CarrieLynn of Clearance Bin Review writes, "At the C2E2 extravaganza that was last weekend, there were panels on the game development industry in the Chicago area. These panels ostensibly had two roles: to let the con-goers know that yes, there is a game development industry still around in Chicago, and to discuss just what that industry currently looks like. What also emerged from the panels were discussions about how to become, and survive as, an independent game designer. As we here at CBR are currently experiencing an Indie Invasion!, I thought it would be a good time to reflect upon Chicagoland’s game development industry, and how they see their community of independent game developers as important to the continuance of the whole industry."
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.
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.
NetherRealm Studios most likely is repeating its ads strategy to promote its upcoming game. An ads banner has appeared in MK11's menu.
They did the same thing in MK9. There was billboards advertisiing Star Wars blu rays and other things.
It’s for the promotion of their next game, yet this kinda stuff only achieves to completely put me off. This ruins the game I own, and as a result, pretty much annihilates the chance of me picking up the game they’re promoting.
It’s beyond ridiculous, and 1; this shouldn’t be a thing, but 2; if you’re gonna make it a thing (and you shouldn’t), then at least give the option to completely turn off that nonsense.
The next game by Mortal Kombat developer NetherRealm Studios has yet to be officially announced, but it seems like fans will not have to wait much longer not only for a reveal but also for an actual release.
"Should Be Studio's Longest Supported Title"
Which isn't saying much. MK11 was supposed to be supported for several years, with NRS even claiming that the pandemic wouldn't deter any of their momentum. Only for them to ditch the game barely after two years (with them going radio silent for numerous months with those years), with no updates on future titles since. It wasn't like MK11 didn't sell millions of copies.
NRS needs to look to Capcom (SFV) and Namco (Tekken 7) in terms of supporting a fighting game for the long haul.
I heard somewhere that he pretty much confirmed mk12 in 2023. Best year in fighting game history? SF6 and T8 look amazing. MK12 has had extra long to bake so it better be dope.
It better be MK XII, needs to be U5 and bloody as fk
Injustice is irrelevant
Doesn't hurt if they change the fighting control scheme in to something more fluid and linked, not just individual button presses