Your wishlist for MK10

Honestly, I grew up playing MK, starting from MKII, and seeing a Fatality was a treat back in the day, considering they were so hard to pull off, and I just waited for the CPU to rip one on me. Say if a child grew up playing MK9, they would be able to pull off Fatalities like it's nothing, that's how dumbed down it is with the tutorial and command list.
 
Fun = Challenging


I eat big boy food, not Gerbers homie.

Who cares. Again, NRS isn't going to listen to just you. They will listen to everyone and a majority is the ppl who you think "eat Gerbers".

And yes fun may equal challenging but not for some ppl who are new to the series or who are playing a game for the first time especially for a sequel of a game with a new fighting mechanic system such A an adjustment from MKA to MK9. I know you get it and you also know a majority of people are not like you.

Anyways, let me modify my roster again...

* Scorpion
* Mileena
* Johnny Cage
* Raiden
* Sonya
* Baraka
* Reptile
* Ermac
* Cyrax
* Sektor
* Kano
* Sheeva
* Quan Chi
* Skarlet (Primary = Human; Secondary = Cyborg)
* Kenshi
* Rain
* Tanya
* Shinnok (Unlockable Boss)
* Kai
* Jarek
* Reiko
* Fujin
* Bo Rai Cho
* Li Mei
* Frost
* Mavado
* Hsu Hao
* Drahmin
* Moloch (Unplayable Sub-Boss)
* Human Size Blaze (Unplayable Secret Boss)
* Sareena
* Kia
* Jataaka
* Ashrah
* Havik
* Nitara
* Hotaru
* Liu Kang (Unlockable)


DLC:
* Sub-Zero (Primary = Human; Secondary = Cyborg)
* Tremor
* Goro
* Kintaro
* The woman in Jade's MK9 ending.
* Khameleon
* Juliet Starling (Lollipop Chainsaw)
* Rayne (Bloodrayne)
* Shujinko (In his 30s-50s.)
* Daegon

Blaze's Secret Boss Battle Idea:
1. Beat the character before the sub-boss (Moloch) with any finisher and never press block in the last round.
2. You fight Blaze in the Pit.
3. If you win, you just knock him out and won't finish him.
3.5 If Blaze wins, he either knocks you out, finishes you by uppercutting you and making you fall on the pit of spikes, or finishes you by blasting you to bits with a fireball "Kamehameha/Haduken" style. ;)

I don't think that's it for Liu Kang. I think he might've survived. I wouldn't think NRS would kill off Liu Kang, angry at Raiden. In the ending of story mode, when Raiden said something like, "... let's heal the wounded", the three main protagonists teleport along with Liu Kang's body. Also, he wasn't in Netherrealm. I'd put him as unlockable because he's most likely alive and if he's alive, he'd have a deep canon story such us betraying Raiden and joining the forces of darkness. I think Legacy 2 gave us a hint of how Liu Kang will most likely be if he ever returns.

For, Sub-Zero, I keep putting him as DLC because initially speaking, he is DEAD (seeing him in the Nethrrealm) and most likely will not have a canon story in MK10 other than being an undead slave. If anything, he and maybe some others may be brought back to life in later games canonically. But, as DLC, people can play as him even with no story to tell. Initially, I really wouldn't add him but since he's a fan favorite, I'd have him be DLC.

I want Jade, Kitana, and Sindel back hopefully, but I don't mind if they don't return because it'd be like a break for them. Eventually, all characters should return in later games which will most likely happen in spin-offs such as Mortal Kombat Trilogy.

Overall, every playable character inside a full game (excluding DLC) needs to have a story. Otherwise, those who don't have stories can be DLC.

I also wouldn't mind if all the characters from MK9 had their same movesets because NRS would need to work on the newer characters anyways.

If MK10 will be free to play, it should start with the following characters...
* Scorpion
* Mileena
* Johnny Cage
* Raiden
* Sonya
* Baraka
* Reptile
* Ermac
* Cyrax
* Sektor
* Kano
* Sheeva
* Quan Chi
* Skarlet
* Kenshi
* Rain
 
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Once upon a time, challenge WAS fun. Before the current "wussification of America" era. Before you kids started being taught to value pleasure over success.



According to what? Nearly all games felt precisely that way for over half the history of video gaming.

