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How they can turn mk1's image around and bring hype for their next gsme

Krasiox

Noob
Reminder of what we got for the anniversary 2 YEARS AGO
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shirt logos;merch
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Expecting from a dev studio and a publisher that had THAT LAZY EXCUSE of a celebritory for a 30 year anniversary of a franchise bigger than any other fighting game franchises to ever exist, that is integrated into pop culture side to side next to other huge names in media entertainment, to do something that turns peoples minds about a game that has probably one of the worst word of mouth receptions in gaming history is truly astounishing, but i respect the cope tho
 

SaltShaker

In Zoning We Trust
All I saw was a cgi trailer.. No game play
At the end of the trailer there's a quick sneak peak at VF6 gameplay with Akira vs Sarah, uhh, I mean Stella, on a stage that looks like a market.

What that guy meant to say was Tekken, everything we wish Tekken was is answered by that one clip alone. If it sticks to realism like the creators are claiming and doesn't add a bunch of 10 second armored supers, power crushes, super meter moves, sword teleporting guys, and is straight up hand to hand combat, I'll drop Tekken and never play it again for this game.
 

Eddy Wang

Skarlet scientist
All I saw was a cgi trailer.. No game play
There was a gameplay teaser at the end and every other fighting it's already shitting their pants

Game had characters blocking each attack seamesly
throws transitioning seamesly and nearly unnoticed
fluid movement overall
a different environment from the overall virtua fighter type of stages
character selling their hits like you're watching a MA movie.

*VF6 is cooking"
 

Plop

Kombatant
you know, if they want to kindle massive interest, it might better to go another way. Maybe it is time for a new MK vs ? game. Team up with some other big FGC and bring in a initial burst of players from that franchise... or go with DC again, or something like that.
I'd be down for that, just as long as Scorpion is Hanzo, Shao is Kahn etc
 

YagamiFire

Mortal
Alright so after having a migraine the night I was originally going to write this, then having work and house construction stuff to do I finally decided to come write-up the half-decade plan I pitched to a couple friends

Full disclosure, my background (both educational & professional) is in game design and game work (I've worked in the industry on PS2 games) but I don't do either anymore except working on my own stuff. I'm a management/project management sort of guy but games are my passion to this day so I'm looking at this from a purely 'what is feasible' level here. I've seen people online like some Youtubers make absolutely absurd outlines of what would 'save' MK and they are completely out of touch with the reality of how anything works in business or how to approach dealing with scope of a project & budget and everything else. "Just release a game with every character ever and every stage and 3 fatalities per character and all the friendships and animalities back and and and and and"

It's just batshit. Not only would it not be approved, it would not make a return on investment. Could it be nice? Sure but there's a lot that would be nice but is totally unrealistic.

So I'm looking at this in a purely realistic way to recoup lost faith in the franchise, rekindle interest in it and do it all within a framework that could be approved by a parent company. This won't be short.

Anyway, Mortal Kombat's core product has to go away for a bit. 3-5 years or so. This is the general time to wash a shitty taste out of a consumers mouth on a major entertainment product. At the same time, removing MK from the zeitgeist of pop culture is stupid as it will leave you with years of no one thinking about MK. Thankfully (maybe?) we have a sequel MK film coming out...and hopefully it's better than the garbage one that came out. Fingers crossed.

So we're shelving Mortal Kombat as a fighting game for about 5 years. Our next MK fighter would shoot for somewhere between 2029 to 2030 or so. It sucks but this is how rehab works.

We're now in 2025 stage where we need to start bringing good feelings back and earning some trust. For this we're working on and then releasing what we're going to call From the Krypt: Mortal Kombat. The collection is a budget-priced (should be no more than $40) collection of classic MK games. MK I, II, 3, UMK3 and Mortal Kombat 9. "Experience the trilogy all over again". Something like that. This has to include a shit ton of settings and features, almost all of which should be cheap AF to implement. The biggest issue is going to be setting them all up for online play but that is a necessary component to start getting MK's shit together with online play. We'll earn brownie points by throwing stuff into every 2d game like having Goro, Reptile and Shang all playable in MK I and Kintaro, Smoke, Jade, Shao and Noob all playable in MK II. On top of that, we're giving them all endings. Think this is hard? This is trivially easy to do with existing resources and shows effort by MK. We'll put a collection in the game loaded with art from the MK 1-3 era. As much as we can. This needs to feel like a great value and a love letter to fans. MK9 helps with that as well, bringing back the game that brought MK back.

If this kollection does well, it could set-up a 3d-era re-release as well. That would not be part of the pitch, it would be contingent on success. I just feel strongly both would be a success.

Meanwhile, we're also approaching MK from another angle with a mobile release. Mortal Kombat: Puzzle Fighter gets released for mobile devices and PCs within our time frame. It follows the DNA of the classic Puzzle Fighter but is a new version of the game with a face-lift. Puzzle Fighter is a weird approach but we're going for accessible, fun games here and Puzzle Fighter will have a bit of buzz as a return of a classic mini-game. Tekken Bowl was popular for a reason after all. Novelty can go a LONG way with word of mouth. MK: PF is going to focus on an actual game experience here where the fighting is replaced with puzzle fighting and it will include a presentation of the MK story/lore for characters in that format. A cute approach to a retelling of classic MK stuff and by classic I mean the entire Midway era. Again, we're not doing anything insane here graphically for overhead. Most mobile games get away just fine with dialogue and narrator style stuff and MK did that as well for quite a while.

This is eventually (or simultaneously) something that can be released on standard consoles as well. Potentially for free. I'm not going to get into how to monetize this thing. There's a lot of different ways. The focus would HAVE to be on something that feels good for monetization and that is incredibly important. There can be no rip-off perception risks in the handling of this entire rehab process. People have to see value everywhere. Could do stuff like different costumes or something for the avatars, etc. Again, not getting into that.

At this point we've got two games/collections in our 5 year span that are keeping awareness up on MK from two different angles. Neither is expensive to do. Both should do well on returns. One is for fighting fans and one is for fans of the IP in general.

Our big game in this period, however, is going to be a 'big' game relative only to the other releases. It is nothing near the budget of an MK game's major release.

