DeBane
New member
I appreciate every fighting game has its own BnS's, flowchart and patterns of play. But MKX has to be one the most corner centric fighting games I've seen since playing around with Mugen!
Watching the various tournaments filter through in the past weeks has revealed the aforementioned claim to be gospel fact: Get stuck in the corner in MKX and you might as well put the controller down -- YOU'RE TOAST...Y!
Even at low level play, anyone who can slap together a facile combo - hardly rocket science in a game as jab-juggle-happy and lenient in its command inputs as MKX and whose damage scaling and meter gain (for getting pummelled!) heavily promotes smaller combos - is all but guaranteed victory if they manage to push their opponent to the edge of the screen. And with the aid of the game's many 'dash' -type attacks, thus is not difficult to accomplish. I can now see why the game has so many telepotation attacks -- it would be a literal 'Tekken with gore' fighter without them (and still kinda still is).
I don't know whether this was a conscious design decision on NRS's part or simply an offshoot of 'modernising' the gameplay mechanics... but it really doesn't make for a entertaining viewing experience when one can more or less predict what's going to happen based on respective player positioning. Coupled with the guessing game that many characters also exploit, using their high/low mix-ups, it all conspires to promote this 'Mort Kornerbat' style of play. I can already see Evolution becoming a farce of the SonciFoxes and co. 'corner scumming' their opponents ad nauseum and winning irrespective of what life lead they might have given away. Comebacks are great. But not if they feel artificial and utterly predictable.
You can even discern peoples' displeasure with the overall flow of the game through tournament commentators' commentary. Often littered with exclamation and exasperation when the issues I've cited crop up - which is often - followed by the distinctive tones of resignation in their voices when the sense of inevitability overwhelms them as a player, again, gets pushed into a corner; round after round, match after match. This does not bode well for the game or franchise in its role as an enjoyable form of entertainment, much less its efforts to be recognised as a serious, competitive fighting game.
Sidebar:
Players seem to be disconnecting / re-starting matches before the finishing moves, even Brutalities, can be executed. Sometimes ending a match while they still have a good portion of health left. Is this 'rage quitting' tournament sanctioned behaviour for MKX? Or is this just another offshoot of players' frustration -- conceding a bout before it's over, due to the predictability of the outcome issuing from the problems I've raised? It's kind of pointless playing a Mortal Kombat game if one is not going to avail the series' signature finishing attacks; even the in-combo Brutalities, which were largely implemented to circumvent the very 'premature quitting' habits seemingly evident here... To say nothing of the near pointless nature of X-ray attacks! But that's for another topic...
What say you?
Watching the various tournaments filter through in the past weeks has revealed the aforementioned claim to be gospel fact: Get stuck in the corner in MKX and you might as well put the controller down -- YOU'RE TOAST...Y!
Even at low level play, anyone who can slap together a facile combo - hardly rocket science in a game as jab-juggle-happy and lenient in its command inputs as MKX and whose damage scaling and meter gain (for getting pummelled!) heavily promotes smaller combos - is all but guaranteed victory if they manage to push their opponent to the edge of the screen. And with the aid of the game's many 'dash' -type attacks, thus is not difficult to accomplish. I can now see why the game has so many telepotation attacks -- it would be a literal 'Tekken with gore' fighter without them (and still kinda still is).
I don't know whether this was a conscious design decision on NRS's part or simply an offshoot of 'modernising' the gameplay mechanics... but it really doesn't make for a entertaining viewing experience when one can more or less predict what's going to happen based on respective player positioning. Coupled with the guessing game that many characters also exploit, using their high/low mix-ups, it all conspires to promote this 'Mort Kornerbat' style of play. I can already see Evolution becoming a farce of the SonciFoxes and co. 'corner scumming' their opponents ad nauseum and winning irrespective of what life lead they might have given away. Comebacks are great. But not if they feel artificial and utterly predictable.
You can even discern peoples' displeasure with the overall flow of the game through tournament commentators' commentary. Often littered with exclamation and exasperation when the issues I've cited crop up - which is often - followed by the distinctive tones of resignation in their voices when the sense of inevitability overwhelms them as a player, again, gets pushed into a corner; round after round, match after match. This does not bode well for the game or franchise in its role as an enjoyable form of entertainment, much less its efforts to be recognised as a serious, competitive fighting game.
Sidebar:
Players seem to be disconnecting / re-starting matches before the finishing moves, even Brutalities, can be executed. Sometimes ending a match while they still have a good portion of health left. Is this 'rage quitting' tournament sanctioned behaviour for MKX? Or is this just another offshoot of players' frustration -- conceding a bout before it's over, due to the predictability of the outcome issuing from the problems I've raised? It's kind of pointless playing a Mortal Kombat game if one is not going to avail the series' signature finishing attacks; even the in-combo Brutalities, which were largely implemented to circumvent the very 'premature quitting' habits seemingly evident here... To say nothing of the near pointless nature of X-ray attacks! But that's for another topic...
What say you?