PrinceGoro
Apprentice
This is being very missinterpreted and its really suprising to me.It goes back to what some people say about MK1. Right now it's "cool to hate", but years later it might be remembered as this great game that gave so many options with kameos. 3rd Strike was hated by America and Japan at the time and almost closed shop, now it's a cult classic that people got happy to play at Evo and is so epic whenever mentioned. When I was playing Tekken 5 I was at my Tekken peak and beat a well known tournament player at the time. One of the "best Lei players in the world" went on Zaibatsu saying how watered down Tekken 5 was and how noobs (me) are able to beat elite players because the skill gap was lowered, and many high level players were agreeing with him. Now it's the best game of the series history.
We have already seen it with MKX, we were right here when 90% of this forum, online forums, tournament players, were ruthlessly bashing the "braindead offense" and "50/50 simulator" and the "neutral for dummies". Now it's "one of the best MK games ever" and "we need a MKX 2.0 for the next NRS game". The more things change, the more they stay the same.
When people talk back now about mkx and are fond of it they dont mean ohh i want safe armored launchers into 40% into setplay make a guess and you are dead if wrong, run in 50/50 on every character etc etc.
They are specifically talking about the cool shit you could do in that game, how satisfying open and deep the combo system is and how much character utility there is, and how deep their movesets are.
And these are exactly the things mk11(esepcially) and mk1 flopped in, which is why people think of the most recent time they had that and how awesome it was and that was mkx.
But there is a deeper perspective here that again is being missed in all these - mkx was the bomb conversations.
The reason why the very same above mentioned cool shit, combo system, utility etc. that is being super praised now was not at the time of release of mkx is because that was the standard that people were used to from mk9 and injsutice 1.
Going from them(absolute crazy games with tons of routes, freedom, utlity, deep combo system and so on) to mkx was not a massive leap in those categories.Yes mkx was a bit more crazy a bit more open, cancles on a buch of characters and so on but we all were already used to doing awsome shit and expected from nrs that similair standard and specific combo system and its intricacies.
Going from mk9 and ij1 to mkx the perspective was ohhh ok the combo gameplay systems im used to and like about nrs games is there but look at all these other issues it has.... bla bla you know what mkx was. And that is why it was trashed at the time.
But now looking back from the trash that is mk11 in terms of gameplay and depth and combo system and utility with non full, chopped up characters split into custome moves and the problems of mk1 peoples perspective is omg look at all the crazy shit i could do in mkx that i cant do now, look at how mind numbinglly dry my characters are, why am i finding true optimals in the first 20 mininutes with a character, why are there only 3 strings, yo mkx was goat and super fun, i dont care if there some bullshit problems it has, ill gladly deal with that and do all the fun stuff.
So yeah mkx didnt change and didnt magically become this goat fighting game that people didnt realize at the time, its just the difference in perspective of going into mkx from mk9 and ij1 and going back to mkx from mk11 and mk1.