We're doing a beat'em up double-drop.

Shaolin Monks comes back with a release that has online play and an archive collection of related art/etc for it. Again, this is fairly budget like the other re-release. This should be another inexpensive re-release that has good returns and gives people the warm & fuzzies. Fix some stuff if necessary and make Scorp & Sub playable from the beginning. Minor crap.

We also release our most expensive (but still cheap by MK standards) title which is a full beat 'em up in a style that is a "first time ever" for Mortal Kombat. A 2d beat 'em up. The game goes full 2d pixel art and we release it to the standards of something like Shredder's Revenge. The big draw is going to be the core fun gameplay (with combo depth, etc) and classic MK style gore. The presentation will be tongue-in-cheek with things like references to the classic move, games and maybe even a reference to Defenders of the Realms or whatever. It's a celebration of everything MK from top to bottom. For playable characters we're looking at a roster of Liu, Lao, Sub, Scorp, Sonya and Jax. That seems reasonable within a starting budget. The choices are also important for presentation because the game is going to have a condensed retelling of MK through Armageddon. You fight Shaolin monks, Shang Tsung's guards, Outworld warriors, Tarkatans, Lin Kuei, Onaga's terra cotta soldiers, etc. The game is broken into 3 paths each corresponding to the linked characters. Liu & Lao follow the Shaolin Monks path, Scorp & Sub replay their rivalry and working together as Fire & Ice, and Sonya & Jax go through Special Forces stuff. Beating a path opens it up for the other characters to play through and would let us see the whole MK timeline including Sonya & Jax starting even earlier, covering stuff from Special Forces (yes, Special Forces) and Sub/Scorp having some mythologies levels. Only by having all three routes open do you get the whole timeline experience.

Again, I want to reiterate that this is a general overview of the timeline when you're playing. The game is NOT going for 100% accuracy. Hell, frame the game as Johnny Cage retelling the events to a little Cassie Cage or something and have him admit "I'm pretty sure this is how it went down. Okay maybe I'm making up some of it...but I'm pretty sure it's still close". The point is not to be 100% accurate...it's to be fun and hit the major story beats.

Ideally, we want to bring back some past voice actors that were fan favorites to record some lines but we're doing mostly text not a fully voiced game. We are also going to bring back classic MK jams and have some remixes thrown in as well. Again, we want to make a fun feeling with this game. In keeping with that, the gore will be presented in the same style as the game itself. Slightly over the top and a bit wacky...but in the same way classic MKs were. It's a pixel-game so a little goes a long way and it should be fast and fun to do fatalities against enemies on screen. We want a game as approachable as MKI and II were where it feels edgy but not explicit in a way that makes it absurd like modern MKs. Back in the day we all knew MK2 was goofy AF in a bad ass way. It wasn't like a movies gore. It was giblets exploding on a screen. Bring that feeling back so if a kid plays it it's not bad at all.

Assuming the game does well (and that is the assumption here), we do later DLCs for Mileena/Kitana to give us an Outworld view of the story with overhead saved by them being largely palette-swaps (like Sub & Scorp) and then the Deadly Alliance with Shang & Quan. I wouldn't assume major return on investment beyond that but if more characters can get released then cool. Sektor & Cyrax are another good possible late-release pair because, again, they're a palette swap.

All of this should bring us to our 2029-2030 mark.

That's the release of the new Mortal Kombat. This is where the big money is invested as a necessary evil. You gotta spend money to make money and at this point we should have seen near half a decade of ROI for the previous projects to prove appetite for MK is not only out there but, if we do it right, growing. During this time, if WB can greenlight a few more animated projects? FANTASTIC. Just make them less like Scorpion's Revenge and more like Snow Blind.

We need a trailer that highlights the history of the franchise all the way back to the first game. Then show the Krypt Kollection that focused on 1 through 3. Highlight the 1 and 3 and bring them together to 13. MK 13. Fuse the 1 and 3 together into a B for Mortal Kombat: B[something]. I'm not in charge of naming this shit. We need a good name that begins with B. Marketing can figure that shit out. Or hell someone can suggest something here.

And it's a full new game...but it's VERY new. Gone is the push for realism with the visual engine because it is just hurting the franchise in the long run. Instead, remember those WB animated projects I mentioned? EVERY casual I know that saw those liked them...even the shitty ones. And they loved the animation.

So we're going with a 3d version of that art style. Stylized. Slick. COLORFUL. We've seen it work similarly for Strive & similar games. We're going for something similar to the below. The art style needs to be clean, slick and bright but with deep blacks as well.

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Now, this gives us a few strengths to work with. For one, it immediately separates the game from the last generation of games. It visually conveys that we're past the MKX, 11, 1 period. It feels new to anyone looking at it. It also lets us rely far far less on realism and lets us dial back some things holding back MK. Realistic proportions are no longer necessary, allowing for bigger or smaller (and therefore more striking/interesting) characters which also helps with animating attacks. It also lets us jettison the detailed internals for characters. We do NOT want that anymore. It is an unnecessary gorefest that does not give juice worth the squeeze. At all. Instead, we're dealing with BUCKETS of blood spraying from characters like in classic anime, which can be used to stylistically cover some parts of the animations and model interactions. The animators can really go crazy with this. Similarly, removing limbs or breaking bones becomes far easier because, again, no hyper realism. A quick cut of a breaking bone with a visceral sound effect can overlay a limb instead of it having to be a rendered skeleton inside that specific character (which, along with the internal bodies to be mutilated, limits character body options).

Don't get me wrong. We're not jettisoning the gore. We're just changing how its presented. And we're doing it to save ourselves a lot of trouble on the back-end AND on censoring for release. Also hopefully it keeps our animators/artists from getting emotionally scarred from looking at real gore. Snow Blind is gory AF...but it's not realistic at all...and that works to its benefit. We're harnessing that same energy here.

