Mortal Kombat

Jan 29, 2009
7,187
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Warner Brothers Interactive Entertainment just revealed that the famous fighting franchise will return to PlayStation 3 in 2011 in a new MK that will be played in 2D.

The company says that the game will include extensive online play, a "tag-team" game option that supports up to four players in two-person teams and "the deepest story mode of any fighting game." The game will also support classic 1 vs. 1 combat. The graphics engine is said to be brand-new.

MK creator Ed Boon is overseeing the project, which is in development at the new MK-centric NetherRealm Studios in Chicago. "This game really is a response to what players have been demanding," Boon said in a press release, "mature presentation, reinvented 2D fighting mechanic and the best, most gruesome fatalities ever!"

Mortal Kombat was last seen in video game form in 2008's Mortal Kombat Vs. DC Universe, a T-rated game that toned down the series' classic violence so that Superman could tangle with Sub-Zero and friends. Mortal Kombat has been in the news this week thanks to the Mortal Kombat Rebirth movie pitch trailer that we showcased here on Kotaku.

Order

Standard: http://www.amazon.com/dp/B003O6E1JS/?tag=hidefnin-20
Collectors: http://www.amazon.com/dp/B004GD1Q4G/?tag=hidefnin-20
Tournament: http://www.amazon.com/dp/B004GD1Q2I/?tag=hidefnin-20
 
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Final ruling emerges: No Mortal Kombat for Australia

It was reported that Mortal Kombat had been refused classification in Australia, effectively prohibiting the sale and distribution of the game in the region. Warner Bros. Interactive Australia submitted an appeal to the Australian Classification Board, which today we have learned was unsuccessful due to the level of violence that exceeds an MA15+ rating.

"We're obviously extremely disappointed that the Refused Classification decision has been upheld by the Classification Review Board," said a WBIE Australia spokesperson. "We want to thank the thousands of Mortal Kombat fans in Australia and around the world who have voiced their support during the appeal process."

One of the core reasons for the refused classification is the "explicit" violence portrayed in fatality moves, complete with blood spray and dismemberment. Thus, the reboot of Mortal Kombat was unable to meet the guidelines of an MA15+ rating, which is the highest classification rating in Australia.

"The game includes over 60 fatalities, which contain explicit depictions of dismemberment, decapitation, disembowelment, and other brutal forms of slaughter," the official Board report stated. "Despite the exaggerated conceptual nature of the fatalities and their context within a fighting game set in a fantasy realm, impact is heightened by the use of graphics, which are realistically rendered and very detailed. In the opinion of the Board, the game contains violence that exceeds strong in impact and is unsuitable for a minor to see or play. The game should therefore be Refused Classification pursuant to item 1(d) of the computer games table of the National Classification Board."

Australia still lacks an R18+ classification. Without it, any game that is not deemed suitable for a 15 year old is effectively not suitable for someone 18 years or over, which in Australia is legally considered an adult age.
 
Australian customs on the lookout for Mortal Kombat imports

More bad news for Australian Mortal Kombat fans has emerged today, as local authorities proceed to tighten the grip on would-be importers of the NetherRealm-developed brawler.

According to customs, any attempt to import Mortal Kombat is considered illegal as it would be in direct breach of the Australian Customs Regulations 1956. Games that have been refused classification are illegal to sell or promote in the country, which means that Mortal Kombat is pretty much a no-no for Australian gamers.

Chatting with GameSpot AU earlier today, a spokesperson for Australian customs said, "As Mortal Kombat has been refused classification in Australia it is considered objectionable material. It is therefore a prohibited good, and illegal to import into Australia,"

"Any copies of the games detected at the border, including via international mail, will be seized."

The spokesperson noted that anyone caught trying to import refused classification games into Australia could be fined up to three times the value of the product in question, or $110,000 Australian dollars.

As of yet there has been no word from Warner Bros. Interactive Entertainment Australia regarding these latest developments, although it is likely the company is just as frustrated as fellow MK fans.

WBIE Australia recently submitted an appeal to the Australian Classification Board which ultimately proved unsuccessful, with the ACB standing firmly behind their original decision to refuse classification for Mortal Kombat.
 
What the heck? I'm trying to download the demo and it's still saying you need a PS Plus account.

Looks like it's available for download now!
 
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Kratos vs Mortal Kombat: Ed Boon and Stig Talk Shop

“The first time we saw him we thought, ‘Oh my God, what a great Mortal Kombat character he would make.’”