In other words, games are suppose to be fun and challenging but not to the extent that a majority of people wouldn't be able to play it because of its difficulty of needing to focus more on the game as if it's a final exam rather than just an exciting challenge. MK is good where it is now as far as difficulty goes.

And again the people who have that "wussification" probably have other more important things in life to focus on other than games.

Video games should not feel like final exams! Period.
 
Things that I really want
- Voice chat setting on/off, so I can play online matches with voice chatting setting off

- Take the training mode options from Injustice and implement them in MK10: Dummy Record/Playback, Frame Data Info + Active Frames Info, Switch Player Side, Start at Corner/Mid screen when pressing select, Random Block, Random Throw Tech etc.

Add attack data where it show how much damage your combo does.

Add another training mode options where you set the dummy to block all but low attacks or overhead(Taken from UMVC3)

Similar to Soul Calibur, you have the ability to watch a video of a sample kombo attacks during Training Mode.

- No Proximity Blocking. In other words if you let go of a block button or stop holding back to block, the game automatically blocks for you.

- Replay feature similar to SSFIV where you can watch your own match. I can find out what you did wrong, or think about what you could have done during a match.

- Flashback cut scene of an original timeline and unknown previous event from MK9 during Story Mode.

-Some of the characters shown in the cut scene can make a cameo appearance that can play important role in the story. That way, people get to see their favorite characters in a cutscene even-though they are not part of the character roster

-Better or improved net code, no input lag if possible

-Story mode chapter for every event(Example: Liu Kang trains Kai at Shaolin Temple, or Shinnok escaping from the Netherealm with Quan Chi's assistance) instead of chapters for every character. It should tell us who win the fight during Kombat or if someone is training someone, or doing a sparring match.

-Gameplay variety, every character should be played differently. Playstyle should consist of Zoning, Rushdown, Keepaway, Grappler, Anti-Keepaway, Anti-Rushdown, Doomsday-eque style, and Hybrids. Even the projectiles should have different properties for every character. How much Durability does a projectile have? The gameplay should all be about strategies.

- Cinematic Intro like in Deadly Alliance, Deception, and Armageddon if possible.

- Being able to see the realm of Netherrealm places such as Prison of Souls, Sea/Bridge of Immortality, Shinnok's Pyramid, 1st or 5th plane Netherealm, and City of Nekros during story mode. Most of these doesn't have to be fighting arena stage like in MK9 Wushi academy for example.

- Shinnok should played like MK:Mythologies Sub-Zero as a boss character.

- Button configuration during character select, offline or online

- No Negative Edge

- No Daylight or Night version of a stage please

-Remove Flip Stance

- Some old/new special for some character should be useful for defensive strategies

- The roster should be balanced as possible



Thing I don't need but I thought would be cool to have

- Some characters have OTG attacks, unlike UMVC3.It is not used to a continue combo. Instead, it is an unblockable attack against opponent during Delayed Wake Up. Opponent can get hit with mutliple OTG attacks

To counter this, roll tech forward/backward to escape or perform a delayed wake up attack

-Fictional, or imaginary language for characters from Outworld, Netherrealm, Chaosrealm, and Seido if possible. It seems that every characters in that realm speaks English but I think its fine. There should be automatically be subtitle when someone is speaking a fake language.

-A mini game that plays like MK:Mythologies Sub-Zero, a 2D adventure game during story mode

- The ability to turn on or off cinematic during fatalities.

-A special move that can be performed during delayed wake up .It can be used to counter, or escape opponent who constantly attacking you with OTG attacks. Its can be same special moves but it has to be in different animation. Some special moves cannot be performed during wake up. It can make the fighting look realistic.

Watch the video where Raiden throws a lighting when he is in a knockdown state as an example
http://www.youtube.com/watch?v=BvVtoVSzkJw&t=1m10s

- The return of Hara-Kiris, Friendship, Babality and Animality

- MKUniverse Mode DLC similar to DC Universe online. You get to explore the realm in Mortal Kombat such as Earthrealm, Nethrealm, Outworld, Chaorealm, and Seido. You also get to see where some stages are located. You can also change timeline.

Characters/Stages

It's up to the MK Team to decide which characters or stages they want to include :)
 
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Things that I really want
- Voice chat setting on/off, so I can play online matches with voice chatting setting off

- Replay feature similar to SSFIV where you can watch your own match. I can find out what you did wrong, or think about what you could have done during a match.

