Forum Overview
::
Gamerasutra
::
Re: MK:DV mini review + "What's New?" FAQ
[quote name="FABIO"][quote name="curst"]When I think about it, I can't for the life of me figure out why Fabio holds up MK2 as some kind of high watermark in fighting games. I thought it was cool at the time but got over it quickly, whereas I still dig King Of Fighters, Real Bout Fatal Fury 2, Samurai Showdown 4, Waku Waku 7... Everyone played exactly the same aside from their three special moves. Instead of hoping to fake out your opponent so that you can unleash your super-combo, it was faking them out to land the uppercut.[/quote] MK2 was the last fighter I played that didn't entirely revolve around super ultra monster combos. I tried playing Tekken but it seemed the most newbie unfriedly, unintuitive thing ever. All the games you mentioned above just reminded me of street fighter 2 with different graphics: cartoony fighters where button mashing just might land you a victory. I like characters being the same execpt for their special moves as long as they make the special moves unique enough; that allows you to pick up the basics and ease into learning each character while still having each character be different. I could say the same thing for MK5; everyone plays exactly the same aside from different combos. I looked through the official guide and for each of the characters it basically said "this character sucks, because his combos suck" or "this character rules, because his combos rule". All the special moves are either a (useless) generic fireball or a variation of scorpian's quick teleport/attack, even the guide admits this (under every fireball move it usually just says "don't bother). [quote] Who the fuck wants to spend hours learning one or two characters? Pathetic geeks like myself. Most of the people I know want to try out any random person and be able to at least grasp the basics of using them, and MK5 does that very well....the sytles are a great idea [/quote] WUH???? The 3 different fighting styles give you something like 20 combos you have to memorize <i>per character</i>, then you have to memorize what combos lead into <I>each other</i>. Just trying to peg down HALF of that blind dude's combos made me feel like I was studying for a quiz ("okay let's see square square down X....circle?...fuck *peek at cheatsheet*, fuck! square square down X <I>triangle</i> you dummy!"), there really are no "basics". What the fuck happened to the simple uppercut? Oh, now it's foward foward high punch for scorpian, down X X for raiden, up down triangle for whoever the fuck this character is, etc. When a game starts bearing any sort of resemblance to test taking, it has FAILED in my book. [quote] After my first ten or so attempts at discovering all the exciting photos of MK1 arcade machines and comic book drawings, I got sick of wasting my coins. I'm sorry - <B>K</B>OINS. [/quote] hee, the entire krypt reminded me of that simpsons episode where Bart paid all that money for an official animation cell of Scratchy's arm. I think you can pick out which ones are the characters levels just by only unlocking the ones that cost over 500. [quote]But impaling is da shit. I often do that instead of bothering with the worthless fatalities. Speaking of which, at least in the original MK, you got bonus points for killing your enemy. This game should've given at least a little incentive for the player to suffer through the boring-ass SUPER NECK STRETCH!!!!! of Quan Chi and so forth.[/quote] Don't only 2 characters (<B>K</b>aracters?) got impaling? And to Fussbett, it isn't so much that they need more fatalities as it is they need more <I>interesting</i> fatalities.[/quote]