Game-wise, we have a lot of work to do to make sure MK is where it needs to be on release and that goes beyond spiffy new graphical styling. We need it to be feature rich day 1 with everything that is expected from modern fighters. Detailed training mode, solid online play, replay stuff, tutorials, character challenges. I'd insist on a combo-upload/download system where players could upload a combo that others could download to try to recreate themselves to learn it. We'd also need a method of accessibility for new players...and I don't mean goddamn Easy Fatality tokens. I'm talking 'Auto-Kombo' system returns where a player can mash a button to get a cool looking combo. Is it optimal? No. Is it still a decent option and something that makes the game easy for new players? Yes. Are we including an easy-play option with one button specials and a simplified control scheme? ALSO YES. This game NEEDS to go back to being the 'ultra casual friendly' game while we also make it fun for competitive, serious folk.

I am split on the story because I only see two options. One: reboot again. This sucks as an option and I would want to avoid it unless absolutely necessary to the point that the VAST majority of marketing research says its the only way forward. Personally, however, I'd incorporate everything. We'd do one step back and two steps forward. How? Return to the past...but not all the way. After MK1 and the events with timelines fucking with each other, the Elder Gods go HELL NO and finally majorly step in, going back to the source of the problem with Armageddon with Shao winning.

Shao wins...because he has to to heal time. You can't stop the inevitable without breaking the timeline.

That leaves us with the aftermath of a victorious Kahn. However, we can't get too crazy here. We need to build off of Armageddon to have a story that lets us go somewhere. So the Elder Gods use their power to hatch a scheme against Kahn utilizing several champions they're able to split their power into. Who are these champions? It's a goddamn best-of-the-best roster selection from across MK. Everyone died in Armageddon except Shao but that's never stopped anyone before in MK...so the Elder Gods pick their champions and return them to life to work on facing the empowered Shao in Mortal Kombat. This lets us hand-pick whoever we want for the initial roster as part of a big scheme by the Elder Gods to take out Shao.

Why this way? It lets us acknowledge ALL the games and ALL the versions of the characters while also letting us deal with following up on MK: A to return us to a far more stable continuity. It does its best not to disrespect anything while also going back to roots. Of course, this will all take place in a story that is presented in a Konquest mode that has a lot to offer for single players. New character releases would add to that Konquest mode with additional story tidbits in the exact same way as new characters in SF6's World Tour mode.

Budget allowing, bringing in kreate-a-fighter in the same way as SF6 world tour would ALSO be fantastic. How to include them? I dunno, maybe just like Ermac, the Elder Gods create a champion that uses the soul energy of all those killed in Armageddon allowing them to use any moves and mix & match styles. Sure, whatever. Casuals (and lots of other people) love character creation and dress up. Nothing wrong with that.

Also put a goddamn plan in place for support. Realize that this game has to be in for the long haul and try to maximize ways to monetize it like that. Kreate-a-fighter gear stuff can help with that alongside new characters. Hell, shamelessly copy Capcom and put in an arcade mode where you can unlock old games from Midway that NRS has rights to. A shit ton of them are easy as hell to emulate and doing so adds negligible overhead. Just a suggestion. Either way, value value value. Offer value and you will keep customers coming. MK fans are INSANELY loyal and glad to throw money at the product if they aren't getting slapped in the fucking face.

But yeah that's my pitch. It's a lot of effort and overhead and work to win fans back but I think it's all done within a reasonable amount of time and, most importantly, within scope of what would make sense for investments. Only ONE game is a big investment and it's only being done after a lead-up that feeds money back into the parent company from the IP. WB has said they want to be all-in on MK...and this is the way to do it.
 
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Dankster Morgan

It is better this way
We have the formula for this already from SF5.

Keep improving the game, making adjustments, and support the pro tour. The better the game gets, eventually the narrative will turn around.

Add lobbies, practicing while waiting for a match, etc. Keep balancing and adding interesting kameos, etc. to the game.

The main question though, is whether WB would allow this to happen. Capcom is their own publisher, so they don't have to worry about some higher up putting handcuffs on them. They can take the profit from Monster Hunter/Resident Evil, and use that to improve SF if they want. NRS is not and cannot.
Another thing holding MK1 back aside from the good points you brought up is SF has a more loyal base. Say in an alternate history that each following MK game after 9 were a derivative of that game, just improved or with a new mechanic instead of a complete overhaul, people might be more willing to stick around and see it improve. People that play x character might still be there if they were comprehensible from their previous versions, even if the surrounding game is needing to improve. People were willing to wait for SFV where MK still had something to prove. Capcom also has the RE engine which has proven to help them make polished, performant games quickly. See 5 Resident Evil games in 6 years, with 2 (probably 3) being developed now - also in part to them being more resourceful as you mentioned.

If every single game, NRS knew how Scorpion (as an example) was going to play, but could add or remove something to slightly help or normalize him, they’d have more time to work on new characters and make sure everything else was mint, no?
 
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superbn0va

Apprentice
ALOT, but atleast a fair balance between all characters. As a Kung lao player I feel that I have to work 10 times harder than the rest of the cast (besides a few very low tier characters) I can’t help myself to see NRS favor certain characters over others and that is straight up BS
 

Plop

Kombatant
ALOT, but atleast a fair balance between all characters. As a Kung lao player I feel that I have to work 10 times harder than the rest of the cast (besides a few very low tier characters) I can’t help myself to see NRS favor certain characters over others and that is straight up BS
I don't think buffing Kung Lao will bring hype to the next game. He usually dances around the top tiers of most games
 

PrinceGoro

Apprentice
Alright so after having a migraine the night I was originally going to write this, then having work and house construction stuff to do I finally decided to come write-up the half-decade plan I pitched to a couple friends

Full disclosure, my background (both educational & professional) is in game design and game work (I've worked in the industry on PS2 games) but I don't do either anymore except working on my own stuff. I'm a management/project management sort of guy but games are my passion to this day so I'm looking at this from a purely 'what is feasible' level here. I've seen people online like some Youtubers make absolutely absurd outlines of what would 'save' MK and they are completely out of touch with the reality of how anything works in business or how to approach dealing with scope of a project & budget and everything else. "Just release a game with every character ever and every stage and 3 fatalities per character and all the friendships and animalities back and and and and and"

It's just batshit. Not only would it not be approved, it would not make a return on investment. Could it be nice? Sure but there's a lot that would be nice but is totally unrealistic.