- Flashback cut scene of an original timeline and unknown previous event from MK9 during Story Mode

-Better or improved net code, no input lag if possible

Pretty good ideas.

I'd also like every character to be able to throw their opponents with the throw button WHILE ON AIR.
 
For sure. In arcade MKII you actually had to pay attention to your fatality positioning even before landing your final hit of the round because you had so little time.

Sent from my SPH-L710 using Tapatalk

Aside from the fatalities that used the Up direction, the only fatalities I'm aware of where that exact situation applied was with Baraka's decapitation and Kung Lao's hat slice...and even then, you could always hold the Block button to prevent movement, just like the fatalities where the Up button was involved, and release it right before hitting the final button. If you're not cheating, you're not trying.

For, Sub-Zero, I keep putting him as DLC because initially speaking, he is DEAD

Sub-Zero is as dead as Paul McCartney. And besides...

"Nobody ever really dies in Mortal Kombat."
-John Vogel
 
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Aside from the fatalities that used the Up direction, the only fatalities I'm aware of where that exact situation applied was with Baraka's decapitation and Kung Lao's hat slice...and even then, you could always hold the Block button to prevent movement, just like the fatalities where the Up button was involved, and release it right before hitting the final button. If you're not cheating, you're not trying.

Sub-Zero is as dead as Paul McCartney. And besides...

"Nobody ever really dies in Mortal Kombat."
-John Vogel

I'm not surprised you were gonna say that. I just believe that those died in MK9 should at least have a break in MK10. And I mean those in the Netherrealm need to take a break and be presumed "dead" in MK10 then spring back to life in the next game.
 
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Main roster:
Ashrah
Cage
Ermac
Frost
Fujin
Jarek
Kai
Kitana
Kung Lao
LiMei
Mileena
Nightwolf
NoobSaibot
Quan-chi
Raiden
Reiko
Reptile
ShangTsung
Smoke
Sonya
Tanya
Sub-Zero
Scorpion

Bosses:
Shinnok
Onaga

Sub-bosses:
Quan-chi
Blaze

Unlockable characters:

Shinnok
LiuKang
Shujinko

DLC characters:

Motaro
Tremor
Nitara
Jade
Kano
Sareena
Sektor
??????




 
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In other words, games are suppose to be fun and challenging but not to the extent that a majority of people wouldn't be able to play it because of its difficulty of needing to focus more on the game as if it's a final exam rather than just an exciting challenge. MK is good where it is now as far as difficulty goes.

And again the people who have that "wussification" probably have other more important things in life to focus on other than games.

Video games should not feel like final exams! Period.


You would be able to do them, it would just take, wait for it, PRACTICE.
Games should not hand feed you everything. Especially not fighting games.
 
I'm not surprised you were gonna say that. I just believe that those died in MK9 should at least have a break in MK10. And I mean those in the Netherrealm need to take a break and be presumed "dead" in MK10 then spring back to life in the next game.

See, im in the minority on this site, majority of fans in general though. Sub-Zero is absolutely too important to stay dead period. That may sound unfair but every game franchise has core characters which people remember and want in the game and Sub-Zero is one of those for MK. In fact I would say Scorpion, Sub-Zero, and Raiden should never ever miss an Mk. Also I've started to think Sonya is in that crowd too because she's the most recognizable female on the cast. So if it were up to me those 4 would have safety no matter what. To round it off at 5 throw in 1 recurring bad guy too who would always be in every game. My nomination for that spot is Noob Saibot, but Shang Tsung also could fit that bill as well.

Use those 4 to 5 characters and the rest of the cast could be anybody else.
 
You would be able to do them, it would just take, wait for it, PRACTICE.
Games should not hand feed you everything. Especially not fighting games.

True, practice makes perfect and MK9 did NOT handfeed. It only helped and TAUGHT the players a lot but not handfeed. Hand feeding is like those one button fatalities and those codes to get them.

You sir are wanting no help from the video games themselves, which others might need. And for me, I really didn't care if the fatality tutorial was there or not but since it was there, I loved using it and it HELPS (not handfeeds) me more. I was going to do my own tutorial in a 2 player mode anyways, which I always did in past MK games.

@Subz: If I were Boon, here is who I'd have left in the forces of light...

Scorpion, Liu Kang, Kung Lao, Kuai Liang, Raiden, Kitana, Jade, Sonya, and Johnny Cage.
 
