on death traps, interactibles, and transitions. My hope is to put more emphasis on character tools versus character tools as opposed to all the other stuff playing a big role.
 
Interactables have been around since MKDA. They were called statue kombos. Transitions were in MKvs DC as stage transitions and was just silly button mashing mini game that everyone hated. I want more than 1 breaker per round.

The only acceptable stage transition is the MK3 uppercut through the roof transition.
 

Minh Giang

aka ChrsitianDMG on Stream
plz delete injustice ( :p) and give me mk10 stage trans, interactables,... those shits are from mk games, it should be in mk10, not injustice, they can make it different than injustice's (can't believe mk fans don't see this lol). Deathtrap sucks so it can fuck off. Trait, back 2 block and clash can stay in injustice, but some chars with fighting stance like NW/WW's trait for mk10 would be cool, after all fighting stances system was in old mk games. And of course universal armor must be in mk10. Do it then keep and improve every other things from mk9.