Ed Boon is very excited. The Mortal Kombat creative director and co-creator can finally spill his guts regarding one of the most anticipated video-game crossovers of all time: Kratos’ exclusive guest appearance in the PS3 version of Mortal Kombat. “We kind of felt it was meant to happen,” he says. “We think we’ve done Kratos justice.”

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Ed Boon and God of War III director Stig Asmussen don’t remember who made the first phone call, but both recall the Kratos crossover talks starting early in Mortal Kombat’s development cycle. “I remember somebody saying, ‘‘hey, there might be this possibility of Kratos appearing in Mortal Kombat,’” Stig remembers. “I said, ‘ You gotta be kidding me, we gotta make this happen! Let’s get on the phone.’” Describing himself as a “huge God of War fan,” Boon was all too eager to work out the details and spark a larger collaborative effort between both studios.

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Capturing “the real Kratos” in Mortal Kombat was a prime goal for Boon and Netherrealm Studios, but it wasn’t always an easy one. “The God of War team set certain ground rules,” Boon says. “From the beginning, we were absolutely set on respecting the character.” Boon describes a “receptive” relationship with Sony Santa Monica Studios – creators of God of War – during development of Kratos’ Mortal Kombat incarnation, with Boon’s and Asmussen’s teams regularly trading feedback and ideas. Absolute authenticity being a key consideration, Boon’s team went so far as to use Kratos’ God of War III character model as a reference asset. “Once we started sending playable builds of Kratos, that’s when they got specific regarding things like animation,” Boon recalls. Particularly regarding Kratos’ fatality, which went through a number of edits and revisions due to feedback from Sony Santa Monica Studios. “It was mostly minor stuff, certain tweaks to the animation,” Boon remembers. “We went through a lot of iterations, but in the end, when you look at that screen, you see Kratos.”

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Asked about his favorite aspect of this chaotic crossover, Boon answer comes easily. “Just seeing Kratos and Scorpion on the screen at the same time. You never thought you’d see that.” Boon loves God of War and, in particular, Kratos because he’s “unapologetically brutal.” The feeling is mutual – Stig is a longtime Mortal Kombat fan, too. “One of the strongest points of Mortal Kombat has always been the character design,” he tells Boon. “You’ll see a character and you’ll know it’s a Mortal Kombat character.”

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Kratos’ guest turn in Mortal Kombat wasn’t without a few creative conundrums, of course. As a demigod, Kratos is not one to show vulnerability. So at first, seeing the all-powerful Kratos torn to pieces by the likes of Shang Tsung – in glistening HD detail thanks to Mortal Kombat’s gruesome character damage modeling – came as a bit of a shock to Sony Santa Monica Studios. “The things that were being done to Kratos were not things that we were used to seeing,” Stig confesses. “It’s taking it to an almost uncomfortable place at times because here Kratos can get his ass kicked.” On the other hand, Boon points out, “Kratos is in the mud like everybody else.”

“I will say that I’ve never seen his skull before this game,” Stig counters with a laugh. “But man,” he adds, “you guys really pulled through. I’m proud of that game.”

Yes, Kratos has an ending. But there’s a catch. “From the start, we decided we wouldn’t put him into the Story and have him interacting with Scorpion or things like that,” Boon explained. But when you conquer the Arcade ladder, you’ll get your just desserts. “We do explain what happens when Kratos wins the tournament,” Boon hinted, describing the endings as “a lot more elaborate” than in prior games.

Yes, Kratos has a fatality. No, we’re not going to spoil it here. “We had 10 fatality ideas we wanted to do,” Boon teased. “But the final versions are in line with all the crazy deaths you’ve seen in God of War over the years.” Boon hinted that Netherrealm Studios is making creative use of Kratos’ weapons in designing his kills, adding, “It’s probably over the top, but we’ve always been over the top.”

Yes, Kratos has a stage. And yes, it has a stage fatality. “It has the best stage fatality we’ve put into any Mortal Kombat game ever,” Boon said excitedly without further elaboration. The stage itself was inspired by the end of God of War III, when Kratos battles Zeus in the Chamber of Flame. “That fight had an almost fighting-game mechanic,” Boon said, “so when we saw that we thought, “It’s writing itself!”

Yes, Kratos is being carefully balanced. How do you balance a character who is practically omnipotent? Not an easy question. “Kratos is interesting because his God of War fighting style is so long range – it’s designed for crowds,” Boon said. That approach won’t necessarily fly in a one-on-one fighting game, so Mortal Kombat emphasizes Kratos’ close-range brute strength and reserves the long-ranged attacks for special moves. “Anyone who loved MKII or MK3, which are particulatly combo-centric, are going to be happy with Kratos.”

