Hitoshura
Head Cage
Okay, so I'm not part of this community, due to reasons that I went through when playing MK9 at a competitive level, however, MK X has sort of sparked my interests in playing competitive fighting games again. So, I wanted to take some time and make a thread discussing the evolution of the MK franchise. Not from the very beginning, but what the series can become if it decides to make changes to how it performs.
Now, I'm no expert on fighting games, but I do recognize when things are done and become a gimmick, rather than a good idea. I honestly believe the block button, and the run button need to go from this series. Now, we're not sure if MK X will have a run button, but it shouldn't. Both buttons do not need to be in this game at all. Now this is where the flame war will begin. This is were a large portion, about 95% of MK fans, will start an insult war via the internet with me just because of my beliefs.
I honestly believe that having a mechanics from previous games, which is obviously dated, and/or doesn't work does not make it a game good, or play well. It's like relying on nostalgia in order to sell a game. It just doesn't work. I was never a fan of the block button, seeing how MK9 was a 2D fighting game, I saw no purpose in having it, but the developers wanted to keep it in. Probably to give it that old school MK feel that the previous games had, however, it eliminates the depth of crossovers from the game. In Injustice, NRS added back to block, which gave the game more depth than MK9 due to the inclusion of crossups. This gave the game more strategy when playing against your opponent. Now, I know what the rebuttal to this will be, and it will sound like this, "BUT SOUL CALIBUR HAS A BLOCK BUTTON!!!". Yes, yes it does, however, Soul Calibur is a 3D fighting game. You ever try jumping over someones body in a 3D fighting game? Can't be done. There are no crossups. Jumping in Souls Calibur, or most 3D fighters is just short hoping. So, having a button to block doesn't matter. There is so much to gain for having back to block in the MK series. If done properly, this series will have the potential to doo doo butter all over a lot of 2D fighters, but the block button is holding it back.
Now, for the run button. Anyone who thinks having a button to run in a fighting games needs to seek immediate help. I'm sorry, a button in order to run is just lazy, clunky, and a gimmick. Why not double tap forward to run, like in Injustice, or any other fighter? Double tapping to run makes things a bit more complex in terms of difficulty, but not by much, and it saves the amount of buttons needed to play a fighting games. I know people want the wave dash for footsies like in MK9, but you can still have that. Have double tap forward, or back as a dash, and have double tap+hold forward, or back as the run animation. It can be done.
Now, I understand that MK had these things in the past in order to differentiate itself from other fighters, but the idea is asinine. You're trying to be different by taking the universal mechanics of a fighter and relocating it to a set of buttons, which in my personal opinion is lazy and trying way too hard to be different. The MK franchise was already different from other fighters in terms of character designs and ambiance. The series almost felt like an old school kung-fu film in terms of pacing, character back story, the whole concept of a martial arts tournament, et cetera. It had a gritty feel to it. Now, take that and compare it to Street Fighter. Street Fighter had more of an up-beat feel to it with it's visuals, music, and the character designs, which were less gritty and more lighthearted. Anyone with half a brain could tell the difference between the two games. They both felt completely different from one another.
With ambiance and design alone a game can separate itself from other games of the same genre. The MK franchise has been doing this since the very first game. There is no need for it to add, or do anything else. I hope they decide to go for a more traditional fighting game mechanical layout. I'd love to see this series evolve.
Now, I'm no expert on fighting games, but I do recognize when things are done and become a gimmick, rather than a good idea. I honestly believe the block button, and the run button need to go from this series. Now, we're not sure if MK X will have a run button, but it shouldn't. Both buttons do not need to be in this game at all. Now this is where the flame war will begin. This is were a large portion, about 95% of MK fans, will start an insult war via the internet with me just because of my beliefs.
I honestly believe that having a mechanics from previous games, which is obviously dated, and/or doesn't work does not make it a game good, or play well. It's like relying on nostalgia in order to sell a game. It just doesn't work. I was never a fan of the block button, seeing how MK9 was a 2D fighting game, I saw no purpose in having it, but the developers wanted to keep it in. Probably to give it that old school MK feel that the previous games had, however, it eliminates the depth of crossovers from the game. In Injustice, NRS added back to block, which gave the game more depth than MK9 due to the inclusion of crossups. This gave the game more strategy when playing against your opponent. Now, I know what the rebuttal to this will be, and it will sound like this, "BUT SOUL CALIBUR HAS A BLOCK BUTTON!!!". Yes, yes it does, however, Soul Calibur is a 3D fighting game. You ever try jumping over someones body in a 3D fighting game? Can't be done. There are no crossups. Jumping in Souls Calibur, or most 3D fighters is just short hoping. So, having a button to block doesn't matter. There is so much to gain for having back to block in the MK series. If done properly, this series will have the potential to doo doo butter all over a lot of 2D fighters, but the block button is holding it back.
Now, for the run button. Anyone who thinks having a button to run in a fighting games needs to seek immediate help. I'm sorry, a button in order to run is just lazy, clunky, and a gimmick. Why not double tap forward to run, like in Injustice, or any other fighter? Double tapping to run makes things a bit more complex in terms of difficulty, but not by much, and it saves the amount of buttons needed to play a fighting games. I know people want the wave dash for footsies like in MK9, but you can still have that. Have double tap forward, or back as a dash, and have double tap+hold forward, or back as the run animation. It can be done.
Now, I understand that MK had these things in the past in order to differentiate itself from other fighters, but the idea is asinine. You're trying to be different by taking the universal mechanics of a fighter and relocating it to a set of buttons, which in my personal opinion is lazy and trying way too hard to be different. The MK franchise was already different from other fighters in terms of character designs and ambiance. The series almost felt like an old school kung-fu film in terms of pacing, character back story, the whole concept of a martial arts tournament, et cetera. It had a gritty feel to it. Now, take that and compare it to Street Fighter. Street Fighter had more of an up-beat feel to it with it's visuals, music, and the character designs, which were less gritty and more lighthearted. Anyone with half a brain could tell the difference between the two games. They both felt completely different from one another.
With ambiance and design alone a game can separate itself from other games of the same genre. The MK franchise has been doing this since the very first game. There is no need for it to add, or do anything else. I hope they decide to go for a more traditional fighting game mechanical layout. I'd love to see this series evolve.