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Mortal Kombat 1 (2023) Official Gameplay Trailer


The very first gameplay footage of NetherRealm's new Mortal Kombat 1 was showcased at Summer Game Fest 2023 (hosted by Geoff Keighley). The trailer features Sub-Zero, Liu Kang, Kung Lao, Scorpion, Raiden, Johnny Cage, a sighted Kenshi, Kitana, and Mileena, as well as cameos from Goro, Sonya, Kano, Stryker and Jax.

Main gameplay:
  1. Kung Lao vs. Sub Zero
  2. Johnny Cage vs. Kenshi
  3. Scorpion vs. Liu Kang
  4. Raiden vs. Kenshi
Shorter gameplay clips:
  • Sub Zero vs. Raiden
  • Mileena vs. Liu Kang
  • Kung Lao vs. Johnny Cage
Kameo characters (may also be main cast):
  • Goro
  • Sonya
  • Kano
  • Stryker
  • Jax
 

Comments

I'll be honest - this was a rather disappointing demonstration

Graphically it didn't seem to be that much more advanced vs 11 yet NRS left previous console generation behind
Animations are still bad, you'd think in 4 years since the last game things would shift dramatically
Gameplay wise it's like MK11.5 rather than something entirely new or closer to X. You can see how slow everything goes
Air kombos are super janky, almost like we're back in the Armageddon days
Fatal blows are back again, easily my most hated mechanic simply due to how long FBs take, but at least krushing blows seem to be gone which is good
Unified meter is also good, never liked the split meter idea in 11
Way too much hitstop on attacks which makes the combos sluggish - this needs to be toned down by release or as the game evolves
Kameos are just glorified assists from the Towers whereas NRS were hyping them up as something groundbreaking
No variations however is a huge W
 
I'll be honest - this was a rather disappointing demonstration

Graphically it didn't seem to be that much more advanced vs 11 yet NRS left previous console generation behind
Animations are still bad, you'd think in 4 years since the last game things would shift dramatically
Gameplay wise it's like MK11.5 rather than something entirely new or closer to X. You can see how slow everything goes
Air kombos are super janky, almost like we're back in the Armageddon days
Fatal blows are back again, easily my most hated mechanic simply due to how long FBs take, but at least krushing blows seem to be gone which is good
Unified meter is also good, never liked the split meter idea in 11
Way too much hitstop on attacks which makes the combos sluggish - this needs to be toned down by release or as the game evolves
Kameos are just glorified assists from the Towers whereas NRS were hyping them up as something groundbreaking
No variations however is a huge W
Y’all act like MK11 is like a fighting game that came out of the 90’s. Do y’all forget that MK11 was also VERY beautiful? MK1 doesn’t need to improve from MK11 that much, since MK11 is already one of the most beautiful looking fighting games besides Dead Or Alive.
 
Y’all act like MK11 is like a fighting game that came out of the 90’s. Do y’all forget that MK11 was also VERY beautiful? MK1 doesn’t need to improve from MK11 that much, since MK11 is already one of the most beautiful looking fighting games besides Dead Or Alive.
They are one of those fans who constantly criticize MK. They weren't impressed with MK 11, they weren't impressed with MKX. And this is not an assumption, I know them from other forums and streams, like K&M or tournaments. Some people just like to criticize everything. Perhaps I'm confusing them with someone else. But I'm practically sure that it's them, because that user uses this nickname everywhere. Don't pay attention, let them express their opinion.
 
I don't think I can get past this Kameo thing. It was so goofy and distracting in towers but that's where that kind of thing lived. To break it off and put it into the main game is just a weird way to add complexity. Tag vibes without being a tag game, and I really, really dislike tag games, though It isn't one, but looks like one..... Also seems like it would be harder to balance than variations unless they aren't really distinctions between them but I guess we will see what that turns into.

Probably end up trying it at some point, but there are other options out and on the horizon that interest me more, so for now, you folks have fun with this one
 
ahem

K E N S H I I S B A C K

Much excite.
Breakers are back.
Non-linear Combos are back.
Armageddon Air Juggles for the first time in the "modern" 2D Era of games.
Ice Clone.
Jax's MK3 Fatality.
Dash speed looks crispy.
Everything is obvious and transparent, there's no great big mystery as there was with the variations system last game, etcetera, etcetera.

Much, much excite.
 
