Crave Online Interviews Midway's Ed Boon and John Edwards
Crave Online has posted a interview with Mortal Kombat vs. DC Universe developers Ed Boon and John Edwards.
Crave Online: What can you do with Mortal Kombat on the new systems?
Ed Boon: One of the big things about this game is we're not only adding the DC Universe characters to this but we're also rebooting the whole fighting mechanic that we've had. We've done it a few times. This is really Mortal Kombat 8 when you think about it. If you were to describe what it is, it's a little bit more 2D orientated focus and with our fighting, also very focused on special moves. These characters obviously have things, signature attacks. Flash is super fast. Scorpion has always had this kind of spear move. He's had this flame move here since the beginning of Mortal Kombat and he's also had this leg slam. So with these characters, that's really the showcase of this game, these special moves. But on top of it, we've added a lot of layers to it. So some of these moves that you can do, there's almost pro versions of it. John could show you a move where Flash pops the guy up in the air and then he lands down, but if you get the timing right, you can do a more enhanced version of it where he zips over to the other side and nails him too. Those are moves the more fighting game aficionado guys will pick up on.
Crave Online: But you have to know how to do it each time, it’s not a combo?
Ed Boon: Exactly and there's timing involved with it too. So our goal really hasn't been so everybody can do the cool version of it. It's kind of like the cool people can do the cool version of it. We really don't want it to come up every single time. We want it to be a tough thing to do.
Crave Online: Does that make it more of a learned skill vs memorizing buttons?
Ed Boon: Yeah, exactly. That's kind of like the focus of our fighting. Before, we've had some pretty long combos that you really have to memorize a button sequence. Now our combos are more short, more like three hits, three or four hits and then we've added these elaborate fighting modes. This is Klose Kombat. You're building up this meter to try to get to the point where you can do a super. When you win, whoever's on top is the one who inflicts damage on the other guy. Flash has a lot of really cool moves here where he dashes three times, sends the guy spinning and you get a free hit in there. There's a number of teleport related moves where you can come up with different combos.
Crave Online: What's the decision that pounding the ground is certain strength, projectile is certain strength?
John Edwards: It's just gameplay balance. Obviously a projectile is easier to hit someone with because the range of it. In general they do less damage than a move that's hard to land on someone like a certain throw. Basically it's all classic fighting game balance. The harder a move is to land on somebody, usually the more powerful it is. That's the general rule but obviously there are variants within that as well. That's pretty much the rule I follow to start off with. If it's easy to hit somebody with, it probably should not be the one that does the most damage as well.
Crave Online: Do health bars go slower to allow more extensive fighting?
Ed Boon: Definitely there's a good amount of hits you've got to hit to get the guy, but because there are so many, like you just saw seven hits is 18% damage. In previous games you would have done 40% damage. So it's a lot less combo crazy and a lot more player specific moves. It's almost like a boxing game. He's trying to counter my offensive moves with defensive ones. He can grab me in the air.
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Click here read more the interview
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