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Paul "SuperFX" Dziuba interviews Adam "Keits" Heart from IGS about Killer Instinct Season 2

GamerBlake90

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Killer Instinct Season 2 has arrested so much attention around the FGC, it's become impossible to dismiss. Since production for the game fell into Iron Galaxy's hands, they have not been afraid to test the waters, pushing the levels of combat to extremes that symbolize its truest nature as a fighting game. Recently, Adam "Keits" Heart from the IG team sat down with Paul "SuperFX" Dziuba for an interview regarding the company's visions for the future of the game. You can check out an excerpt from the interview here and then proceed to SRK's page to continue reading.

Feel free to give your opinions on the answers presented by Mr. Heart.

KI Season 2 Adam Heart Interview at SRK.jpg
Since its return for a second season of content, Killer Instinct has not been afraid to shake up the status quo. Developer Iron Galaxy Studios has added both new mechanics and old faces to the Microsoft Studios fighter, creating a product that feels familiar even while the series wanders into uncharted territory. And as the months pass and new characters release, it is certain that Killer Instinct will evolve into something much different from the original product.

I spoke to Iron Galaxy’s Adam “Keits” Heart about the path their studio is taking with Killer Instinct, the bumps in the road and whether we might see one of my favorite boss characters show up in this chapter of the franchise.

Paul Dziuba: There have been quite a few changes to Killer Instinct from Season 1 to Season 2, from the new aerial juggle system to character rebalancing all the way to the eight new fighters. What were the goals Iron Galaxy had in mind when creating this second round of content?

Adam Heart: With the rebalance and updates, we had to consider a lot of things. We have, essentially, three groups to consider. What does Microsoft love or hate about Season 1 and what would they like to see changed? How do the designers and combat guys at Iron Galaxy feel about that topic? And, of course, we have our community team monitor forums and perform focus groups and surveys to try to pin down what we think fans of all skill levels want to see changed.

And, as if that wasn’t complicated already, we have to sit down and discuss our plans for Season 2 and figure out how it all fits together. This requires all the top minds at both Microsoft and Iron Galaxy to really think about what we plan on adding to the game and theory-fight our way into answers that keep the entire cast competitive and balanced. And its not just balancing character vs. character…we must also balance risk vs. reward within the whole system.

To answer your question, the goal from our MS/IG development team is to make the game as fun and entertaining as possible for players of all skill levels, while doing our very best to ensure that no matter which character you decide to love, you’ll have a reasonable shot at being competitive. Another goal we have is to really make sure every new character is a unique experience in the context of Killer Instinct.

PD: What is the hardest part about making large additions—characters, system changes—to a game that Iron Galaxy originally had no part in developing?

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Continue reading here: http://shoryuken.com/2014/10/23/linking-the-past-to-the-present-iron-galaxy-studios-takes-killer-instinct-into-a-whole-new-era/

Source: Shoryuken.com