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The Truth about MK

Rizz091

Mortal
This one one hell of an eye opening podcast.
I thought it couldn't be worst than already is but holy shit, to the point that the devs themselves don't even play the fucking game they put out for others to play it's kinda sad
Yeah I could tell there was some type of culture shift at the studio just by seeing how the games were turning out especially during mk11 and mk 1. And this confirms most of my suspicions. Sad to see, but it's not the first studio I've seen fall from grace due to a "yes man/" type culture.

If you follow battlefield at all, it's a complete shell of its glory days from bf 3&4. Nobody is there to tell designers that "this isn't working change it".
 

Eddy Wang

Skarlet scientist
Yeah I could tell there was some type of culture shift at the studio just by seeing how the games were turning out especially during mk11 and mk 1. And this confirms most of my suspicions. Sad to see, but it's not the first studio I've seen fall from grace due to a "yes man/" type culture.

If you follow battlefield at all, it's a complete shell of its glory days from bf 3&4. Nobody is there to tell designers that "this isn't working change it".
Well, at least we're here, NRS just doesn't need to be so proud to not allow themselves some criticism or maybe some hiring
 
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Eddy Wang

Skarlet scientist
Can someone summarize for me what's said in the pod cast?
NRS lost John Edwards, and aparently he was one of the main reasons we used to be heard, with his departure, NRS became souless.

Every new dev in there isn't passionate, it's there to run the clock, get paid, add milestones to the resume and leave, they don't even play their own game. The Majority never played fighting games, some never played MK games, others didn't even played anything outside of MK

Some never touched previous versions of characters they're coding, that's why everyone feels out of the place
 

Vulgar

Kombatant
NRS lost John Edwards, and aparently he was one of the main reasons we used to be heard, with his departure, NRS became souless.

Every new dev in there isn't passionate, it's there to run the clock, get paid, add milestones to the resume and leave, they don't even play their own game. The Majority never played fighting games, some never played MK games, others didn't even played anything outside of MK

Some never touched previous versions of characters they're coding, that's why everyone feels out of the place
I don't think you could have no passion when they have so many grandular details to character's personalities and so many smaller references.

Bear in mind, this is an interview with someone whose chosen to remain anonymous, who may not even be from the company at all.

Especially appearing on a Mike Hollow podcast, a known grifter. I take these things with a grain of salt.

There seems to be a lot of stuff that this person doesn't know as well.

If it's true then it's a shame. If it's true.
 
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Vulgar

Kombatant
So this guy said there were no guest testers for MK1, which isn't true. Forever King(an example I know of) was a guest tester. It's why he wasn't allowed to compete in the first MK1 major despite being in attendance.

Tom completely derails the interview to make asking this anonymous dev questions about the behind the scenes into talking about himself. I'd say I'm shocked but...
 
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superbn0va

Apprentice
Aka
I don't think you could have no passion when they have so many grandular details to character's personalities and so many smaller references.

Bear in mind, this is an interview with someone whose chosen to remain anonymous, who may not even be from the company at all.

Especially appearing on a Mike Hollow podcast, a known grifter. I take these things with a grain of salt.

There seems to be a lot of stuff that this person doesn't know as well.

If it's true then it's a shame. If it's true.
Please stop.. it's true and it can be seen in their more recent games. It's unfortunate but at least awareness might be helpful and change things up for the future of MK. After all, we want the games to be in a good place.
 

Vulgar

Kombatant
Aka


Please stop.. it's true and it can be seen in their more recent games. It's unfortunate but at least awareness might be helpful and change things up for the future of MK. After all, we want the games to be in a good place.
No.

4 million copies sold and a second Pro Tour.

Signs of a game in a, "bad place."
 

Eddy Wang

Skarlet scientist
I don't think you could have no passion when they have so many grandular details to character's personalities and so many smaller references.

Bear in mind, this is an interview with someone whose chosen to remain anonymous, who may not even be from the company at all.

Especially appearing on a Mike Hollow podcast, a known grifter. I take these things with a grain of salt.

There seems to be a lot of stuff that this person doesn't know as well.

If it's true then it's a shame. If it's true.
who did he grift?
 

M2Dave

Zoning Master
To criticize the developers, who cannot defend themselves publicly because of NDA agreements, personally is disreputable.

I have privately advised Tom to keep his distance from this circus show.

If the developers lacked passion, they would not be implementing new special moves, which is an expensive and arduous process.

While Mortal Kombat 1 was arguably one of the worst modern fighting games upon release, NRS has listened to feedback and attempted to correct course.

Even if you despise Mortal Kombat 1, I believe that NRS's recent actions ought to be positively reinforced, not dismissed or disparaged, particularly if you want the subsequent product to be released in a superior state.

Mortal Kombat 1 has been criticized extensively and, at this point, excessively. The dead horse no longer needs beating.
 