So I'm looking at this in a purely realistic way to recoup lost faith in the franchise, rekindle interest in it and do it all within a framework that could be approved by a parent company. This won't be short.

Anyway, Mortal Kombat's core product has to go away for a bit. 3-5 years or so. This is the general time to wash a shitty taste out of a consumers mouth on a major entertainment product. At the same time, removing MK from the zeitgeist of pop culture is stupid as it will leave you with years of no one thinking about MK. Thankfully (maybe?) we have a sequel MK film coming out...and hopefully it's better than the garbage one that came out. Fingers crossed.

So we're shelving Mortal Kombat as a fighting game for about 5 years. Our next MK fighter would shoot for somewhere between 2029 to 2030 or so. It sucks but this is how rehab works.

We're now in 2025 stage where we need to start bringing good feelings back and earning some trust. For this we're working on and then releasing what we're going to call From the Krypt: Mortal Kombat. The collection is a budget-priced (should be no more than $40) collection of classic MK games. MK I, II, 3, UMK3 and Mortal Kombat 9. "Experience the trilogy all over again". Something like that. This has to include a shit ton of settings and features, almost all of which should be cheap AF to implement. The biggest issue is going to be setting them all up for online play but that is a necessary component to start getting MK's shit together with online play. We'll earn brownie points by throwing stuff into every 2d game like having Goro, Reptile and Shang all playable in MK I and Kintaro, Smoke, Jade, Shao and Noob all playable in MK II. On top of that, we're giving them all endings. Think this is hard? This is trivially easy to do with existing resources and shows effort by MK. We'll put a collection in the game loaded with art from the MK 1-3 era. As much as we can. This needs to feel like a great value and a love letter to fans. MK9 helps with that as well, bringing back the game that brought MK back.

If this kollection does well, it could set-up a 3d-era re-release as well. That would not be part of the pitch, it would be contingent on success. I just feel strongly both would be a success.

Meanwhile, we're also approaching MK from another angle with a mobile release. Mortal Kombat: Puzzle Fighter gets released for mobile devices and PCs within our time frame. It follows the DNA of the classic Puzzle Fighter but is a new version of the game with a face-lift. Puzzle Fighter is a weird approach but we're going for accessible, fun games here and Puzzle Fighter will have a bit of buzz as a return of a classic mini-game. Tekken Bowl was popular for a reason after all. Novelty can go a LONG way with word of mouth. MK: PF is going to focus on an actual game experience here where the fighting is replaced with puzzle fighting and it will include a presentation of the MK story/lore for characters in that format. A cute approach to a retelling of classic MK stuff and by classic I mean the entire Midway era. Again, we're not doing anything insane here graphically for overhead. Most mobile games get away just fine with dialogue and narrator style stuff and MK did that as well for quite a while.

This is eventually (or simultaneously) something that can be released on standard consoles as well. Potentially for free. I'm not going to get into how to monetize this thing. There's a lot of different ways. The focus would HAVE to be on something that feels good for monetization and that is incredibly important. There can be no rip-off perception risks in the handling of this entire rehab process. People have to see value everywhere. Could do stuff like different costumes or something for the avatars, etc. Again, not getting into that.

At this point we've got two games/collections in our 5 year span that are keeping awareness up on MK from two different angles. Neither is expensive to do. Both should do well on returns. One is for fighting fans and one is for fans of the IP in general.

Our big game in this period, however, is going to be a 'big' game relative only to the other releases. It is nothing near the budget of an MK game's major release.

We're doing a beat'em up double-drop.

Shaolin Monks comes back with a release that has online play and an archive collection of related art/etc for it. Again, this is fairly budget like the other re-release. This should be another inexpensive re-release that has good returns and gives people the warm & fuzzies. Fix some stuff if necessary and make Scorp & Sub playable from the beginning. Minor crap.

We also release our most expensive (but still cheap by MK standards) title which is a full beat 'em up in a style that is a "first time ever" for Mortal Kombat. A 2d beat 'em up. The game goes full 2d pixel art and we release it to the standards of something like Shredder's Revenge. The big draw is going to be the core fun gameplay (with combo depth, etc) and classic MK style gore. The presentation will be tongue-in-cheek with things like references to the classic move, games and maybe even a reference to Defenders of the Realms or whatever. It's a celebration of everything MK from top to bottom. For playable characters we're looking at a roster of Liu, Lao, Sub, Scorp, Sonya and Jax. That seems reasonable within a starting budget. The choices are also important for presentation because the game is going to have a condensed retelling of MK through Armageddon. You fight Shaolin monks, Shang Tsung's guards, Outworld warriors, Tarkatans, Lin Kuei, Onaga's terra cotta soldiers, etc. The game is broken into 3 paths each corresponding to the linked characters. Liu & Lao follow the Shaolin Monks path, Scorp & Sub replay their rivalry and working together as Fire & Ice, and Sonya & Jax go through Special Forces stuff. Beating a path opens it up for the other characters to play through and would let us see the whole MK timeline including Sonya & Jax starting even earlier, covering stuff from Special Forces (yes, Special Forces) and Sub/Scorp having some mythologies levels. Only by having all three routes open do you get the whole timeline experience.

Again, I want to reiterate that this is a general overview of the timeline when you're playing. The game is NOT going for 100% accuracy. Hell, frame the game as Johnny Cage retelling the events to a little Cassie Cage or something and have him admit "I'm pretty sure this is how it went down. Okay maybe I'm making up some of it...but I'm pretty sure it's still close". The point is not to be 100% accurate...it's to be fun and hit the major story beats.

Ideally, we want to bring back some past voice actors that were fan favorites to record some lines but we're doing mostly text not a fully voiced game. We are also going to bring back classic MK jams and have some remixes thrown in as well. Again, we want to make a fun feeling with this game. In keeping with that, the gore will be presented in the same style as the game itself. Slightly over the top and a bit wacky...but in the same way classic MKs were. It's a pixel-game so a little goes a long way and it should be fast and fun to do fatalities against enemies on screen. We want a game as approachable as MKI and II were where it feels edgy but not explicit in a way that makes it absurd like modern MKs. Back in the day we all knew MK2 was goofy AF in a bad ass way. It wasn't like a movies gore. It was giblets exploding on a screen. Bring that feeling back so if a kid plays it it's not bad at all.