Yes, Kratos uses X Weapon. “He has more weapons in this game than any of our other characters by a factor of two,” Boon confirmed. We spotted the Bow, Cestus, Blade of Olympus, Icarus Wings, Helios head and, of course, the Blade of Chaos.

No, Kratos won’t participate in Test Your Might. “We’re not too shy about putting our Mortal Kombat characters in silly situations,” Boon said. “There’s just no humorous side to Kratos,” Boon said. “You’re not going to see Kratos do a Friendship … we kept him out of those situations out of respect.”
 
GameStopMKPreorder2.jpg

Note: 3-song download code delivered via email. Klassic Scorpion Playable Character Skin and original Fatality exclusives will be printed on receipt at the time of reservation pick-up for store customers, or when the order ships for online orders.

*The Power Up card is FREE (if you chose the free option).
 
NetherRealm confirms two Mortal Kombat DLC characters

Two new fighters will arrive in Mortal Kombat as downloadable content, NetherRealm Studios producer Hans Lo confirmed to CVG (via Destructoid).

The first character, who debuted in Mortal Kombat: Deadly Alliance, is a series veteran: the blind swordsman Kenshi. The second character is also a part of Mortal Kombat history, but in a less straight-forward way. In the arcade version of Mortal Kombat II, occasionally a glitch would transform the female ninja character costume blood-red. There was no official name for this character, but fans dubbed her Skarlett.

Both Skarlett and Kenshi will have unique move-sets. "They won't be copy and pasted from characters already in the game," says Lo, "they're going to have their own unique fighting styles, moves, fatalities and x-rays - all the good stuff."
 
Mortal Kombat final roster leaked?

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The characters appear in the following order.

Scorpion - Liu Kang - Kung Lao - Sub-Zero
Sindel - Ermac - Reptile - Kitana
Johnny Cage - Jade - Mileena - Nightwolf
Cyrax - Noob Saibot - Smoke - Sektor
Sonya - Jax - Kano - Stryker
Shang Tsung - Baraka - Kabal - Raiden
Extras/DLC - Sheeva - Quan Chi - Extras/DLC

One of the placeholder spots is likely reserved for Kratos.
 
Mortal Kombat requires registration code for online play

Rumor has it that Warner Brothers Interactive Entertainment (WBIE) has followed in the footsteps of Electronic Arts and THQ, in encouraging players to shy away from purchasing used copies of its most prolific titles, including the upcoming Mortal Kombat reboot.

According to Joystiq, new copies of Mortal Kombat will contain an “online pass” that must be activated prior to playing online. That is not to say you won’t be able to play online with a second hand copy of NetherRealm Studios-developed fighter, as WBIE have stated players can purchase online play codes for PlayStation 3 via their respective online stores.

The info comes via a recent email that has been distributed among retailers.

“Mortal Kombat, available on April 19 for the PlayStation 3, includes a one-time-use registration code that gives players access to all online modes in the game. Players who do not have a code will get a free two-day trial of the online play and then be able to purchase the online modes for $9.99 on the PlayStation Network.”
 
Mortal Kombat 'King Of The Hill'



With the release of the Mortal Kombat reboot due in just a few days time, Warner Bros. and NetherRealm have offered up with a new gameplay trailer showcasing the game's "King Of The Hill" mode.

“King Of The Hill” is a popular multiplayer game mode where you have to stay in a designated zone for as long as possible while others try and muscle in on your patch — or in this case, kick the living daylights out of you. Check out the video below to see "King Of The Hill" in action.

Judging by the explosive footage we’ve seen so far, Mortal Kombat looks set to be the most brutal game in the series yet, with trademark finishing moves and grisly animations adding flair to the familiar arena-based combat formula.

The PS3 version of Mortal Kombat is due for release on April 19, 2011 in North America and will give you access to Kratos from God of War as a playable character, as well as full stereoscopic 3D effects.
 
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Online built from day one, "really lag free"

Mortal Kombat was designed from day one as a robust, fully-featured online experience, said the NetherRealm development team during a conference call with PlayStation Universe.

"During pre-production, we basically planned around online and all the cool features we wanted," said Adam Urbano, senior producer of Mortal Kombat. "...the online play — which is really, really, really lag-free — would not have been possible if we didn’t start two years ago in front of the basic technology."

Since online fighting games live and die by their net code, the Mortal Kombat online team developed code that pulls "every possible bit" of gameplay data and sends it in individual packets. The end result of two years of planning is a system that's as efficient as possible, ensuring the best possible online connection between two players.