SaltShaker

In Zoning We Trust
He means blood count. He's a former character moveset creator at nrs working on all the games since Injustice 1 I believe. He worked on MK1 but left before it finished. He was on Mike Hollows stream recently talking about his experience in the company.


He comes in around 1hr 20mins in
This was a good listen, feel like it deserves it's own thread and title. Some of my thoughts:

--He's definitely legit. Too many close/personal references and natural fluidity in his comments. However I find it unfair to share this type of info about people who cannot defend themselves. While a lot of what he says could be accurate, there are always two sides to every story and we only can hear one. In the future, these conversations should remain private.

--Tom, if you have ever taken any advice, bro, LET HIM TALK MAN. You must have interrupted this guy 50x when he is sharing info that we typically rarely hear, half of the time making it about you, "do they talk about me", "do they watch my videos", "do they say Sub-Zero abc", "I told them xyz but they didn't listen to me haha I was right all along". Bro! And a few times trying to put words in his mouth when he is saying something. You spent too much time at one point making things about you or what you wanted it to be and the only thing that saved this interview is that you eventually stopped. For future reference, if you ever have a guest like this, LET THEM TALK.

--I can definitely picture the transition into "I'm here to do my job and am tired of fighting things" for some. A lot of job environments get like that for one reason or another, we only see this one because it effects a game. But someone high up is clearly handing down directives to update things so the engine appears to keep chugging along, at least now since he's been gone 2 years so it can't be all bad, but I get what is being said here.

--I don't like the free reign the designers have on characters they work on. To me this explains exactly why some characters appear to play so differently than others in the same game, especially at launch. Characters should all have the same "format" for lack of better word and then be unique.

--Contractors who potentially don't even play FGs but have design skillsets testing the game is just ridiculous lol. When tv shows/movies do this we almost always complain about the result. If it is a cost-cutting move, MK2 is likely a lock to launch disproportionate as well.

--Injustice 3 wasn't the plan but reused assets from Injustice being much more prevalent than before in MK1 explains a lot.

--Paulo is out there sleeping in the office overnight during crunch time to get us this game, working through the weekends, remember that when you bash the man from your couch.

--Dude got really passionate when talking about the designers and employees coming in who don't know FGs. Seems like a big thing because you could tell the difference when he talked about it.

--If you have ever worked mid level jobs, you know what happens when your Lead of a dept. leaves the company who was a fighter and they are replaced by someone who isn't a fighter. I have personally experience this exact thing before. Usually things will get MUCH harder for the dept. when the job is the same, this is the part I believe the most in the interview.

--Calling internal promotions "token to keep people happy" sounds like salt because either he didn't get one or disapproved of the people who did. This is why it isn't fair when you only hear one side.

--The example of having 3 separate Sonya designers for MK9-11 and them all being so different is vastly inferior to someone like this guy doing LK from MKX-MK1 straight making LK is so consistent and the person can build on their work. The latter is how it should always work unless the person has left the dept./company.

--The argument dude gave for reusing animations from characters of an old game into a new game is literally the argument people use for legacy characters/games without saying it is.

--Nitara with "vampire mist teleports and no wings" would have been so much worse. This is why sometimes people telling you "we aren't doing that" doesn't mean you can't speak up, it could just be a bad idea lol.

Without making this too long that's what I got. It is unfortunate we cannot hear a counter response.
 

Eldriken

Life was wasted on you.
--Tom, if you have ever taken any advice, bro, LET HIM TALK MAN. You must have interrupted this guy 50x when he is sharing info that we typically rarely hear, half of the time making it about you, "do they talk about me", "do they watch my videos", "do they say Sub-Zero abc", "I told them xyz but they didn't listen to me haha I was right all along". Bro! And a few times trying to put words in his mouth when he is saying something. You spent too much time at one point making things about you or what you wanted it to be and the only thing that saved this interview is that you eventually stopped. For future reference, if you ever have a guest like this, LET THEM TALK.
I fully agree. One way to get me to not give a fuck what you have to say is to constantly cut off someone else who is currently talking. It's a good way to tell people that you only feel what you have to say and your thoughts about the matter are all you care about, nothing or no one else. That's shit that should have been done away with in middle/high school.
 

Eddy Wang

Skarlet scientist
This was a good listen, feel like it deserves it's own thread and title. Some of my thoughts:

--He's definitely legit. Too many close/personal references and natural fluidity in his comments. However I find it unfair to share this type of info about people who cannot defend themselves. While a lot of what he says could be accurate, there are always two sides to every story and we only can hear one. In the future, these conversations should remain private.

--Tom, if you have ever taken any advice, bro, LET HIM TALK MAN. You must have interrupted this guy 50x when he is sharing info that we typically rarely hear, half of the time making it about you, "do they talk about me", "do they watch my videos", "do they say Sub-Zero abc", "I told them xyz but they didn't listen to me haha I was right all along". Bro! And a few times trying to put words in his mouth when he is saying something. You spent too much time at one point making things about you or what you wanted it to be and the only thing that saved this interview is that you eventually stopped. For future reference, if you ever have a guest like this, LET THEM TALK.