Assuming the game does well (and that is the assumption here), we do later DLCs for Mileena/Kitana to give us an Outworld view of the story with overhead saved by them being largely palette-swaps (like Sub & Scorp) and then the Deadly Alliance with Shang & Quan. I wouldn't assume major return on investment beyond that but if more characters can get released then cool. Sektor & Cyrax are another good possible late-release pair because, again, they're a palette swap.

All of this should bring us to our 2029-2030 mark.

That's the release of the new Mortal Kombat. This is where the big money is invested as a necessary evil. You gotta spend money to make money and at this point we should have seen near half a decade of ROI for the previous projects to prove appetite for MK is not only out there but, if we do it right, growing. During this time, if WB can greenlight a few more animated projects? FANTASTIC. Just make them less like Scorpion's Revenge and more like Snow Blind.

We need a trailer that highlights the history of the franchise all the way back to the first game. Then show the Krypt Kollection that focused on 1 through 3. Highlight the 1 and 3 and bring them together to 13. MK 13. Fuse the 1 and 3 together into a B for Mortal Kombat: B[something]. I'm not in charge of naming this shit. We need a good name that begins with B. Marketing can figure that shit out. Or hell someone can suggest something here.

And it's a full new game...but it's VERY new. Gone is the push for realism with the visual engine because it is just hurting the franchise in the long run. Instead, remember those WB animated projects I mentioned? EVERY casual I know that saw those liked them...even the shitty ones. And they loved the animation.

So we're going with a 3d version of that art style. Stylized. Slick. COLORFUL. We've seen it work similarly for Strive & similar games. We're going for something similar to the below. The art style needs to be clean, slick and bright but with deep blacks as well.

View attachment 22221

Now, this gives us a few strengths to work with. For one, it immediately separates the game from the last generation of games. It visually conveys that we're past the MKX, 11, 1 period. It feels new to anyone looking at it. It also lets us rely far far less on realism and lets us dial back some things holding back MK. Realistic proportions are no longer necessary, allowing for bigger or smaller (and therefore more striking/interesting) characters which also helps with animating attacks. It also lets us jettison the detailed internals for characters. We do NOT want that anymore. It is an unnecessary gorefest that does not give juice worth the squeeze. At all. Instead, we're dealing with BUCKETS of blood spraying from characters like in classic anime, which can be used to stylistically cover some parts of the animations and model interactions. The animators can really go crazy with this. Similarly, removing limbs or breaking bones becomes far easier because, again, no hyper realism. A quick cut of a breaking bone with a visceral sound effect can overlay a limb instead of it having to be a rendered skeleton inside that specific character (which, along with the internal bodies to be mutilated, limits character body options).

Don't get me wrong. We're not jettisoning the gore. We're just changing how its presented. And we're doing it to save ourselves a lot of trouble on the back-end AND on censoring for release. Also hopefully it keeps our animators/artists from getting emotionally scarred from looking at real gore. Snow Blind is gory AF...but it's not realistic at all...and that works to its benefit. We're harnessing that same energy here.

Game-wise, we have a lot of work to do to make sure MK is where it needs to be on release and that goes beyond spiffy new graphical styling. We need it to be feature rich day 1 with everything that is expected from modern fighters. Detailed training mode, solid online play, replay stuff, tutorials, character challenges. I'd insist on a combo-upload/download system where players could upload a combo that others could download to try to recreate themselves to learn it. We'd also need a method of accessibility for new players...and I don't mean goddamn Easy Fatality tokens. I'm talking 'Auto-Kombo' system returns where a player can mash a button to get a cool looking combo. Is it optimal? No. Is it still a decent option and something that makes the game easy for new players? Yes. Are we including an easy-play option with one button specials and a simplified control scheme? ALSO YES. This game NEEDS to go back to being the 'ultra casual friendly' game while we also make it fun for competitive, serious folk.

I am split on the story because I only see two options. One: reboot again. This sucks as an option and I would want to avoid it unless absolutely necessary to the point that the VAST majority of marketing research says its the only way forward. Personally, however, I'd incorporate everything. We'd do one step back and two steps forward. How? Return to the past...but not all the way. After MK1 and the events with timelines fucking with each other, the Elder Gods go HELL NO and finally majorly step in, going back to the source of the problem with Armageddon with Shao winning.

Shao wins...because he has to to heal time. You can't stop the inevitable without breaking the timeline.

That leaves us with the aftermath of a victorious Kahn. However, we can't get too crazy here. We need to build off of Armageddon to have a story that lets us go somewhere. So the Elder Gods use their power to hatch a scheme against Kahn utilizing several champions they're able to split their power into. Who are these champions? It's a goddamn best-of-the-best roster selection from across MK. Everyone died in Armageddon except Shao but that's never stopped anyone before in MK...so the Elder Gods pick their champions and return them to life to work on facing the empowered Shao in Mortal Kombat. This lets us hand-pick whoever we want for the initial roster as part of a big scheme by the Elder Gods to take out Shao.

Why this way? It lets us acknowledge ALL the games and ALL the versions of the characters while also letting us deal with following up on MK: A to return us to a far more stable continuity. It does its best not to disrespect anything while also going back to roots. Of course, this will all take place in a story that is presented in a Konquest mode that has a lot to offer for single players. New character releases would add to that Konquest mode with additional story tidbits in the exact same way as new characters in SF6's World Tour mode.

Budget allowing, bringing in kreate-a-fighter in the same way as SF6 world tour would ALSO be fantastic. How to include them? I dunno, maybe just like Ermac, the Elder Gods create a champion that uses the soul energy of all those killed in Armageddon allowing them to use any moves and mix & match styles. Sure, whatever. Casuals (and lots of other people) love character creation and dress up. Nothing wrong with that.