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Didn't handfeed?

MK9 tells you how to do the god damned fatalities in the move lists.
That alone is Mortal Kombat blasphemy.
 
Didn't handfeed?

MK9 tells you how to do the god damned fatalities in the move lists.
That alone is Mortal Kombat blasphemy.

It's called teaching. Let's face it, there is no instruction manual, and not everyone has internet. If you want a game with no movelist and you want people to figure out themselves, it's just not gonna happen. Because...
1. Not everyone has internet for them to look up how to do them.
2. Not everyone finds it exciting to find out how to do a fatality with NO IDEA of what combination to press. Many people want to be sure they know what they're doing rather than doing things out of cold turkey.

@DFGHTENNIS:

I like the fact that Jade is DLC. It just shows me that she deserves to be hidden/secret or bought as DLC for her superiority like a sexy boss character. However if she will be bought or secret, she must have a reason besides her sexy looks and low blow x-ray attack. She should also have a fatality that would vertically impale her victim from the butt with her weapon, which would be a shock factor for many players. ;)
 
2. Not everyone finds it exciting to find out how to do a fatality with NO IDEA of what combination to press. Many people want to be sure they know what they're doing rather than doing things out of cold turkey.

Old school MK fans found that exciting. But I guess we're in the minority now.
Cowboy was right about the wussification
 
Old school MK fans found that exciting. But I guess we're in the minority now.
Cowboy was right about the wussification

We are in a new generation and many old school fans are actually starting to have wrinkling on their skin which are the signs of aging. You guys are not young adults anymore. A majority of gamers are ALWAYS young adults (but of course anyone can be a gamer if they want). Companies always look for what a majority would want for their games of course.

(No pun intended about the aging btw.)
 
I don't see anything wrong with movelists. They save time from having to fumble through button combinations, hoping one of them will do something. That is time that could have been been spent on actually applying the moves the moves in a match. Fatalities were fun to watch initially, they not much of an achievement.
 
What can be figured out for ourselves are how to combine each moves and what combos will work most. Those are the challenges I'd definitely accept. That is when it's up to the player of how much of an expert they want to be. Thank you to the internet and the generous people who find out custom combos, we can all learn how to be experts. :)
 
Well, that's you and I know it feels good to accomplish somethings that are so much of a challenge. However, not everyone likes somethings so complex that it feels like an unpleasant obligation and video games are not suppose to feel that way. They are suppose to be fun. Fun = Pleasant

I don't think NRS would make it that easy like automatic fatalities. Fatality tutorial would probably be enough already.

Automatic (one button) fatalities are old school.

Video games should be more comparable to chess, not checkers, and knowing how to perform fatalities should be no exception.

When I was growing up, you were considered COOL if you knew how to perform a fatality, and this was the era when internet access was practically restricted to businesses and the military. When I first got MK2 for SNES (which was 2 years after it was released), I had to beg as many people as I could at school to show me how to do them (and only ONE person was nice enough to show me a few), and I had to learn others on my own through trial and error. I literally had to wait until I saw an offer to order previous strategy guides from GamePro to finally learn all the Fatalities. The younger generation is spoiled with the presence of sites such as TRMK and GameFAQs. They don't know what it's like to be in my shoes, and it's high time they start learning to do so.
 
Video games should be more comparable to chess, not checkers, and knowing how to perform fatalities should be no exception.

When I was growing up, you were considered COOL if you knew how to perform a fatality, and this was the era when internet access was practically restricted to businesses and the military. When I first got MK2 for SNES (which was 2 years after it was released), I had to beg as many people as I could at school to show me how to do them (and only ONE person was nice enough to show me a few), and I had to learn others on my own through trial and error. I literally had to wait until I saw an offer to order previous strategy guides from GamePro to finally learn all the Fatalities. The younger generation is spoiled with the presence of sites such as TRMK and GameFAQs. They don't know what it's like to be in my shoes, and it's high time they start learning to do so.

But it doesn't mean doing things out of cold turkey for video games. There has to be some kind of movelist at least to start with. The challenge is trying to figure out how to beat your opponent and learn the most damaging combos and not trying to figure out what buttons to press to do such moves. And too bad you had to do things by trying to figure out what buttons to press. That was your problem. And now that more of us can perform fatalities thanks to technology today, we are all considered cool. ;)
 
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