Originally posted by No End N Site
Agreed, they are different, but both situations involve the consumer losin money.
Originally posted by Frisky Dingo
It was also explained, to an exhausting degree, that MS and Sony had DLC limitations and that those games could not legally be DLC Updates.
Hmm.. So MK9 gets patches every week? Wasn't aware of that. 😕 I usually have to update a game every time I haven't played something in around that long, so I assumed it was just the same case with MK9 each time I last played it. What kind of effect changes have they made? I stopped paying attention when they started nerfing some characters/moves that didn't need to be nerfed. Can only hope they nerfed ****ing Smoke though.
Originally posted by S_D_J
The thing that bothers most about UMvC3 is the short time between games. It makes you wonder, almost as if they knew MvC3 was broken but still when ahead with release.Not to mention it was supposed to be DLC, but they blamed the earthquake 😐
Ultimately UMvC3 was packed with enough content changes, but it's still in essence the same game.
That is literally the only legitimate complaint anyone can make, unless you are new to Capcom. I agree 100%.
It couldn't have been DLC. Or it could have and it woulda killed the community. As said before, MK's a perfect example.
Yeah. Same game with twice as much. . .everything.
Originally posted by Ridley_Prime
The situation with the Komplete Edition seems like the lesser of the two evils though, unless it were to have some kind of exclusive content or DLC that's incompatible with the original version because of this or some reason:Hmm.. So MK9 gets patches every week? Wasn't aware of that. 😕 I usually have to update a game every time I haven't played something in around that long, so I assumed it was just the same case with MK9 each time I last played it. What kind of effect changes have they made? I stopped paying attention when they started nerfing some characters/moves that didn't need to be nerfed. Can only hope they nerfed ****ing Smoke though.
I simply can't agree with that.
It's not really every week, but it's extremely frequent for a fightin game. 'Fixes stuff like extreme balance issues and game breakin occurrences. There are alot of'em. They update it piece by piece and it makes a new thing broken until the other patches are added, patch, by patch, by patch, by patch. . .until it's all fixed. For long stints of time, the game becomes unplayable at a competitive lvl, thus it gets less coverage in all areas. And that leads to the scene wandering off. Japanese developers fix this by makin one huge patch and addin crap to it and resellin it at a lesser price. So that the new game is immediately ready to go.
Originally posted by No End N Site
Sure. Unlike the rest of you, I'm displeased with Capcom for all the [b]right reasons and was disgusted way before everyone else was. I didn't miss any points, I just didn't care about'em. I know the cases aint exactly alike, but they share a major point. If you bought the 1st game, you lost money. The only thing people complained about.I can go across the internet or browse this very forum. No one complained about anything else but them feelin like they were jipped. Now cuz it's MK, we'll act like all the other issues nobody cared to mention matter, too.[/B]
MK9 and the Komplete Edition on the other hand, I'm glad are compatible, since the deal with the latter will prolly convince some people I know who still hadn't got the game (sadly) to give it a try sooner than later, and I'll be able to play with 'em without having to buy the same new edition, cuz my original version's not made obsolete by it. Partly why I said this situation was the lesser of the two evils. Dunt care or mind if you disagree though.
Right reasons? Define all the "right" reasons to be displeased with Capcom, aside from Darkstalkers... My displeasure with them isn't exclusive to simply their fighting games. Case in point, the way they've been handling Resident Evil lately.
Originally posted by S_D_J
The thing that bothers most about UMvC3 is the short time between games. It makes you wonder, almost as if they knew MvC3 was broken but still when ahead with release.
Originally posted by No End N Site
It couldn't have been DLC. Or it could have and it woulda killed the community. As said before, MK's a perfect example.
But yeah, the case with MK9's patches are worse if they just keep changing the game little by little like that each week or so. Shows how indecisive (or inexperienced I guess) they are in that area... Hopefully they learn from this and will have fixed all the balance issues and whatnot by the time the Komplete Edition comes out. If not, they really need to take notes on how it's done better, much as I hate to admit it.
Originally posted by Ridley_Prime
The issue of cross compatibility has actually always been a concern of mine, not something I just bring up now for the sake of making some biased attempt at defending MK. In fact I could've sworn it was something I complained about in the MvC3 thread or something before, when I talked about whether or not I'd get UMvC3, since most of my friends that I can play online with only had the original and weren't willing to get Ultimate because they couldn't care less about it or were just pissed about being jipped as you said. Could still get Ultimate eventually, but meh.MK9 and the Komplete Edition on the other hand, I'm glad are compatible, since the deal with the latter will prolly convince some people I know who still hadn't got the game (sadly) to give it a try sooner than later, and I'll be able to play with 'em without having to buy the same new edition, cuz my original version's not made obsolete by it. Partly why I said this situation was the lesser of the two evils. Dunt care or mind if you disagree though.
Right reasons? Define all the "right" reasons to be displeased with Capcom, aside from Darkstalkers... My displeasure with them isn't exclusive to simply their fighting games. Case in point, the way they've been handling Resident Evil lately.