Also put a goddamn plan in place for support. Realize that this game has to be in for the long haul and try to maximize ways to monetize it like that. Kreate-a-fighter gear stuff can help with that alongside new characters. Hell, shamelessly copy Capcom and put in an arcade mode where you can unlock old games from Midway that NRS has rights to. A shit ton of them are easy as hell to emulate and doing so adds negligible overhead. Just a suggestion. Either way, value value value. Offer value and you will keep customers coming. MK fans are INSANELY loyal and glad to throw money at the product if they aren't getting slapped in the fucking face.

But yeah that's my pitch. It's a lot of effort and overhead and work to win fans back but I think it's all done within a reasonable amount of time and, most importantly, within scope of what would make sense for investments. Only ONE game is a big investment and it's only being done after a lead-up that feeds money back into the parent company from the IP. WB has said they want to be all-in on MK...and this is the way to do it.
Interesting stuff here, but im not sure about the animated cartoon-like artstyle. It can be a hit or a gigantic miss, and while somtimes risk taking is neccesarry, in the current position they are in potentially botching the artstyle doesnt soud like a good direction to go in.

Especially when the artstyle/graphicall fidelity is not an issue of why the games are crticized/disliked. A case of, if it aint broke dont fix it type of thing.
 

YagamiFire

Mortal
Especially when the artstyle/graphicall fidelity is not an issue of why the games are crticized/disliked. A case of, if it aint broke dont fix it type of thing.
There's a couple reasons for it including that I do think the art style genuinely hurts the gameplay of the game.

As I mentioned, changing the art style is to clearly delineate from the games that have come before. The new game needs to have buzz around it and when people look at it they need to immediately see that it is new. This is a way to do it. It also will make for better and more visually interesting fatalities. Sometimes a thing can be 'not broken' but still be broken by association and need to be changed to make things fresh.

For gameplay, changing the art style to a less realistic one benefits it in a lot of ways. Instead of having only 3 body types, this allows the game to have body styles based solely on the needs of the character. This creates more visual identity between them and opens up better animations and even different character types. SF has characters like Lily and Zangief in SF6. These characters simply cannot exist in MK under the current art style. The 3-body set-up doesn't allow for it.

Liu Kang, Johnny Cage, Reiko and Shao Kahn should all have different body types by a good margin...but they're all crammed into 2 body types. 3 for the first 3 and 1 for Shao. It sucks visually and means you need to do things like give Shao a weapon all the time or give Reiko glowy kicks (for no real reason) to extend their hit boxes when, in reality, they should just be bigger guys. Reiko is supposed to be a big dude and Shao is supposed to be even bigger.

This is also a case of showing value. A visual revamp shows effort on behalf of the creator and people need to feel like they're buying something new with this new game. This needs to be the same as going from MK4 to Deadly Alliance or going from Armageddon to MK9.

Those are the reasons I went with a hard shift to the graphical style.
 

Tom Brady

Champion
Release it with obnoxious and insufferable power. Many possibilities are possible like this, if things are too strong you can always tone them down.. NRS is in fact great at that. What they are terrible at is releasing something in a water down state and getting it enjoyable in less than a year
 

Jynks

some heroes are born, some made, some wondrous
yeah.. I'm totally on board with make everything broken and then sort it out by buffing the weaker ones and culling the infinites type of balancing.
 

PrinceGoro

Apprentice
There's a couple reasons for it including that I do think the art style genuinely hurts the gameplay of the game.

As I mentioned, changing the art style is to clearly delineate from the games that have come before. The new game needs to have buzz around it and when people look at it they need to immediately see that it is new. This is a way to do it. It also will make for better and more visually interesting fatalities. Sometimes a thing can be 'not broken' but still be broken by association and need to be changed to make things fresh.

For gameplay, changing the art style to a less realistic one benefits it in a lot of ways. Instead of having only 3 body types, this allows the game to have body styles based solely on the needs of the character. This creates more visual identity between them and opens up better animations and even different character types. SF has characters like Lily and Zangief in SF6. These characters simply cannot exist in MK under the current art style. The 3-body set-up doesn't allow for it.

Liu Kang, Johnny Cage, Reiko and Shao Kahn should all have different body types by a good margin...but they're all crammed into 2 body types. 3 for the first 3 and 1 for Shao. It sucks visually and means you need to do things like give Shao a weapon all the time or give Reiko glowy kicks (for no real reason) to extend their hit boxes when, in reality, they should just be bigger guys. Reiko is supposed to be a big dude and Shao is supposed to be even bigger.

This is also a case of showing value. A visual revamp shows effort on behalf of the creator and people need to feel like they're buying something new with this new game. This needs to be the same as going from MK4 to Deadly Alliance or going from Armageddon to MK9.

Those are the reasons I went with a hard shift to the graphical style.
Yeah but thing is the fans of the franchise specifically like the gritty realistic art style that suits mk very well. The past graphical shifts were natural progression in graphical technology and fidelity.

Same as sf and tekken stick to their preferred art styles fans like.

As for body types, well the new coat of paint being cartooney doesnt allow the new body types any more then the old one did.
Its just mk1 being rushed and therfore corners were cut. They have already shown they can do different body types from mk9 bosses, to goro, ferra torr , alien in mkx, even mk11 with kollector.

Nothing is stoping them to do it if the artstyle remains gritty and realistic, apart from their time constrints and/or them wanting to do it.

Its obvious they did not want to bother with specific body types in mk1, hence no shokan on the roster, no monsters, etc.

If the game remains in a 3d space, simply changing the art style to cartooney doesnt mean it will be any easier to do and animate these specific body typse. If they go to sprites then thats a different story, but do we really need cartooney sprites in mk?

They have to be carefull in changing certain things as well as not changing to much and too drastic. Look at mvci as an example, even though it did alot of good things and the gameplays is sick the game fell flat on its face.

And what was one of the biggest reasons why?
The art style, it abandond the tradition for mvc games and went with a realistic gritty art style( poorly impemented one at that) and in combination with a not so well recieved roster it essentially killed the game.

Its a slippery slope with these things, you cant just fllip a franchise on its head and think its new it will be fine. They could very easily create a kick ass game only to then cause a shit storm because 90% of the fans hate the new art style shift. That would be very unfortunate and id rather them not play around with those things and go to gun-ho on that front.
 
