xWildx
What a day. What a lovely day.
Editor's Note: This thread has been promoted based off of xWildx's experience with Mortal Kombat X this past weekend. There was no stream to our knowledge or reveals. Mortal Kombat X was there for player demonstration. The following are the thoughts of xWildx's regarding his time with Mortal Kombat X. ~ STORMS
Well, since everyone else who attended The Playstation Experience this weekend seems to be making threads I figured I might as well make one, haha.
I have to say, going into it I was scared. You see so much talk on the forums here about how interactables make it less like MK, how the lack of dash blocking has made people less excited for the game, how horrible Cassie's face is, etc. etc.
But let me just say, after having played it myself? You can safely lay all of those fears to rest, this game is pure Mortal Kombat and it's fantastic. People talking about the gameplay videos not doing the game justice were absolutely correct. All the animations, effects, stages were BEAUTIFUL to look at, and the game is even more gruesome looking in person. I can't tell you how many, "Oh sh*t!"s, "God damn!"s, and "LOL that's awesome!"s I heard while playing at or near the station.
The game itself controls much more like MK9 than INJ and I found myself immediately comfortable with the controls. Everything was responsive and the dashing mechanic wasn't as complicated as I've seen people make it sound. Starting a dash and leading into a run felt natural, as did immediately blocking when I wanted to stop with a simple second click of the block button. One thing I want to point out is how the d1/2/3/4's all work: MK9 players will feel right at home, and honestly they all feel like they hold a bit more weight in the fight, probably due to the lack of dash blocking to keep pressure going. The walk speeds were all great, and the interactables felt natural and were all very cut and dry (in a good way). Simple press of the button and it was done and gone. They're something to be aware of during the game, but I don't feel like they'll completely alter MU's like they did in INJ.
Chip damage (another concern I've seen) seemed way more akin to INJ, and this is a welcome change, IMO (sorry JC players). Jump-in punches felt like classic MK9 (to me at least), but the varying animations took some adjustment to get used to (again, a good thing).
Overall, playing MKX over the weekend has taken me from cautiously optimistic to incredibly excited, and I can't wait to get my hands on the full version of the game to hit the lab ^_^
I look forward to seeing you all online, and just for funsies.... I'd like you all to imagine the range of Kitana's normals and Mileena's D+4. You now have a strong idea of D'Vorah's normals.
Edit: One thing I forget to mention: From what I tested, pokes (D+1, etc.) do NOT link naturally into specials for a combo. It's like how it was in MK9, not INJ.
Well, since everyone else who attended The Playstation Experience this weekend seems to be making threads I figured I might as well make one, haha.
I have to say, going into it I was scared. You see so much talk on the forums here about how interactables make it less like MK, how the lack of dash blocking has made people less excited for the game, how horrible Cassie's face is, etc. etc.
But let me just say, after having played it myself? You can safely lay all of those fears to rest, this game is pure Mortal Kombat and it's fantastic. People talking about the gameplay videos not doing the game justice were absolutely correct. All the animations, effects, stages were BEAUTIFUL to look at, and the game is even more gruesome looking in person. I can't tell you how many, "Oh sh*t!"s, "God damn!"s, and "LOL that's awesome!"s I heard while playing at or near the station.
The game itself controls much more like MK9 than INJ and I found myself immediately comfortable with the controls. Everything was responsive and the dashing mechanic wasn't as complicated as I've seen people make it sound. Starting a dash and leading into a run felt natural, as did immediately blocking when I wanted to stop with a simple second click of the block button. One thing I want to point out is how the d1/2/3/4's all work: MK9 players will feel right at home, and honestly they all feel like they hold a bit more weight in the fight, probably due to the lack of dash blocking to keep pressure going. The walk speeds were all great, and the interactables felt natural and were all very cut and dry (in a good way). Simple press of the button and it was done and gone. They're something to be aware of during the game, but I don't feel like they'll completely alter MU's like they did in INJ.
Chip damage (another concern I've seen) seemed way more akin to INJ, and this is a welcome change, IMO (sorry JC players). Jump-in punches felt like classic MK9 (to me at least), but the varying animations took some adjustment to get used to (again, a good thing).
Overall, playing MKX over the weekend has taken me from cautiously optimistic to incredibly excited, and I can't wait to get my hands on the full version of the game to hit the lab ^_^
I look forward to seeing you all online, and just for funsies.... I'd like you all to imagine the range of Kitana's normals and Mileena's D+4. You now have a strong idea of D'Vorah's normals.
Edit: One thing I forget to mention: From what I tested, pokes (D+1, etc.) do NOT link naturally into specials for a combo. It's like how it was in MK9, not INJ.
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