Neither MvC3 or MK9 had the best decisions made when it came to DLC patches though, to be fair. Buffing characters that didn't need to be buffed, nerfing characters that didn't need nerfing (or guys like Sentinel that were sorta nerfed to the point of absurdity), etc. And before the metagame got to really develop, to top it off.
Nope, no one ever bought up the cross compatibility issue in the MVC3 thread. I checked, everyone who complained just sounded like Angry Joe.
Komplete and MK9 are cross compatible cuz it's the same game, you just get the tons of DLC for free. UMVC3 and MVC3 cannot be cross compatible cuz. . .
1. They nerfed X-Factor.
2. They altered X Factor.
3. Bad guesses on Mid air exchanges steal meter.
3. No DHC glithes
4. Balance changes, cast wide. Some, very ridiculous.
5. Mashable hypers.
6. And 12 new characters.
Too much has changed for UMVC3 and MVC3 to be compatible. You could patch in the removal of DHC, but the rest of that, in a timely manner? Nah.
I really don't care what Capcom does in the other genres, to be honest. The true reasons for dissatisfaction are. . .
1. Darkstalkers.
2. Rival Schools.
3. They ruined Super's near perfect balance with AE.
4. MVC3 was terrible.
5. They released UMVC3 within the same year as MVC3.
6. Capcom trolls with X and Talbain costumes.
7. Crossover Rampancy.
8. Brand Fatigue.
9. Poor allocation of resources.
The MVC3 patches are slight, to handle small problems with crash issues or to buff or nerf 2 or 3 characters. The game was fine.
MK9's patch latest notes. . .
http://shoryuken.com/2011/09/23/mortal-kombat-9-patch-notes-92311/
And theses patches are frequent. While MVC3 may get 1 or 2 patch updates in a span of 4 months, MK9 will get 5 in 4 months. And none of them are small and only lead to more problems; which leads to'em creatin yet another giant patch.
I bought MK9 a while back, but SFxT really pissed me off and I've stopped playin fighters period, it's been months. We got the 1st 2 patches and was just like **** it with the 3rd and so on. I woulda gladly payed 40$ for new a MK9 that took it's time to balance it out the right way and add of 5 or 6 new characters with better online. I really don't mind payin for stuff like that cuz it's worth it.
I see, and fair enough on that last part. Pretty much agree on the SFxT topic too. Completely unnecessary game at this time.
So wait, the last MK9 patch was only on September 23rd? It's kinda been awhile then...
Nerfed Johnny Cage huh? Would explain why one of his combos I tried doing worked differently or less effectively last time I played. mmm Kano's knife toss recovers slightly faster? **** THAT, but thank the Elder Gods @ the nerf on Smoke's vibration move. Was always a victim of that. Freddy needed much fixing too.
Meh, kind of bittersweet on these changes overall.
Interesting interview with Boon from Gamespot on how Netherrealm's gonna diversify itself more in 2012 (in other words, lay off MK for a bit while doing other stuff before eventually making the next game).
http://www.gamespot.com/news/mortal-kombat-developer-to-diversify-in-2012-6349395
Didn't know until now that NRS made Arkham City Lockdown for the iOS... Interesting.
http://www.gamespot.com/news/batman-arkham-city-lockdown-hits-ios-6347282
Preview: Mortal Kombat Vita has more ways to Finish Him
http://www.destructoid.com/preview-mortal-kombat-vita-has-more-ways-to-finish-him-220551.phtml#ext
The last half of this generation has been extremely kind to fighting games. Street Fighter IV returned the series to form, newcomers joined the fray with BlazBlue, and my personal favorite fighting franchise experienced a much needed rebirth with last year's Mortal Kombat.The trend doesn't show any signs of stopping, and continues on the handhelds with Mortal Kombat for the Vita. This isn't a simple port, mind you. With all the costume and character DLC, as well as new outfits, modes, and Vita-specific controls, the only thing holding it back from being the definitive version is its gutted online play.
If you played the last Mortal Kombat, you should have a basic understanding of what to expect from its Vita iteration. Mortal Kombat 9 returned the series to its 2D roots, retold the story of the first three games, and brought a polished fighting system while keeping all of the gory hyper-violence intact.
Right out of the box, Mortal Kombat comes with all the DLC from the console version. That's four characters, eight retro costumes, Kratos, and Sub Zero's MK3 costume, all unlocked from the start. Also, players are not required to complete story mode to unlock Cyber Sub-Zero or Quan Chi, as they are also playable from the beginning. The biggest addition, in terms of content, is the Bonus Challenge Tower.
The Challenge Tower from the last MK tasked players with completing 300 challenges for Koins, and a promised secret prize upon completion. With its creative challenges, and difficult (sometimes excruciating) missions, it quickly became a fan favorite. Bonus Challenge Tower aims to accomplish the same, focusing exclusively on challenges that incorporate the Vita's touch screen and accelerometer.
The first mission NetherRealm showed, called Missile Mayhem, cast players as Scorpion fighting against Sektor. The twist was that players are constantly attacked by falling missiles, that you either must dodge or detonate prematurely by tapping them. Now while this part of the demo was hands off, it warrants mention that moving your fingers back and forth from the d-pad to the screen looked awkward. Especially considering that you still have to focus on fighting.