--I can definitely picture the transition into "I'm here to do my job and am tired of fighting things" for some. A lot of job environments get like that for one reason or another, we only see this one because it effects a game. But someone high up is clearly handing down directives to update things so the engine appears to keep chugging along, at least now since he's been gone 2 years so it can't be all bad, but I get what is being said here.

--I don't like the free reign the designers have on characters they work on. To me this explains exactly why some characters appear to play so differently than others in the same game, especially at launch. Characters should all have the same "format" for lack of better word and then be unique.

--Contractors who potentially don't even play FGs but have design skillsets testing the game is just ridiculous lol. When tv shows/movies do this we almost always complain about the result. If it is a cost-cutting move, MK2 is likely a lock to launch disproportionate as well.

--Injustice 3 wasn't the plan but reused assets from Injustice being much more prevalent than before in MK1 explains a lot.

--Paulo is out there sleeping in the office overnight during crunch time to get us this game, working through the weekends, remember that when you bash the man from your couch.

--Dude got really passionate when talking about the designers and employees coming in who don't know FGs. Seems like a big thing because you could tell the difference when he talked about it.

--If you have ever worked mid level jobs, you know what happens when your Lead of a dept. leaves the company who was a fighter and they are replaced by someone who isn't a fighter. I have personally experience this exact thing before. Usually things will get MUCH harder for the dept. when the job is the same, this is the part I believe the most in the interview.

--Calling internal promotions "token to keep people happy" sounds like salt because either he didn't get one or disapproved of the people who did. This is why it isn't fair when you only hear one side.

--The example of having 3 separate Sonya designers for MK9-11 and them all being so different is vastly inferior to someone like this guy doing LK from MKX-MK1 straight making LK is so consistent and the person can build on their work. The latter is how it should always work unless the person has left the dept./company.

--The argument dude gave for reusing animations from characters of an old game into a new game is literally the argument people use for legacy characters/games without saying it is.

--Nitara with "vampire mist teleports and no wings" would have been so much worse. This is why sometimes people telling you "we aren't doing that" doesn't mean you can't speak up, it could just be a bad idea lol.

Without making this too long that's what I got. It is unfortunate we cannot hear a counter response.
When he talked about lord Paulo i felt that, man, bro doesn't catch a break and needs help.

I'd totally sleep by the office with him and give him a hand if i could
 

Vulgar

Kombatant
I fully agree. One way to get me to not give a fuck what you have to say is to constantly cut off someone else who is currently talking. It's a good way to tell people that you only feel what you have to say and your thoughts about the matter are all you care about, nothing or no one else. That's shit that should have been done away with in middle/high school.
This is Tom Brady we're talking about. Are you surprised?
 

YagamiFire

Mortal
--I don't like the free reign the designers have on characters they work on. To me this explains exactly why some characters appear to play so differently than others in the same game, especially at launch. Characters should all have the same "format" for lack of better word and then be unique.
This is a major problem with company silo-ing and over-compartmentalization where an overall lead doesn't get involved enough. There's no unification of vision. It is good to give people freedom for design concepts, etc but they all need to flow into a coherent vision.

This also tells me they are not using a proper design-bible for their product. That is a huge problem.

--Contractors who potentially don't even play FGs but have design skillsets testing the game is just ridiculous lol. When tv shows/movies do this we almost always complain about the result. If it is a cost-cutting move, MK2 is likely a lock to launch disproportionate as well.
Unfortunately very common. A lot of studios have started becoming allergic to negative feedback even in the QA phase. I had a friend get fired from his QA job because he was "too negative". His crime was handing in a list of bugs he'd found. I am not joking. "Too negative" because he found bugs as a QA guy. That is how off the rails parts of the industry have become. Its like a fucking daycare.

--Paulo is out there sleeping in the office overnight during crunch time to get us this game, working through the weekends, remember that when you bash the man from your couch.
Paulo sounds like the team lead I had. We got snowed in during the games final stretch and he gave people the option to leave early when the snow was falling or to stay...and he got us sleeping bags and stuff and we ended up having a crazy in-office sleep over while we were working. Dude got us food and whatnot and stayed as well and worked most of the night between checking in on people.

--The argument dude gave for reusing animations from characters of an old game into a new game is literally the argument people use for legacy characters/games without saying it is.
Reusing GOOD stuff is just fine and is how you build legacy and reduce overhead for workload. NRS regularly shoots itself in the foot by throwing out too much and starting over. It's a very very bad approach and hurts them.
 
Paulo overworking himself is really unfortunate tbh, it's commendable that he puts in such effort but crunch is pretty unhealthy. I respect the work ethic, but working hard doesn't make him immune to criticism.
That is why I'm tough on some of his decisions.

Do we just hand wave Breakaway, everyone's favourite mechanic, because he works hard?
Which, btw, I personally didn't mind so don't think I'm just over here drinking haterade with his name on it.