During GamesCom in Cologne, Germany this past week TheKombatTether was able to get an exclusive interview with Ed Boon. They recently released a full Mortal Kombat X impressions list, which you can find here.
In this interview, The Kombat Tether dive deep asking questions about even when NetherRealm Studios first began working on Mortal Kombat X. The list of questions are long and Boon answers every one of them... even if he can't really answer it... yet. Check it out below!
"Our interview with Ed Boon is below! If you're still starved for additional information, you can view our notes from our Mortal Kombat X play sessions right here.
The Kombat Tether: How are you enjoying Gamescom so far, Ed?
Ed Boon: It's awesome, the reaction has been great, thanks for asking!
When did Mortal Kombat X first enter the development stage? Rumours claim that work began prior to the conception of Injustice.
Yes, we always start the next game before we are done with the previous ones, so we had started working on the graphic engine and getting everything over for next-gen quite a bit, long before Injustice so a lot of work went into it.
Can you confirm the actual purpose for the flip stance button? Many fans have questioned its necessity in MK9 and Injustice. Could we see it become replaced by something more substantial like a taunt button for example?
Yeah you know what, I don't think that has been decided yet. I think currently it's just there because we've had it before. Some people liked to change their stance to be in front but even within us there is debate to decide if we want to keep the button for that. It's an interesting question. *laughs*
Now that a running mechanic returns to Mortal Kombat, do you feel this will change the meta-game despite it being governed by the new stamina meter and with dash-cancelling a thing of the past?
Erm... No I think that because it is governed by it that's something we are going to do to cap it, but we do want to have as aggressive of a fighting mechanic because you're also going to be jumping off of these objects and getting really long jumps and so we really want the player to be able to do something. So it's not just you escaping and then all of a sudden there's this 'long time' and not so much action. Dash cancelling is gone yeah.
Will we see any classic or previous MK stages in the game? We can certainly name a few fan favourites.
Oh like The Pit and all that stuff? Erm, I think the vast majority of them are new. You know we're trying to just, philosophically, introduce as much new elements as we can. You know Mortal Kombat 9 was really a like a tribute to the first three games, bringing everything back, all the backgrounds; so many of them were things that you saw from before. We are taking the opposite approach now, we want to have as much newness as possible to the game.
In this Gamescom build there are five slots in the finishing moves list for each character, for example, two fatalities, a stage fatality and two yet to be announced alities, Is it likely this format will remain in the final game?
Probably not. *smiles*
TKT: There was some confusion at E3 in regards to multiple X-Rays per character. Was this a mistake on behalf of the interviewer or will characters in fact have more than one X-Ray move across their variations?
... Continue reading!"
In this interview, The Kombat Tether dive deep asking questions about even when NetherRealm Studios first began working on Mortal Kombat X. The list of questions are long and Boon answers every one of them... even if he can't really answer it... yet. Check it out below!
"Our interview with Ed Boon is below! If you're still starved for additional information, you can view our notes from our Mortal Kombat X play sessions right here.
The Kombat Tether: How are you enjoying Gamescom so far, Ed?
Ed Boon: It's awesome, the reaction has been great, thanks for asking!
When did Mortal Kombat X first enter the development stage? Rumours claim that work began prior to the conception of Injustice.
Yes, we always start the next game before we are done with the previous ones, so we had started working on the graphic engine and getting everything over for next-gen quite a bit, long before Injustice so a lot of work went into it.
Can you confirm the actual purpose for the flip stance button? Many fans have questioned its necessity in MK9 and Injustice. Could we see it become replaced by something more substantial like a taunt button for example?
Yeah you know what, I don't think that has been decided yet. I think currently it's just there because we've had it before. Some people liked to change their stance to be in front but even within us there is debate to decide if we want to keep the button for that. It's an interesting question. *laughs*
Now that a running mechanic returns to Mortal Kombat, do you feel this will change the meta-game despite it being governed by the new stamina meter and with dash-cancelling a thing of the past?
Erm... No I think that because it is governed by it that's something we are going to do to cap it, but we do want to have as aggressive of a fighting mechanic because you're also going to be jumping off of these objects and getting really long jumps and so we really want the player to be able to do something. So it's not just you escaping and then all of a sudden there's this 'long time' and not so much action. Dash cancelling is gone yeah.
Will we see any classic or previous MK stages in the game? We can certainly name a few fan favourites.
Oh like The Pit and all that stuff? Erm, I think the vast majority of them are new. You know we're trying to just, philosophically, introduce as much new elements as we can. You know Mortal Kombat 9 was really a like a tribute to the first three games, bringing everything back, all the backgrounds; so many of them were things that you saw from before. We are taking the opposite approach now, we want to have as much newness as possible to the game.
In this Gamescom build there are five slots in the finishing moves list for each character, for example, two fatalities, a stage fatality and two yet to be announced alities, Is it likely this format will remain in the final game?
Probably not. *smiles*
TKT: There was some confusion at E3 in regards to multiple X-Rays per character. Was this a mistake on behalf of the interviewer or will characters in fact have more than one X-Ray move across their variations?
... Continue reading!"