The next challenge we played was another versus match, except whenever your character would land a hit or take one, blood would splatter on the screen. The only way to restore your view is to make quick wiping motions across the screen. This is actually a pretty clever idea, being both a smarter way to use touch controls, and a good fit to Mortal Kombat's hyper-violent tone.
Our final look at the Bonus Challenge Tower was an interesting one, a new addition to the "Test Your" series called Test Your Balance. This challenge has your characters high up on a plank above a pit. Using the Vita's accelerometer, players will have to tilt the Vita to balance their character as body parts are thrown at them. Fail and you fall into the pit, where a unique death sequence waits for you each time. In this particular challenge, failure meant watching Jade fall into a giant saw blade, cutting her into two clean pieces.
Overall, Bonus Challenge Tower is a welcome addition, and actually has a better-structured rewards system. The Tower in Mortal Kombat 9 offered Koins for each successfully completed mission, but only one prize awarded at the very end. The Bonus Challenge Tower offers Koins in addition to a total of sixteen extra costumes, awarded over the course of 150 challenges. The additional costumes also include -- long overdue -- alternates for the DLC characters. Personally, my fingers are crossed that NetherRealm will bring them to the console versions as well.
The fighting system in Mortal Kombat remains as fast and intense as it did on consoles. Running at a constant 60 frames per second, the game mirrors its console brethren. Button for button, all the combos that you spent time mastering can be pulled off here. In my hands-on time with the game, I had no difficulty performing any of my Scorpion or Kung Lao combos. Mortal Kombat on Vita will also come with the same gameplay tweaks and patches that the console versions are running on now. There are no block infinites, 77% Cyrax combos, or overpowered Kung Laos to be found here.
The only addition to the fighting system are the touch controls. Since fighting games require accuracy and precision more so than other genres, NetherRealm has, thankfully, kept the touch controls to a minimum. When you have a full meter, players can simply touch their meter to perform an X-ray. It's not ideal for comboing into an X-ray, but the touch controls (in actual combat) were made with casual players in mind, exactly who you wouldn't see leading into an X-ray with a combo. Rest assured, you can still press the shoulder buttons to perform an X-ray.
Fatalities can also be performed with touch controls, and are pretty simple to use. So if you win a match with, say, Scorpion, you can swipe your finger, back, forward, back, and then tap the X button to perform his fatality if you don't want to go for the standard input. The screen reads your swipes accurately, so either option is viable.
It's nice to see thoughtful use of the touch controls, rather than cramming them in because you can, which is actually why Mortal Kombat for Vita will not be using the rear touch pad, or use the touch controls to pull off enhanced supers. When asked why, NetherRealm stated that they did not want any touch controls that would interfere with the moment-by-moment fighting. Using the back touch pad lead to people performing moves they didn't intend, and using the touch pad for enhanced supers yielded similar results, so they were both cut.
Finally, there is the multiplayer. Mortal Kombat on Vita supports local ad hoc via Bluetooth in addition to online over PlayStation Network. While player and ranked matches make their return, the lobby and King of the Hill modes that made the console version such fun are not making the jump. I'm not going to lie, that really sucks to hear. As a player who logged a good 5,000 matches into the console iteration, I am really disappointed to see the King of the Hill lobbies go away. It's how I spent most of my time online, and I fear that the Vita's MK online experience will be the lesser for it.
Still, with all the great new additions to this version, you can not argue that NetherRealm isn't working to do right by fighting game fans who plan on getting the Vita. If you didn't like Mortal Kombat 9 (crazy talk, I know) when it was released last year, there's nothing here to change your mind. But if you're getting a Vita and enjoy fast-paced, gory, accessible fighting games with plenty of depth to master, you'd be a fool not to keep this portable version on your radar.
I might actually consider getting this one.
hopefully the extra costumes come to the home version as well
Yeah, hopefully.
Shao Kahn's even playable on the Vita (without hacking). Hope he doesn't come to the home version as well though, as I'd hate to fight people who use him/spam some of his strongest techniques.
New in-game costumes for Vita version.
MK3 Scorpion. Not bad.
UMK3 Subzero with the mask. Wow, really? Like he needed another costume?
Then there's MK2 Mileena (finally!), though terrible video quality, and big head Raiden, which I lol'd at.
The pit fatality from the MK4 "game over" screen is even back too. Nostalgia.
http://www.youtube.com/watch?v=ZO_AOBdy6wU&feature=mfu_in_order&list=UL
And from what I'm understanding now, Kahn's only playable on the Challenge Tower like that one thing with Goro. That's good.
But with that new content comes dropped content, such as king of the hill. Meh.
the thing is they want to have exclusives features for the PSV version, then just do a simple port.
...and I don't think they can bring the extra Challenge Tower 'cause those challenges use the touch screen and other crap the Vita has.
The costumes shouldn't be a problem though. Specially the alternates for the DLC characters