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YagamiFire

Mortal
Yeah but thing is the fans of the franchise specifically like the gritty realistic art style that suits mk very well. The past graphical shifts were natural progression in graphical technology and fidelity.
The original games were colorful and bright. Not 'gritty and realistic'. The entire 3d era is similarly not 'realistic' and used heroic rather than realistic proportions and a bright color palette. MK9 was similar to this but closer to an in-between of the 3d era and what would come later.

As for body types, well the new coat of paint being cartooney doesnt allow the new body types any more then the old one did.
It absolutely does. The ultra-realism with the models means every body has a matching skeleton and meat set of internals. This is why there are only 3 body types. It saves them overhead on having multiple internal types with different animations. You are kind of saying something is and isn't true simultaneously. "It doesn't allow them to do it any more than the old one did" then you go on to explain how it's a matter of time & budget. So it literally constrains them. I am removing that constraint and thereby reducing the time & budget necessary.

The art style, it abandond the tradition for mvc games and went with a realistic gritty art style( poorly impemented one at that) and in combination with a not so well recieved roster it essentially killed the game.
MVCi was killed by its shitty roster and the shitty rugpull everyone experienced from MVC3 when they busted out UMVC3 months later and casuals felt ripped the fuck off by receiving an incomplete product. Capcom did a bunch of dumb shit during that whole period and undermined their customer faith. Yes the visual style was muddy dogshit but so was MKX's and that game did great. Also most ofMVCi's problems are actually in how the graphics are presented...not purely in the style itself. Maximilian even shows this off with the mod he's been working on with folks. Just changing up colors and shadows makes most of the charactrs look fantastic.

That would be very unfortunate and id rather them not play around with those things and go to gun-ho on that front.
The casuals want the gore and the flash. It would undoubtedly be flashier and the gore would be presented in a new way. That's the strength's we're going for. We also need to present something visually new. Hyper realism is not impressive anymore. It hasn't been for a while. The thing you are talking about with SF and Tekken? Well SF has changed their style for every single game refining and refreshing it. MK's 'style' at the moment is not any particular style at all. 'Ultra realistic' is what most AAA-slop games go for. It is 'seen it, done it' and boring at this point. I think MK going with their own visual style drawing on the colorfulness of the MK trilogy era along with MK9 all combined with the art style they've already shown to like the WB animated features is a good direction. Keep in mind, this also emulates the original art that Tobias himself drew that made MK ultra popular.

22224
If we are talking about a series core aesthetic & style, this is quite literally it. I am saying be closer to the original vision of MK that made it super popular rather than further away.

The other benefit is that this would get MK to finalize what characters look like instead of changing them with different face models every damn game. That destroys characters identity as well.
 
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PrinceGoro

Apprentice
The original games were colorful and bright. Not 'gritty and realistic'. The entire 3d era is similarly not 'realistic' and used heroic rather than realistic proportions and a bright color palette. MK9 was similar to this but closer to an in-between of the 3d era and what would come later.



It absolutely does. The ultra-realism with the models means every body has a matching skeleton and meat set of internals. This is why there are only 3 body types. It saves them overhead on having multiple internal types with different animations. You are kind of saying something is and isn't true simultaneously. "It doesn't allow them to do it any more than the old one did" then you go on to explain how it's a matter of time & budget. So it literally constrains them. I am removing that constraint and thereby reducing the time & budget necessary.



MVCi was killed by its shitty roster and the shitty rugpull everyone experienced from MVC3 when they busted out UMVC3 months later and casuals felt ripped the fuck off by receiving an incomplete product. Capcom did a bunch of dumb shit during that whole period and undermined their customer faith. Yes the visual style was muddy dogshit but so was MKX's and that game did great. Also most ofMVCi's problems are actually in how the graphics are presented...not purely in the style itself. Maximilian even shows this off with the mod he's been working on with folks. Just changing up colors and shadows makes most of the charactrs look fantastic.



The casuals want the gore and the flash. It would undoubtedly be flashier and the gore would be presented in a new way. That's the strength's we're going for. We also need to present something visually new. Hyper realism is not impressive anymore. It hasn't been for a while. The thing you are talking about with SF and Tekken? Well SF has changed their style for every single game refining and refreshing it. MK's 'style' at the moment is not any particular style at all. 'Ultra realistic' is what most AAA-slop games go for. It is 'seen it, done it' and boring at this point. I think MK going with their own visual style drawing on the colorfulness of the MK trilogy era along with MK9 all combined with the art style they've already shown to like the WB animated features is a good direction. Keep in mind, this also emulates the original art that Tobias himself drew that made MK ultra popular.

View attachment 22224
If we are talking about a series core aesthetic & style, this is quite literally it. I am saying be closer to the original vision of MK that made it super popular rather than further away.

The other benefit is that this would get MK to finalize what characters look like instead of changing them with different face models every damn game. That destroys characters identity as well.
Every single past mk game had a variation of a realistic art style, based on the technology and capabilities at hand at the time of the games release.

Mk1-3, even though the colors did pop, was not in any way conveying a bright flashy anime/ cartooney vibe or atmosphere. The sprites themself were literall scans of real people, to say that the suggested new art style would be representative of the franchise originals is not accurate.

Again having an mk game in 2030, as you suggested ,look like that jax pic (which is styliezed concept art) would be a massive risk.

Your suggested art style is something akin to Guilty gear and dbfz and that comic book type art style is not something mk fans have a desire for. And to be clear by that i mean purley the visual look and style, not the recent forced realism in terms of how much muscle a charcater has or if it looks like real human anathomy.


If you are removing, internal skelet and bones sets, to reduce work load to allow more body types( even though again they have shown they are perfectly capable to do both) how would brutalities, xrays and fatalities be done in this system would there be character damage etc?
 

Juggs

Lose without excuses
Lead Moderator
Why are there so many suggestions about the story? And why do people keep saying that MK1 sold poorly? I guess compar
We have this conversation every month
Last time i opened this thread, the answer was NRS was more interested in casual audience than actually making a good game.
Which is still true, nothing has changed.
 

