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Daneasaur TMK Temple Monk


Joined: 12 Nov 2004 Posts: 224
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Posted: Wed Jul 07, 2010 7:09 am Post subject: |
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| bloodyshadow wrote: | Now that they are building all the characters from the inside out, I think they have a pretty good chance. They probably won't work with all the mechanics (Ed said that every character will play differently and the boss character ALREADY always did so this time it should be even more noticeable.)
As for Motaro, I don't know. I really don't. What I think they SHOULD do though, to surprise everyone is include him in the game, centaurian and all, but make it so he's impervious to some attacks, just like in the past. When confronted with the "FINISH HIM" screen, they should have custom fatalities for just him. If you do Fatality 1 it'll do something specific that ONLY happens to Motaro and same with Fatality 2. Think of it like... Shaolin Monks. Prethopught out fatalities to the boss characters. It would work IMO. |
You rock for mentioning Shaolin monks.
Yes, they COULD do that, having specific scripted finishing moves that look good with pretty much anyone... Would probably be performed similar to stage fatalities since it would be the same for everyone...
But as I said, must be specifically scripted. _________________ Highest Kreate-A-Fatality string: 11, with both normal fighters and giant class fighters. Ultimate Fatality!
All things happen sooner or later, yet one must remember, later always becomes sooner.
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Xplosi TMK Kid Thunder


Joined: 13 Jun 2010 Posts: 73
TMK Koins: 370
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Posted: Fri Jul 09, 2010 10:03 am Post subject: |
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| Daneasaur wrote: | | Amphibious wrote: | | Well considering this game will cover the events of MKI, MKII and MKII, I'm almost 100% certain Goro and Kintaro are going to be in the game. Heck even Sheeva will probably be in the game. Will the Shokan characters be playable characters? I don't see why not, considering they were in Mortal Kombat: Armageddon and were unlockable in Mortal Kombat Trilogy. If they are made playable you might have to find a way to unlock them though, which I don't mind. Also, the creative team will need to ensure playable boss/sub-boss characters are not overpowered. I remember in MKT it could be very difficult sometimes to beat your opponent if they played as a boss/sub-boss and you were a regular character. The only disadvantage to the boss characters was they were vulnerable when jumping, but if they didn't jump they could win almost every time against normal characters. |
Right, though the only two worries concerning that are:
1: Trilogy/Armageddon were crecendos, requiring everyone to make an appearence.
2: The timeline aspect, things will be shifted. I mean... it's the OLDER Sub Zero...
| Amphibious wrote: | | If they include Motaro in this game, they better damn well make sure he's a Centaur with four fucking legs. His appearance in MK Armageddon was stupid, as were the official and the in-story canon excuses for him having only two legs. |
I agree it was odd, but I have to point out WHY it was changed:
Think of every grab, every special grab, every movement, every fatality. Each one is scripted for a bipedal attacker and a bipedal recipient.
Well, that can't apply for Motaro because of one factor, the rear legs.
Lets see... lets say there are 26 characters.
Each character has 1 grab, 1 bonebreaker, and 2 fatalities at bare basic, meaning that they have 4 moves that require specific character scripts.
Something people don't think about is that, each one of those movements has to be made somehow.
So, for Motaro, they would have to animate the rear legs for EACH one of those types of moves if he were to not be cheezy.
26 characters x 4 scripts = 104 motions for Motaro's butt ALONE..Not counting stage fatalities.
This is why i say that if Motaro IS in as a full Centaur, he will be the midboss, can't be grabbed, can't be bonebreaked, and can't be finished.
Think Moloch in MK DA. |
moloch is basicly a ig drahmin so... _________________ You crack me up little buddy
- Sam
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bloodyshadow TMK Sage


Joined: 13 Mar 2006 Posts: 638 Location: U.S.A.
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Posted: Fri Jul 09, 2010 2:47 pm Post subject: |
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moloch is basicly a ig drahmin so...[/quote]
Wow... Moloch is... IN NO WAY... a big Drahmin. Aside from them both being oni. So... I guess Kintaro is just a big Jade as a cat. _________________
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icewinddale1 The Winter Witch


