I've made no secret of my feeling that one of the biggest recurring problems in the games industry is a case of too many cooks spoiling the broth. Development teams being too big, perhaps the industry as a whole being too big, with none of the cooks taking any personal responsibility for the broth so you end up with a lot of gluey unseasoned broth that is just about inoffensive enough to be palatable to mainstream broth audiences but isn't exactly getting five star write-ups in Broth Monthly.
GB: "More than perhaps any other genre, fighting games offer the kind of mechanical depth that you can lose yourself in for years. Learning the ins and outs, learning and perfecting combos, and so many other things that make this one of the most competitive genres in gaming, even on a professional level now. But you don’t have to be playing against another human to be challenged in a fighting game. Throughout the years, this genre has thrown multiple final bosses at us that have got us all collectively pulling our hair out. In this feature, we’ll be taking a look at fifteen such fights."
Isshin the sword Saint was the hardest boss I ever beat. And I've been playing games for 30 years
I went through the clickfest, it's shameful; more than usual that is, lower than gamingbolt standards, Congrats GB you've reached a new low.
CG writes: Despite Ed Boon going on record suggesting he would have rather toned down the “mature” looks of the ladies in Mortal Kombat 9 (ignoring the extreme violence) how well do the designs stack up over the years? We take a look at select Mortal Kombat female characters and compare them from Mortal Kombat 9 in 2011 through to the latest Mortal Kombat 11 in 2019. It’s rather interesting to not only see the graphical differences, but also how the design changed from porn star looking fighters to more realistic characters.
Mortal Kombat was always over the top, with the violence and character design. It seems dumb to suddenly become a puritan regarding boobs, but then remain just as silly with the violence and fatalities.
Could it just be different artist and tech? I think with MK9 they had the characters looking over the top cartoony to downright ugly, due to the limitations of the 360 and PS3 at the time, then with X you could see they were moving to a more realistic design, and now with 11 it seems that goal of realistic design has been reached now that they've seem to have perfected the facial technology with Injustice 2.
I think the costume designs for the majority of the characters are pretty realistic within context, while still making them look unique and cool.
The character designs of mk11 are the best in the series so far, the 2011 designs look ahemm...not very feminine to be honest
While Mortal Kombat XI features a great variety of new characters, we decided to pick cosplay based on the series’ classic fighters that have been present in the franchise for years
I hate excapist magazine. They always try to sound witty and cool but their articles end up being confusing and boring.
I kinda agree that more skill should be implemented in these types of "finish him" moments, not for MK itself as much as hack n slash games like God of War and Bayonetta.
while i agree for the most part, i disagree to an extent with the mortal kombat bit. its all about the meter and a game of risk. you can continue to boost your powers with the partly filled meter, wait a little longer and be able to piss someone off by breaking their elite epic combo, or try your luck with an x-ray which may or may not land, causing you to miss out on all the opportunities to boost your power. an amazing gameplay mechanic i believe
He wants to skip the animations for attacks?
Does he play Street Fighter? Does he want to skip the animation for Super Combos and Ultras?
What da hell is wrong with this dude. And thas just the second part of the article and it's already bust.
This guy is a jackwagon, he's missing the whole point, the x-rays and finishers are a kind of 'reward' for taking the risk and filling the meter AND connecting on it, its not a guarantee. Finishers are the same way, just an over the top reward for beating your opponent and throwing it back at them (if a human opponent that is) If you want realistic fighting moves go play virtua fighter, I know my fighting isn't realistic when my opponent has 4 arms or can freeze me...be real, its a game dude, if you dont like it dont pan it or say its horrible because its not your cup of tea. its actually a pretty contradictory article seeing as how he's saying dev teams are too big, but then goes on to say how all these animations are canned and the same....really?? how many more animators will I need if I have to make 10-20 more animations so they dont looked canned and repeat constantly??? nice article genius.....