"We do a lot of things, too, to ensure that the net conditions between multiple players are perfect and ideal for a match-up," added Urbano. "Obviously, there’s nothing you can do if two people have a crappy connection — the game just isn’t going to be as good as if there’s a good connection — but we’ve optimized it as much as an engine can possibly be optimized."
 
NetherRealm: Kratos a special guest character, not part of MK canon

During a recent conference call with PlayStation Universe, several NetherRealm developers reiterated that Kratos is only a special guest in Mortal Kombat, not a newly established character in the series' canon.

"Kratos is actually not involved in any of the story elements of Mortal Kombat, he definitely has his own independent position," said NetherRealm Producer Hector Sanchez. "He’s not in story mode, so he doesn’t actually have any influence on the Mortal Kombat universe canon."

"As far as [Kratos returning in future Mortal Kombat games], we’re not really looking at anything past this game for any of the characters," continued Sanchez. "We wanted to make sure all our energies were focused on making sure this version of Mortal Kombat was as solid and as good as possible."

Though Kratos isn't part of the Mortal Kombat narrative, he does have his own "complete violent ladder sequence," according to MK Lead Graphics Engineer John Greenberg.

"So if you play with him in the single-player ladder stuff, he does make sense in that context," said Greenberg. "But yeah, he’s not in the game canon at all."

"It was great working with the guys over at Sony Santa Monica," added MK Senior Producer Hans Lo, "getting him to match with our universe and everything."
 
Mortal Kombat developer talks "comfortable" 3D

The PlayStation 3 version of Mortal Kombat features stereoscopic 3D support, but it's no ordinary implementation of 3D — while in 3D mode, gamers sans glasses can play comfortably, too.

"Most games try to heavily emphasize the 3D effect, try to make the world feel very, very deep, and really make that 3D effect pop," said John Greenberg, lead graphics engineer at NetherRealm, during a recent conference call with PlayStation Universe. "We aimed for something a lot more subtle."

While in 3D mode, the background will appear a tad blurry to gamers without glasses, but the character models should be crystal clear.

"We keep it really comfortable so that you can play for a long time without getting eye fatigue, and so that people who don’t have 3D glasses [can also enjoy it]," continued Greenberg. "We recognize that the game is often a party game, and that a lot of people might be sitting there playing together, and that not everyone sitting there will necessarily have glasses. The other people in the room can watch, play, and enjoy without having those glasses."

To create a more subtle 3D effect, Greenberg and his team greatly reduced the depth and the amount of parallax in the image. Also, Mortal Kombat runs as 60 Hz at all times, in stereoscopic 3D or regular 2D. The end result is a "comfortable" 3D effect intended to increase immersion and draw gamers one dimension further into the Mortal Kombat universe.
 
NetherRealm turns rumor to reality in Mortal Kombat

We all remember those Mortal Kombat rumors: Ermac in the original Mortal Kombat, the Living Forest stage fatality in Mortal Kombat II, the blood-red ninja Scarlett in MKII and so on. In the upcoming reboot of Mortal Kombat, the developers sought to turn those old-school rumors into reality.

"The fans imagined and made rumors up of things that weren’t actually there for stage fatalities [among other elements]," said NetherRealm Lead Designer John Edwards in a recent conference call with PlayStation Universe. "In a lot of cases, we fed off of those old-school rumors and turned them into realities this time around."

In the arcade version of Mortal Kombat II, a glitch would occasionally transform the female ninja character costume blood-red. There was no official name for this character, but fans dubbed her Scarlett. In NetherRealm's Mortal Kombat, Scarlett returns as a fully-realized (downloadable) character.

"With the retelling of Mortal Kombat I, II, and III, it wasn’t a necessity to create a new character and try to shoehorn them into that lore — we really wanted to make sure we focused on the history that the fans knew about the franchise," said Mortal Kombat Producer Hector Sanchez. "But with DLC, not being held to the confines of the story and creating a new character is something the team really sunk its teeth into, and we think that people are really going to be happy when they see it."

"All the stuff we like to do is based on the rumor mill from back in the arcade days," elaborated NetherRealm's John Edwards. "As much as she is a new character, Scarlett is a rumored character from the past, fully fleshed out and realized for this new generation."

Scarlett is not the only inclusion from old Mortal Kombat days, but when pressed for specifics, the NetherRealm team remained relatively coy. Stage fatalities will feature prominently, however.

"We want to have stage fatalities in as many stages as possible," said MK Lead Designer Paulo Garcia, "and in this game we started planning from the get-go for the stages to have stage fatalities."