"But to be honest, I would be skeptical about putting an M-rated, unlicensed football game on certain platforms. That platform is aimed at an audience that isn't interested – or if they are interested, their Moms and Dads won’t let them play it."
"The same is true of Mortal Kombat. I'm not going to be a big fan of putting it on Nintendo DS. It would be hard for me to believe that's a good idea. It might even be able to make some money, but it's not a great use of our time."
"Our goal is to create great IP,” Bayless concludes. "And to project that IP wherever it makes sense. So are we excited about Wii? Yeah, actually, we are. You should see the proposals that are showing up in my inbox. It’s awesome."
"My experience at the - E3 - show was, this-" Bayless makes broad, sweeping arm motions "-doesn’t work. Or it works kind of marginally. What did work was this-" Bayless makes controlled, tight motions. "I think that makes a pretty big impact on how you design your game."
"The other thing all fighters live and die on is responsiveness," he continues. "Right now, there are some profound questions about that controller and timing. But is it interesting? Is it an interesting problem? Heck yeah!"
Despite a Wii version of Mortal Kombat: Armageddon announced for spring of 2007, Bayless remains generally hesistant about bringing Mortal Kombat to a platform known to draw a young audience, adding, "Is there something else we might do with Mortal Kombat that could be appropriate for that audience? Maybe. We’re actually kicking some ideas around. Does this mean Mortal Kombat for Kids? Bayless laughs. "We can’t tell you what they are, but they’re pretty cool."
"For the last Mortal Kombat on current generation consoles our Chicago studio continues to deliver on amazing gameplay and intense fighting action that fans have come to expect and love from this long-standing franchise," said David Zucker, president and CEO, Midway. "We're extremely pleased to see that Armageddon has received an enormous amount of praise from both the media and consumers alike."
"We knew these titles would be a perfect fit for the PLAYSTATION Network, and based on Sony Online Entertainment's legacy in the online space as well as their intimate knowledge of the PLAYSTATION Network, it was an obvious decision they would be a top company to work with to bring this project to fruition," said Steve Allison, chief marketing officer, Midway.
The version of the game we played was extremely early but was looking like it was well on its way towards matching the quality of the best MKII conversions. Though early, the game already featured a full roster of fighters, stages, and the assorted finishing moves that were the introduced in the game. Best of all, the title ran at a good clip and felt about right, which bodes well for the final game.
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When you play it, you will notice that every single super move in the game is controlled by a Wii gesture system; also, the fatality systems will use the gesture system. For example, to do a move like throw Scorpion's spear, you will swing the Wii-mote away from your enemy and then bring it back toward your enemy, as if you are throwing the spear yourself toward the enemy, in an "away-toward" motion. It makes all of the moves feel more visceral, and it feels like you are more directly doing the action over just button presses. We want the controls of MK: Armageddon to be the biggest feature of this game on top of all of the content it already has.