Joined: 22 Jul 2002 Posts: 851 Location: Wales, UK
TMK Koins: 685
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Posted: Fri Jul 09, 2010 7:31 pm Post subject: |
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| bloodyshadow wrote: | | moloch is basicly a ig drahmin so... |
Wow... Moloch is... IN NO WAY... a big Drahmin. Aside from them both being oni. So... I guess Kintaro is just a big Jade as a cat.[/quote]
I love that  _________________ His approach will be as silent as new fallen snow...his attack as fierce as winter's blizzard...his devastation as brutal as winter's relentless chill...he is complete (Lin Kuei Grandmaster)
So fair... yet so cold... like a morning of pale spring still clinging to winter's chill (Grima Wormtongue)
In the depths of Winter I finally learned that within me there lay an invinsible summer (Albert Camus)
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Xplosi TMK Kid Thunder


Joined: 13 Jun 2010 Posts: 73
TMK Koins: 370
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Posted: Fri Jul 09, 2010 10:51 pm Post subject: |
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| bloodyshadow wrote: | | moloch is basicly a ig drahmin so... |
Wow... Moloch is... IN NO WAY... a big Drahmin. Aside from them both being oni. So... I guess Kintaro is just a big Jade as a cat.[/quote]
im refering to the moves
both is slightly bending they're back forward
both has the club
they just had to use the same BASIC moovement
and after that make them work for his size
sorry if im sounding in a way... dumb  _________________ You crack me up little buddy
- Sam
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Kallisto TMK Visitor


Joined: 12 Jul 2010 Posts: 13 Location: PA, USA
TMK Koins: 90
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Posted: Mon Jul 12, 2010 5:33 am Post subject: |
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Hmm.
I always thought the trouble with having Motaro in Armageddon was because of the 3D environments. It would look weird having Motaro doin a sidestep. But since they're going back to 2D it might be more likely than one would think.
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Sub-Robo-Smoke-Zero Frozen Smoke


Joined: 08 Jul 2010 Posts: 121 Location: Australia,SA
TMK Koins: 14495
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Posted: Mon Jul 12, 2010 9:40 am Post subject: |
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Well in MKT they fixed alot of the problems they had with Montaro in MK3. So i would say there is a big chance of him returning ,plus Ed has said before that they have kept all the old figures ,like Montaro,Gorro,Sheeva,Costumes ect ect. Will be very interesting to see if he returns becouse if its MK1,2 and 3 remake he will have to have four legs. _________________ Frozen Smoke!
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HybridFury The Living Legend of Fury


Joined: 27 Oct 2005 Posts: 405 Location: Gamelon, Mah Boi!
TMK Koins: 2147483647
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Posted: Mon Jul 12, 2010 2:05 pm Post subject: |
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There's gotta be shokans! Good old classic style MK with no cheap shokans to give us hell just wouldn't be the same! Look back to MKII and remember all them frustrating moments with Kintaro. Pisses you off, but makes your friends burst out into tremendous uncontrollable laughter... Those were the days... _________________ YOU HAVE FOUND ME! NOW PROVE YOURSELF! -Reptile
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Sethiroph TMK Elder God


Joined: 06 Feb 2009 Posts: 1130 Location: Kan't you tell from my accent, eh?
TMK Koins: 890
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Posted: Tue Jul 13, 2010 3:02 am Post subject: |
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I just wanna see what the Shokans will look like in jaw dropping 1080p. With the new graphics engine, they're gonna look pretty badass.
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deathrider TMK Power Overwhelming


Joined: 15 Jul 2009 Posts: 747 Location: Ireland
TMK Koins: 2630
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Posted: Tue Jul 13, 2010 7:12 pm Post subject: |
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If they edit the moves of the shokans around the face buttons, would it make them more playable or less playable? What I mean by this is:
Say for example the face buttons will run the way they did back in the 2D MK games- High Punch, Low Punch, High Kick, Low Kick. Now, imagine they removed the kicks for the shokans and replaced the with more punchs. So in the end two of the buttons would use the top pair of arms, and the other two would operate the bottom pair. For kicks then, you could activate them by using Forward and High Punch, or something to that effect.
Just a though I had. Not sure if it would make them more fun, or less fun to play as... _________________ Brutal honesty will be shown on this screen!
www.myspace.com/freakwencyband
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Sub-Robo-Smoke-Zero Frozen Smoke


