<a href="http://www.shacknews.com">Shacknews'</a> David Craddock gets a chance to bounce a few questions off of <b>Mortal Kombat</b> co-creator Ed Boon in a <a href="http://www.shacknews.com/extras/2006/020906_mk_armageddon_1.x">preview</a> of the final <b>Mortal Kombat</b> game made for the current generation <b>(Xbox, PS2)</b> of consoles, <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Mortal Kombat: Armageddon</a>. The <a href="http://www.shacknews.com/extras/2006/020906_mk_armageddon_1.x">preview</a> features foundational information covered in the last <b>Game Informer</b> article, allowing those who did not pick up the magazine to gleam a few more details. Here's a bit on the selectable boss character balancing.
<a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Mortal Kombat: Armageddon</a> is scheduled to be released in <b>October 2006</b> for the <b>Xbox</b> and <b>PlayStation 2</b>.But here's the thing: the last time we had bosses selectable by default in an MK game (MK Trilogy), the balancing left a little to be desired... which is putting it lightly. So what about in Armageddon? Will Shao Kahn, Goro and others be able to easily lay the smack down on other "normal" fighters such as Sub-Zero, Sonya, and Kano? "The boss characters are going to go through the same development and balancing as the normal characters in Armageddon," assures Boon. "In Trilogy, [the bosses] had to be pieced together with the 'boss-only' assets created for MK1, 2 and 3. Because of this, they ... never got the same treatment as the other characters, which were balanced from their original arcade games."