Vulgar

Kombatant
Release it with obnoxious and insufferable power. Many possibilities are possible like this, if things are too strong you can always tone them down.. NRS is in fact great at that. What they are terrible at is releasing something in a water down state and getting it enjoyable in less than a year
Gonna have to disagree with you here. No one was happy with the, "obnoxious and insufferable" power of on release Deadshot or Deathstroke or MKX on release Tanya/Alien, or many other vanilla versions of NRS characters that were out of pocket strong.

I think releasing a balanced game with interesting character designs is more important than giving everyone looping 50/50s or 0 recovery fire balls or what have you.
 

John Grizzly

The axe that clears the forest
The solution is easy. They should reboot the story and introduce a new timeline! Gender swap all male characters! People will go nuts with excitement!

:DOGE

But seriously, I think the following would be a good start:

  • Make the single player experience better. Invasions is the WORST single player mode in modern fighting game history. Absolutely unforgivably bad. Put effort into whatever the single player mode is. Konquest would be amazing.
  • Have a vision for how the game is going to play before you start to work on the game. Kameos was a good idea in theory, but it's so fucking clunky. Does ANYONE think it looks cool when a Kameo interrupts your throw and does some strange glitchy looking launch while your character gets thrown back for no reason? It's dumb. I am certain the original vision was a tag team game, and they just gave up on it halfway through, so this is what we get.
  • Stay true to the characters people love. If it ain't broke, don't fix it. Sorry, but female Cyrax and Sektor is stupid and feels so forced and pandering. I wouldn't want a male Mileena, either, for example.
  • As Brady has mentioned many times, make the characters BROKEN. ALL OF THEM. Take the best version of the character and turn it up to 11. Adjust the balance after release. No one wants to sit down in practice mode with their favorite character and realize they are a worse version of what they were in the previous game.
I could keep going, but I've already written too much.

One last thing I want to mention. Maybe it's just me, but I truly think one thing that has been missing from MK for a long time is secret content. Datamining has absolutely ruined the mystique of MK to the point NRS doesn't even bother with adding secrets at this point. And no, secret fights in Invasions where Baraka wears a fucking bowl of soup on his head or whatever doesn't count. At risk of sounding like a boomer here, newer players will never know the excitement of NOT KNOWING what content was there to be discovered. I doubt there's any way to keep anything under wraps in this day and age, but man would it be amazing.

I have all but lost my desire to play MK over the course of this year. It's sad, as it was always my #1 or #2 franchise. Tekken has completely surpassed it and it's all I play at this point.

I want MK to be great. I love MK. It will always have a place in my heart. I have so many memories related to MK and I'd love to make more. I want my little nephew to ask me questions about old MK games as I'm sitting there playing MK13 with him. I hope NRS can make that happen.
 

Vulgar

Kombatant
The solution is easy. They should reboot the story and introduce a new timeline! Gender swap all male characters! People will go nuts with excitement!

:DOGE

But seriously, I think the following would be a good start:

  • Make the single player experience better. Invasions is the WORST single player mode in modern fighting game history. Absolutely unforgivably bad. Put effort into whatever the single player mode is. Konquest would be amazing.
  • Have a vision for how the game is going to play before you start to work on the game. Kameos was a good idea in theory, but it's so fucking clunky. Does ANYONE think it looks cool when a Kameo interrupts your throw and does some strange glitchy looking launch while your character gets thrown back for no reason? It's dumb. I am certain the original vision was a tag team game, and they just gave up on it halfway through, so this is what we get.
  • Stay true to the characters people love. If it ain't broke, don't fix it. Sorry, but female Cyrax and Sektor is stupid and feels so forced and pandering. I wouldn't want a male Mileena, either, for example.
  • As Brady has mentioned many times, make the characters BROKEN. ALL OF THEM. Take the best version of the character and turn it up to 11. Adjust the balance after release. No one wants to sit down in practice mode with their favorite character and realize they are a worse version of what they were in the previous game.
I could keep going, but I've already written too much.

One last thing I want to mention. Maybe it's just me, but I truly think one thing that has been missing from MK for a long time is secret content. Datamining has absolutely ruined the mystique of MK to the point NRS doesn't even bother with adding secrets at this point. And no, secret fights in Invasions where Baraka wears a fucking bowl of soup on his head or whatever doesn't count. At risk of sounding like a boomer here, newer players will never know the excitement of NOT KNOWING what content was there to be discovered. I doubt there's any way to keep anything under wraps in this day and age, but man would it be amazing.

I have all but lost my desire to play MK over the course of this year. It's sad, as it was always my #1 or #2 franchise. Tekken has completely surpassed it and it's all I play at this point.

I want MK to be great. I love MK. It will always have a place in my heart. I have so many memories related to MK and I'd love to make more. I want my little nephew to ask me questions about old MK games as I'm sitting there playing MK13 with him. I hope NRS can make that happen.
Wow most of these ideas are dogshit. Congratulations. I'm impressed.
 

M2Dave

Zoning Master
Gonna have to disagree with you here. No one was happy with the, "obnoxious and insufferable" power of on release Deadshot or Deathstroke or MKX on release Tanya/Alien, or many other vanilla versions of NRS characters that were out of pocket strong.

I think releasing a balanced game with interesting character designs is more important than giving everyone looping 50/50s or 0 recovery fire balls or what have you.
SHILLgar

:REO

Most characters and kameos have received buffs, so they are in a respectable place. A handful have received significant nerfs and could benefit from frame data adjustments and/or new strings/special moves.

The most recent DLC characters (i.e., Cyrax, Ermac, Ghostface, and Sektor) are particularly well-designed and represent some of NRS's finest work ever. They follow an archetype, have conspicuous strengths and weaknesses, and are high tier, but none is broken and/or braindead.

While power levels were absurdly low for lots of characters yet incredibly high for a handful upon the game's release, the "low power levels" talking point is now obsolete and no longer valid.

Although I would personally love to see more buffs for zoning/defensive characters like Peacemaker and Sub Zero, Mortal Kombat 1 is a fun game if you can tolerate the kameo system.

Fortunately, the "kusoge" days are over.