![]() I spoke to lead systems designer Derek Kirtzic at Summer Game Fest, who went into more detail about what makes the new system so special. Mortal Kombat 1 - Official Gameplay Debut Trailer I imagine it’ll allows pros to pull off astonishing sequences that’ll wow crowds at Evo. It’s a powerful system that allows players to get the most out of a combo. With the right timing, I could send in Sonya to punish them for that move. Or perhaps I try to throw one of Kitana’s fans at my foe, but they jump over it. If I time it just right, I can have Sonya intercept them out of the sky to extend my combo. It’s that aerial attack that made me realize the potential of the system. Another input has her zipping through the air to dash into an airborne opponent. ![]() For example, one attack has her shooting a purple energy blast from a distance. I’d pick Sonya as my partner and get to toy around with a few of her assists. It’s an easy system all I have to do is press the right bumper and a direction to have them execute a move. When I select a character, I’m sent to a second screen where I pick another character who I can call in to attack. There’s a big twist to all of that, though: Kameos. It’s all easy enough to grasp, requiring less explanation than Street Fighter 6. The basics of battle are easy enough, with standard attacks, throws, and blocks. I’d choose Kitana, refamiliarizing myself with Mortal Kombat’s streamlined, dial-up combo system. ![]() The bulk of my demo would have me completing four fights in a tower format. ![]() That’s thanks in no small part to its Kameo system, a small but impactful innovation that seems like it’ll go a long way toward making Mortal Kombat 1 a bloody fun spectator sport. What I quickly found out was how much room it leaves for creativity in combat. It would require a lot of creativity, and that word is at the front of my mind while demoing Mortal Kombat 1.Īs part of this year’s Summer Game Fest, I went hands-on with the upcoming fighting game, punching my way through a tower run and experimenting with its new systems. Its next installment would need to find a way to up the ante, both in terms of wild fatalities and its core fighting systems. That’s a question NetherRealm Studios would need to ask itself when developing its follow-up to the ultrapopular Mortal Kombat 11. ![]()
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