Pterodactyl
Plus on block.
MK9 was a bunch of chained together fights with the story peaking in for about a minute before and after each for the most part.
Injustice was slightly better, but supplemented good opportunities for awesome cutscenes with bad mini-games.
MKX can be better than that, and should be better than that.
There are a bunch of things that NRS should and can easily do for MKX's story mode to make it better than the last two:
-Better pacing.
-Cutscenes that are just long enough to build tension so that when you actually get into the fights you feel the hype, or the anger, or the satisfaction instead of just feeling like you stumbled into a random encounter on every fight when the camera pans a bit and the health bars pop up.
-In fight dialogue for ever battle, so that it doesn't feel like the story stops so that a game can begin. It should feel like a flowing work of art. If you're Subzero fighting Scorpion in a scene in the story you should hear dialogue from either based on who's winning or dishing out big damage.
-Graphic violence in cutscenes. We only got very limited tastes in Injustice and MK9 and the deaths in MK9 were laughably soft compared to the actual fatalities. Like Shao Kahn just snapping Kung Lao's neck instead of obliterating his body with his hammer. I want to see Kotal Kahn straight up punch through someone's throat, clean, and shower in the following blood fountain.
-No immersion breaking mini-games.
-Give major opposing character improved or unique moves to make them feel like bosses and not like just another enemy. Like Shang Tsung in MK9 Arcade, he's mostly the same but he has tweaks that make him more formidable. For example if D'vorrah has been a major driving force in the story and you finally have to confront her she should have some added to her like maybe a homing(block able) swarm attack or flight with insect wings and air projectiles. One or two things exclusive to the story fights that make them difficult bosses.
-If you lose in story mode the computer should always do a fatality on you. After that you get the option to quit or retry.
Also, more of this.
Except the part where it's cut too short, wasting a potentially good scene that could have had more good character building dialogue.
Anyone have any ideas they think would make this story mode a great one?
Injustice was slightly better, but supplemented good opportunities for awesome cutscenes with bad mini-games.
MKX can be better than that, and should be better than that.
There are a bunch of things that NRS should and can easily do for MKX's story mode to make it better than the last two:
-Better pacing.
-Cutscenes that are just long enough to build tension so that when you actually get into the fights you feel the hype, or the anger, or the satisfaction instead of just feeling like you stumbled into a random encounter on every fight when the camera pans a bit and the health bars pop up.
-In fight dialogue for ever battle, so that it doesn't feel like the story stops so that a game can begin. It should feel like a flowing work of art. If you're Subzero fighting Scorpion in a scene in the story you should hear dialogue from either based on who's winning or dishing out big damage.
-Graphic violence in cutscenes. We only got very limited tastes in Injustice and MK9 and the deaths in MK9 were laughably soft compared to the actual fatalities. Like Shao Kahn just snapping Kung Lao's neck instead of obliterating his body with his hammer. I want to see Kotal Kahn straight up punch through someone's throat, clean, and shower in the following blood fountain.
-No immersion breaking mini-games.
-Give major opposing character improved or unique moves to make them feel like bosses and not like just another enemy. Like Shang Tsung in MK9 Arcade, he's mostly the same but he has tweaks that make him more formidable. For example if D'vorrah has been a major driving force in the story and you finally have to confront her she should have some added to her like maybe a homing(block able) swarm attack or flight with insect wings and air projectiles. One or two things exclusive to the story fights that make them difficult bosses.
-If you lose in story mode the computer should always do a fatality on you. After that you get the option to quit or retry.
Also, more of this.
Except the part where it's cut too short, wasting a potentially good scene that could have had more good character building dialogue.
Anyone have any ideas they think would make this story mode a great one?