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This gem posted only on page 4!
Like Frankenstein’s Monster, Mortal Kombat has ever been the lumbering chimera, an amalgamation of individual parts thrown together, somehow brought to life much to the despondency of nature’s will. Mortal Kombat Two girls, one mug Take the series’ visuals, for example: ever shifting from one trend to another, as the …
Yeah, that gets me too. When I was doing karate, I started with shotokan. But my last instructor (before I quit due to lack of free time) changed from pure shotokan to a goju-influenced version (called seijenkai, from a top bloke called Harry Cook) which very much focussed on getting off the line. So you don't go backwards and block, you get the hell out of the way and strike.
For fighting games where many characters' special moves involve a straightforward charge, the ability to sidestep would be a major innovation in the genre. I'm amazed that no-one has added this yet, considering it's been in FPSes for at least 15 years. ISTR Descent was the first game to add this, before iD added it to the original Doom engine for Heretic/Hexen.
Actually, they've tried it several times.
Mortal Kombat 3 was the first attempt, along with I believe the early Soul Edge games.
It didn't end well.
Unfortunately what makes for more realism in terms of combat makes for pretty crap gameplay.
Half the delight is watching someone unleash the 500 hit Mega Combo of Doom!, but if the opponent can simply sidestep and watch it explode past them, then kick them in the back, well.
Also, it tends to be really hard to do two player 3D properly. For single player, you can put the camera behind the player, so you plan attacks over the shoulder and can line things up right. For two players on one screen though, the camera has to be purely side on to keep things even, and that makes judging depth really hard, especially for joe average.
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