Most of the things you mentioned had nothing to do with taking advantage of the console's hardware.
Stances have been around since early 3D fighting games like Virtua Fighter, Tekken, and Bushido Blade...these games are older than MK

A, and yet you are telling me they couldn't do that stuff back then?
Bleeding, poison, and other status effects that sap away health has been a part of video games for a long time. If games from 16-bit consoles can handle it, impaling in MKDA is not such a huge technical feat.
Instant-death evironmental hazards? It's essentially a glorified ring out that been seen since the original Virtua Fighter.
Klose Kombat in MK vs DC is a variation of a grappling state seen in wrestling and some fighting games. Free-Fall isn't much different once you take away the visuals.
Just because MK underwent several gameplay changes, it does not necessarily mean they are taking advantage of new technology. MK9 more or less went back to the basics, and it was proabably the best decision they made.
Yeah but in Tekken couldn't only one character switch stances on the fly? And did Bushido Blade look and run as good as MK4? Did it have a smooth framerate for lightning fast fighting, with a lot of particle effects from special moves, environmental weapons and the option to take out a new weapon, with the ability for your opponent to steal said weapon during a match all while having multiple stances? No, it just had multiple stances, with slower paced combat in huge open environments.
Trades were made to create the gameplay they were going for. Just like trades are made to create the kind of gameplay Mortal Kombat goes for. With DA
every character had three sets of animations the engine had to load and be able to seamlessly transition between at the press of a button.
Deception added the ability to pick up weapons, multi-tiered stages, combo breakers, environmental hazards and more on top of what DA began. You simply couldn't have all that on a system like PS1. Something would have to give, be it characters, movesets etc.
Yes, some of the environmental hazards in Deception/Armageddon were glorified ring outs. But did the other games that had the ring outs have the animations of the characters being chopped into bits, the particle effects of the blood and gore loaded up, ready to be displayed in case one lucky player got a good hit in? Did they have multi-tiered stages with the hazards animating in the back ground? In other games they were just ring outs. The characters would reach the stage and fall off. They didn't have to add particle effects, flailing character animations, pieces of the environment being destructible etc. they just simply had the characters fall off the edge.
What I'm saying is yes, the MK team does need more powerful hardware to pull off the new features they need because they go above and beyond other fighters to give it that "MK" spin. More animations means more RAM and that's only a small part of it.
MK2011 did go somewhat back to the basics but it used the power of the PS3 and 360 to add gameplay elements too. X-Rays couldn't have been done in the way they are presented currently on PS2. Again, not without sacrifice.
Could they be done? Sure, they're kinda just glorified Ultras. So a very simplified version could probably be possible on hardware like PS2. But if the devs choose not to sacrifice the visual fidelity of the X-Rays, other gameplay features would then be in danger of being lost. Maybe they would have to cut characters to make room for the animations they need for everyone to have an X-Ray attack. Maybe they would have to give characters less special moves, thus limiting a players gameplay options.
Tekken, VF, SF etc. don't have to worry about things like if their character models need to be diced up at the end of a match or bloodied during matches, so on a technical level those games don't need to be working as hard to be producing the gameplay you are witnessing.
MK2011 running on UE3 is a feat in of itself! Even during a 1v1 fight there is an awful lot that has to be loaded and ready to display at any given time. For each character the game must load up their external character model, the external damage for that model, the inside musculature/organs and their skeleton. All those need to be loaded up incase someone performs an X-Ray or a Fatality. Plus everything else during the match and it all has to run at a constant, buttery smooth 60fps.
On a older system like PS2, maybe something as major as the framerate would have to be sacrificed to have these features available. Or to keep the framerate solid they would start taking out other features (as stated above).
What if a new MK was to have multiple X-Ray moves per fighter that would have significant impact on the way the game plays because the X-Rays would have very different attributes and would help change the style of play for the fighters. But, due to last-gen restraints they can only include one X-Ray move per fighter. This is a clear example of how the gameplay could be affected due to being a cross-gen release.
And again. I'm not saying this is the case with MKX. As far as we know everything they planned to include gameplay-wise will literally be match for match on both new and old gen systems. But the disappointed reaction (read: not overreaction) is warranted because maybe we were envisioning a new-gen fighting game that would be missing out on some features due to it being cross-gen. That's a fair assumption to make as it could easily happen.
Am I still excited for the game? YES, very much so. Like I posted in this thread earlier, can't wait for E3!
Just my two cents!