Y’all act like MK11 is like a fighting game that came out of the 90’s. Do y’all forget that MK11 was also VERY beautiful? MK1 doesn’t need to improve from MK11 that much, since MK11 is already one of the most beautiful looking fighting games besides Dead Or Alive.
So why did they cut off last gen consoles then? Where's the justification?
 
So why did they cut off last gen consoles then? Where's the justification?
Choosing to support a platform isn't as simple as "will this run? If yes click the last gen button". There are personnel resources and maintenance costs overheads to think about that have little to do with the game's appearance. For instance, do you want new gen players having to deal with old load times because they happened to get matched up with someone on PS4? Do you want to pay QA to test PS4 base units for every release? Do you want to pay developers to have to figure out how to cram something into a PS4 base unit just because they could; is that really a challenge worth the costs?

Supporting 7 consoles when 4 of them are sunsetting just because you could doesn't mean you should. That's a decision all devs are having to make and a lot of them are walking away just because it's time and no other reason than that
 
Mortal Kombat 1: PS5 hands-on report and Ed Boon Q&A
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Mortal Kombat 1: PS5 hands-on report and Ed Boon Q&A

Early hands-on details from NetherRealm’s fatality-fueled fighter, and new nuggets of wisdom from series co-creator Ed Boon.

Sid Shuman (he/him)Senior Director, SIE Content Communications
The Mortal Kombat series recently hit the big 3-0. And what a long, bloody trip it’s been: Eleven mainline games over six console generations and somewhere between 75 and 80+ characters, depending on how and where you want to count them.

And now Mortal Kombat 1, which is looking to open the floodgates on that rich, gory history while serving as a chapter-one reset. It’s a reintroduction of the entire IP, with one big, big gameplay twist.

Kameos in the Spotlight
While the visuals look stupendous, and the core fighting feels as tight as ever, the Kameo fighters are easily the star of this show. Using a combination of directional inputs and the R1 button, you can command your Kameo partner to bash an airborne enemy, juggle them, zap them from afar, throw them, execute a combo breaker… even perform a fatality.
  • But you need to be strategic. Kameo fighters come with a cooldown, so you can’t spam your opponent with a barrage of incoming attacks. They work best as a combo extender or as a way to build momentum on your opponent — if you’ve played Tekken Tag Tournament, you’ll have a decent idea how Kameo fighters will fit into this mix.
  • Kameo fighters were a combination of two ideas. Early in MK1’s development, the design team proposed adding unique modifiers to each fighter, such as giving Sonya a drone that could augment her attacks. “But it was specific to each character. And I kind of pushed back,” Boon explained. “I think we should do something everybody can share.” Then there was the question of the 2v2 Tag mode, not seen since 2011’s Mortal Kombat. “We loved it, and a lot of people loved it,” Boon explained, “but it wasn’t a much-played feature.” Enter Kameo fighters, which seemed to solve two different needs. “This kind of simplified thing, [activated] with a button push… that to me felt like the sweet spot.”
  • More Kameos are coming, and every retro MK character is on the table for consideration. Boon expects that MK1 will include between 15 and 20 Kameo fighters on day one, but more will be on the way. “We have some ridiculous ones that are gonna be coming later,” Boon teased, “like, you know… how do they even remember that character?!”

Ed Boon speaks
  • The premise. So is MK1 a reboot, a remake? “I think it could be in the category of a reboot.” Boon explained that the team at NetherRealm wanted to include key existing characters but tell a brand-new story. And the canonical ending of 2019’s MK11 made for a perfect springboard, with series mainstay-turned-fire-god Liu Kang in control of the flow of time and effectively resetting the universe. “And then, obviously,” Boon said, “something goes wrong.” The results will be familiar characters who may be in very, very different circumstances.
  • Who’s the villain? While Boon confirmed that “a number of” classic Mortal Kombat villains would be returning in some way, he wouldn’t spell out who the big bad was. “Just like with the heroes, the villains will start completely different…they’ll go down different paths and have different relationships with each other.” If you’re well-versed in MK lore, expect to encounter some twists.
  • New modes? Boon remained tight-lipped on online play details. But he did confirm that the team is working on a replacement for the Krypt mode seen in the past six MK games. “We have a whoooole new system,” Boon teased. “I can tell you it’s not the Krypt. But we’re gonna have a whole new system for unlocks.”
  • New-gen benefits. Boon appreciates many things about the PS5 generation — “it’s obviously crazy powerful.” But his biggest appreciation? The superfast SSD. “We can load in these crazy detailed backgrounds that before would have taken so long to upload.”
  • Some fatalities DO get rejected. Over the years, NetherRealm has established a sort of “fatality committee” that weighs in on pitches for the series’ iconic finishing moves. Ideas come in from around the company, but Boon has the final say. “Yeah, there’s a line, you know… there have been plenty that I’ve sent back and said, ‘no, that’s just crossing the line. We’re not doing stuff like that.’ And then they would get disappointed. But enough get through that they’re good.”
  • Boon is a bit behind on his games. With MK1 only three months from launch, Boon’s eager to catch up on some recent hits. “I’m definitely going to get Street Fighter 6, I’ve always been a fan,” Boon said. “I haven’t even had a chance to play God of War Ragnarök. And I’ve never played Diablo, but I’m really curious about Diablo IV.”