Joined: 08 Jul 2010 Posts: 121 Location: Australia,SA
TMK Koins: 14495
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Posted: Tue Jul 13, 2010 9:13 pm Post subject: |
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| deathrider wrote: | If they edit the moves of the shokans around the face buttons, would it make them more playable or less playable? What I mean by this is:
Say for example the face buttons will run the way they did back in the 2D MK games- High Punch, Low Punch, High Kick, Low Kick. Now, imagine they removed the kicks for the shokans and replaced the with more punchs. So in the end two of the buttons would use the top pair of arms, and the other two would operate the bottom pair. For kicks then, you could activate them by using Forward and High Punch, or something to that effect.
Just a though I had. Not sure if it would make them more fun, or less fun to play as... |
Was that Goro or Kintaro you meant? I assume you did just wrote Kahn instead. I think thats a great idea it would make them much more fun to use. They could make it so you can hold the low punch to grap them and smash them with the two high punches. This has got me thinking about how they are going to lay out the HP LP LK HK becouse they changed it after MKT. High punch used to be square and low punch was the cross ,after MKT the had low unch as square and low kick as the cross, Might not sound like much to some but it doesnt feal right in the post MKT ones ,classic is much better _________________ Frozen Smoke!
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deathrider TMK Power Overwhelming


Joined: 15 Jul 2009 Posts: 747 Location: Ireland
TMK Koins: 2630
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Posted: Thu Jul 15, 2010 5:24 pm Post subject: |
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| Sub-Robo-Smoke-Zero wrote: | | deathrider wrote: | If they edit the moves of the shokans around the face buttons, would it make them more playable or less playable? What I mean by this is:
Say for example the face buttons will run the way they did back in the 2D MK games- High Punch, Low Punch, High Kick, Low Kick. Now, imagine they removed the kicks for the shokans and replaced the with more punchs. So in the end two of the buttons would use the top pair of arms, and the other two would operate the bottom pair. For kicks then, you could activate them by using Forward and High Punch, or something to that effect.
Just a though I had. Not sure if it would make them more fun, or less fun to play as... |
Was that Goro or Kintaro you meant? I assume you did just wrote Kahn instead. |
I'm talking about Goro and Kintaro... and maybe even Sheeva- The Shokans. _________________ Brutal honesty will be shown on this screen!
www.myspace.com/freakwencyband
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Raydonraidenmk TMK Temple Monk


Joined: 14 Jul 2010 Posts: 132
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Posted: Sat Jul 17, 2010 8:34 pm Post subject: hard |
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woulnt it be hard to incorperate a skelotol structure for shokan, i mean for reptile they made his face more like a reptile but to add two more arms joints and an extra half of a rip gage, well woulnt tht just be a pretty big obsticle to overcome and not to mention motaro, now tht would even be harder but the idea of making him inpervious to some attacs is a good idea but they would still have to make a whole new set of sprites with the new graphics and at the risk of having him in it and having something else takin out because of the whole time ordeal id rather have him not be in it at all and maby just have kintaro or goro.
Also maby after the release of the game they can make him and then put him in dlc _________________ ~~~~~raydonraidenmk
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deathrider TMK Power Overwhelming


Joined: 15 Jul 2009 Posts: 747 Location: Ireland
TMK Koins: 2630
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Posted: Sun Jul 18, 2010 1:46 am Post subject: |
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I defo agree that it would be no easy feat to build the shokans, because, leat's face it, they're fucking huge. But then again, apparently all the characters from the ground up. Each with their own skeletons, and therefore giving each their own style of... wel... just about everything. With this in mind, it should be entirely possible (regardless of difficulty) make this happen.
The MK Team really seem intent on pleasing to old fans with this game. So I guess that means the bottom line is- If the shokan's ain't in the game, the fans are going to be super-pissed! _________________ Brutal honesty will be shown on this screen!
www.myspace.com/freakwencyband
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Sethiroph TMK Elder God


Joined: 06 Feb 2009 Posts: 1130 Location: Kan't you tell from my accent, eh?
TMK Koins: 890
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Posted: Sun Jul 18, 2010 6:44 pm Post subject: |
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A Mortal Kombat game without Shokans would piss off the fans. DA didn't have any, but I haven't really heard what a lot of people said about that. Deception had Goro after it was ported to the GameCube, which was an awesome addition. MK vs DCU.....moving on. So yeah, Shokans should be in the game.
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