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Bloody than ever in the new Mortal Comb



Since the 1990s, the violent content of Mortal Combat has led to criticism and condemnation. But the battle series survived and continued to grow. When the eleventh part is released, it's usually bloody worse – it was always part of the DNA series, says Matt Burke in Netherrealm.

Several video games are as infamous as Mortal kombat (MK). In the early 1990s, the battle series with its bloody endings on the fighting, "Fatality," caused frightening hiccups.

"We're talking about video games that celebrate violence and teach children to enjoy the worst forms of cruelty that one can imagine," said the US Senator. Joe Lieberman 1993.

This was the starting point for introducing age limits and the MC was accused of leading to violence in real life.

Almost parody

But Mortal Kombat survived despite – or perhaps – controversy. In the days, the Eleventh Game was released in a major series where "Deadly Victims" as usual are present.

Their idea is to give the winning fighter the chance to make a final kick, blow, or combination against his defeated opponent. With special button combinations, it is possible to run a grotesque design that often contains worn body parts and all kinds of spraying.

Ed Boon, one of the creators of Mortal Kombat, says in a video chat with Noclip that the worse the better:

– But it can't be realistic. Not something anyone can imagine repetition. They're so ridiculous. The fact that we have made eleven games where they have always got worse and worse makes us so far in the stratosphere. It's almost like a parody today.

Matt Burke, who worked on the game and sequencing story, tells TT that players appreciate it.

– I wouldn't say he runs the MK, but it was always part of the DNA series. Sometimes I think that they are given too much importance.

Matt Burke agrees it's important with a humorous tone.

– Probably helped MK survive 25 years.

From the end

Development work with Mortal Combat XI began only with "fatality", in this case the Scorpions, a fighter that exists from the original game.

– People are sending e-mails where they write "It wouldn't be great if it was". Then we create an image script that goes through the steps. We wanted to try a new blood system, and finally we got to a slow motion, says Matt Burke.

The first "fatality" sets the tone for the game and based on it the game itself is built. For another reason, "Mortal kombat" survived constant changes.

– We're trying to make every "MK" feel like a whole new game. Only from the last game we have a new system for objects, variable shapes and we always try to improve graphics and design, ”says Matt Burke.

There is also a well-balanced gaming system under the violent surface. Where the previous MKX game was melancholic, the river offers a little more distance, reflection, and tactics. The game gauges were basically redesigned where they are now one for offensive attacks, one for defense and the life meter itself, where the player can make powerful combinations of attacks when he falls below 30 percent.

Selecting Movements

Each character can be redesigned and the player can change their weapons and give them various bonuses.

"In this game we let all players choose one of the options so you can create your own character depending on how you want to play the game," says Burke.

TT: What is the most difficult part of the fight?

– Balance is the hardest. When you have dozens of playable characters that work very differently but have to work in the same system and are considered fair. We've become pretty good at that, but it's still the hardest, says Matt Burke.



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