So that’s it… for now, at least. Based on my 30-minute play session, MK1 is a major series shakeup in more ways than one. With just three months to go, expect a steady stream of announces and reveals leading up to its September 19 launch on PS5.

source-https://blog.playstation.com/2023/06/09/mortal-kombat-1-ps5-hands-on-report-and-ed-boon-qa/
 
SF6 load times are equally fast on both generations, no excuse why NRS can't achieve the same on a much older engine
Load times in SF6 are pretty good, but some of it is spreading it out so you don't notice what is loading when. It's not just loading when players are making stupid faces at one another.

You can't get around the technical reality that SSD's are way way faster at loading data than old style platter drives and that the PS4 has a bandwidth limiting data throughput. That has nothing to do with NRS. What content you have to load and how you can work that load process to be comfortable for the player is situational, but it's not like the bandwidth differences between old and new consoles doesn't exist just because SF6 doesn't seem like it's taking forever to load

** and assets aren't game engines. You load and display assets but just because an engine is older doesn't mean you aren't loading a lot of content to have that engine process
 
SonicFox just went over his footage that he recorded/played on his stream. The more I see this game where people are actually playing it, the better and better it looks. And he also gave out a lot of information. Also, Kenshi looks like he’s going to he ridiculous.
 
I'll be honest - this was a rather disappointing demonstration

Graphically it didn't seem to be that much more advanced vs 11 yet NRS left previous console generation behind
Animations are still bad, you'd think in 4 years since the last game things would shift dramatically
Gameplay wise it's like MK11.5 rather than something entirely new or closer to X. You can see how slow everything goes
Air kombos are super janky, almost like we're back in the Armageddon days
Fatal blows are back again, easily my most hated mechanic simply due to how long FBs take, but at least krushing blows seem to be gone which is good
Unified meter is also good, never liked the split meter idea in 11
Way too much hitstop on attacks which makes the combos sluggish - this needs to be toned down by release or as the game evolves
Kameos are just glorified assists from the Towers whereas NRS were hyping them up as something groundbreaking
No variations however is a huge W
I don't recall Tower Assists being able to breaker, being used in Fatalities, being used in forward throws, being used in Fatal Blows, etc.

This "glorified Tower assist" narrative needs to die.

It's stupid as shit.
 
Also, Kenshi looks like he’s going to he ridiculous.
He looks fantastic, but he's a complex character. Puppet characters are hard to master, so in the early days after release expect to see a ton of clunky Kenshis out there lol

In the right hands this character will be deadly. But I don't think it's going to be super prevalent, because Puppet characters demand a lot of dedication to understand their mechanics.
 
Ppl also said MK11 felt like MK9 when they tested the game for the first time. Also i saw some posts on this site that mentioning they like MK11 because it feels like MK2, there is only one game that kinda reminds me MK2 and it is OG MK1, don't know what ppl usually drinks, don't take everyone's opinion so seriously, play the game and see how it feels like.
 
I'm not sure where people are getting these movement complaints for mk11 from. Hakf the cast could wave dash across the screen like they were on crack and the vast majority of characters had normals and strings that advanced them hella forward(looking at you, Kotal Kahn). It was fine. Lol
Historical revisionism I suppose.
 
I'm watching Digital Foundry's latest "DF Direct," and they mention that Mortal Kombat 1 is apparently on Unreal Engine 5, which surprised me:


Jump to the 44:00 mark.