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Daniel Pesina gets interviewed by his Brazilian fans - Lots of early MK facts: Part 2

STORMS

Co-founder
Administrator
Earlier this month we posted an in depth interview of Daniel Pesina performed by his Brazilian fans. That interview a lot of good questions. As you know, Daniel Pesina is still well-known in the Mortal Kombat community even though he hasn't worked on the games in years. These interviews take a deep dive in to the early years and in to the life of the Martial Artist, Daniel Pesina.

Enjoy part 2 of the longest interview he has ever done for fans!
 

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WakeUp DP

GT MK OshTekk.
He basically said that Nrs didnt know martial art... No wonder the punch and kicks look so unnatural and weird lol
 

CrimsonShadow

Administrator and Community Engineer
Administrator
As for the mocap stuff, I think it adds to the "stiff" " "clunky" tag that usually gets thrown around, and I wish they would just use rotoscoped video and keyframe animation by hand, but I know that might take WAY more time for them to do. The mocap is probably just faster and more convenient for NRS. Either way, there is a difference, but it is what it is.
I don't think it's the mocap itself -- the technology is pretty good these days and you pretty much get out what you put in. I don't think rotoscoping would change much.

When most fighting game fans say "clunky", they mean the actual speed of real human combat movement. They are used to games like Street Fighter, where you can repeatedly throw out kicks in 1/10th of a second, or hit someone with a straight punch in 4 frames. Because actual human beings have weight, momentum and inertia in their limbs, and have physical connections between muscle groups that govern the speed at which they can move, it comes across as "clunky" to people that are used to the cartoon-style insta-normals.
 

Art

Grave_Intent
With the advance of technology and graphics we can see the fluidity of martial-arts moves and with the new 60fps it becomes much more clear and feels more life-like. Daniel Pesina was one of the first forefathers of the "Mocap" graphic engine games IMO. I hope he at least makes an appearance in MKX as Casey Cage's dad, it would be hype!
 

WakeUp DP

GT MK OshTekk.
I don't think it's the mocap itself -- the technology is pretty good these days and you pretty much get out what you put in. I don't think rotoscoping would change much.

When most fighting game fans say "clunky", they mean the actual speed of real human combat movement. They are used to games like Street Fighter, where you can repeatedly throw out kicks in 1/10th of a second, or hit someone with a straight punch in 4 frames. Because actual human beings have weight, momentum and inertia in their limbs, and have physical connections between muscle groups that govern the speed at which they can move, it comes across as "clunky" to people that are used to the cartoon-style insta-normals.
Qftt. I wish more people would realize this.
 

WakeUp DP

GT MK OshTekk.
You're probably right about the mocap because look at VF and Tekken, but even in Tekken I don't like some of the slight sliding that takes place while jockeying for position. VF has incredible movement though.

I'll speak for myself, when I refer to clunkiness I'm specifically referring to the animation, which if you look at certain attacks, like Ermac's flailing arms, they really bother me, because they look sloppy. I'm also referring to some of the idle stances or the way that characters like MK9 Cage have entire strings where he's only punching with one arm, like a SF stand jab, but it doesn't look like a normal fighting jab, because the technique seems wrong. That annoys me a lot because it doesn't look good imo.

The clunkiness I see is kind of like how the fighting can be sometimes in WWE vs boxing or MMA. You know how looping and slow the punches are in WWE so the audience can see the attacks, and so they don't hurt each other. That's how the attacks feel in modern MK sometimes. They feel too choreographed--then there's the flow, or lackthereof of the canned strings. Remember some of the complaints of feelings of having to "fight the engine" in order to pull things off. There feels like a slight hitch between attacks that aren't predetermined strings. I don't like the feel of Marvel 3 either, though(random thought lol)

I just realized, after I had my picture examples and my ssf4 video, that NRS has the sales. Lol. Money talks, so regardless of what looks better in the game I can't argue with 4+ million units sold. I expect mkx to sell just as many or more.
Wait, so you think MKX looks as clunky as mk9?