120°

Mortal Kombat X Interview With Senior Producer Adam Urbano – The Roster, DLC and Creating Fatalities

PSLS - PlayStation LifeStyle’s own Dan Oravasaari gets a quick moment to sit down with Senior Producer at NetherRealm Studios Adam Urbano to discuss Mortal Kombat X. In it, discussed are characters picked, DLC and even how fatalities were created in the fighting game. Also, make sure to find out what aspect of the game took an artist one year to create.

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playstationlifestyle.net
ftwrthtx3753d ago

A lot of good info there. Thanks.

knifefight3753d ago

Been an MK fan since "Mortal Monday" way back at the beginning. Can't wait to see where it goes next.

BRINGSOCOMBACK3753d ago

Great interview. MKX is going to rock the house.

T-Dawg63753d ago

So that must mean there are a lot of unannounced new characters then? Considering there are only about 8 out of 22 right now

Muzikguy3753d ago

I'm a little bummed to hear it's almost a completely new roster. I've always loved the roster of MK games. Anyway, the more I think about it, the more it seems all right. As long as they don't completely revamp the roster from now on it will be fine IMO. I'll probably wait for a "complete" edition before buying. Made that mistake on MK9 and wasn't very happy about it

30°

NetherRealm Studios Is Already Working On Its Next AAA Game, Teases Job Ad

It appears that NetherRealm Studios is already hiring for its next AAA project, as possibly revealed in new job listings.

60°

NetherRealm's Mobile Games In Danger as Layoffs Strike

It looks like Mortal Kombat developer NetherRealm has been hit by the layoff wave, with the studio's mobile division reportedly closing down.

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techraptor.net
100°

Ed Boon responds to the NRS animation discourse online

Within the dynamic realm of interactive gaming, NetherRealm Studios (NRS) stands as a source of both excitement and contention, with discussions spanning visual aesthetics and kinetic animations. Since the debuts of Injustice 2 and Mortal Kombat 11, the studio’s visual evolution has been nothing short of remarkable. An evolution that becomes most apparent in the refined portrayal of character facial models, enhancing both their visual appeal and their ability to authentically render the intricacies of Black skin across various lighting conditions. However, in the midst of this progress, one aspect remains a challenge—the attack animations—an ongoing Achilles’ heel within the domain of NRS games.

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rushdownradio.net
abstractel659d ago (Edited 659d ago )

My personal opinion would be that they focused less on juggles and more on grounded combos so sticking out a poke and it continues to juggle an airborne enemy should go away. It just looks silly. I love MK and Tekken, but this aspect has always been silly to me. It still has some great looking combos, but the air juggles just makes the animations reset, making those specific combos look stiff.

SF has some of these air juggles, but not nearly as much. I'd much prefer their combos combos which are generally more grounded. I don't think the animations are bad in MK in any way, it's the way they are implemented in gameplay in the juggle state.

MK1 is still a day one for me, but fixing this issue would make a lot of people complain less about MK1's animations.