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Mortal Kombat Komplete Edition Is Coming To PC In July

NetherRealm Studios is doing right by PC gamers this July. 2011's Mortal Kombat is finally coming for those who have shunned the console way of life.

The title will arrive on July 3 via digital delivery platforms (specific avenues were not mentioned), and August 6 at retail. This version comes with all of the downloadable characters, fatalities and skins that were released for the console iterations. The only thing you won't be getting in this version of Mortal Kombat is Kratos (who was exclusive to the PS3 and Vita versions).

The full press release is on page two.


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Mortal Kombat: Komplete Edition konfirmed for PC in July

Mortal Kombat Komplete Edition konfirmed for PC in July

The Komplete Edition of the 2011 Mortal Kombat finishes Windows PC this summer, with the digital distributed fatality pinned for July 3. Retail annihilation is due a month later, so duck and cover on August 2 in Europe, and on August 6 in North America.

As per the version released for consoles last year, Komplete Edition features all the game’s DLC, with the expanded roster including a certain Freddy Kreuger (the regular creepy kind), Kenshi, Scarlet, and Rain. Conduit and Kinect Star Wars developer High Voltage Games, who’ve just released the “addictive” puzzler Zoombies for iOS, is handling the PC port.

Continue reading Mortal Kombat: Komplete Edition konfirmed for PC in July

JoystiqMortal Kombat: Komplete Edition konfirmed for PC in July originally appeared on Joystiq on Wed, 22 May 2013 10:00:00 EST. Please see our terms for use of feeds.

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Ed Boon Moving Beyond Mortal Kombat, Hints On Injustice DLC, And Life After Midway

With the launch of Injustice: Gods Among Us this week, we thought it would be a great time to catch up with NetherRealm creative director Ed Boon. During our conversation, we had a chance to talk about how Injustice evolved over its development, the tough choices made when selecting the roster of characters, and some hints about upcoming DLC. We also spoke a bit about life after Midway, and how things have changed for Ed and his team now that they are part of the WB family. Be sure to check out our review of Injustice, and the news of the first announced DLC character.

Game Informer: Injustice is a shift for you and NetherRealm away from Mortal Kombat. I want to talk a bit about the development process that you went through in order to make Injustice its own game and not just Mortal Kombat with DC characters.

Were there challenges in differentiating Injustice from Mortal Kombat, and were there any features or mechanics that you abandoned because they were too iconic to the Mortal Kombat series? Were there any characters that needed to be changed along the way because they were too similar to Mortal Kombat characters?
Ed Boon: It was only tough in that Mortal Kombat is so established and so proven that it's a safe area to hang out. Let's do the block button. Let's do fatalities. Let's do the X-rays. All the stuff that's become synonymous with Mortal Kombat. It would have been more comfortable to have hung out there, but at the same time that wouldn't have let this game carve out its own identity.

So, certain things—fundamental things—like the attack buttons and what they do, adding the power button that's unique to each character, holding away to block, getting rid of round 1/round 2 all of these fundamental, staple things in Mortal Kombat. We wanted to establish a whole new feel for this game.

The biggest challenge was getting past our own comfort level. People on the team said, "Should we really not have fatalities? Should we really not have rounds and the block button?" But once people got used to it and looked at the game from a different standpoint, it felt more natural for this game.

A block button would have meant yet another button for players to remember about. We added this interaction button, and with the goal of keeping the play mechanics simple, we didn't want to add another button. So removing the block button reduced the amount of buttons players had to worry about by one, so it was good.

Along those lines, the background interactions, the wagers, etc., were any of those particularly challenging to implement? Did any one more than the others change over the course of development?
The whole clash/wager system had a few permutations as we were developing the game. It used to be something you could do at any point in the game. It used to have a different user interface. After some people asked us, "how does it work," and after enough people ask it's a signal that it could be simpler and easier to understand.

As with many features, we did iterate on that one a few times. The background interactions, they were always going to be a staple of the game. From the very beginning, that was part of the plan, as was having the different class of characters (the power characters, the gadget characters).

The big challenge was coming up with a big enough variety and enough of them in each environment to have them play a good part of the fight without dominating the fight. That was the balancing act that we did there. We're happy with how it ended, because they do play part of the fight, but it's not just that the fight is all about picking up cars and slamming them down on your opponent. It's a combination of the fighting mechanics and taking advantage of where you are.

With the way the stages are set up and the background interactions, and the fact that all of them are so different, how did tuning the stages alongside the characters impact the development process?
Dramatically. It opened up such amazingly fun scenarios. You get someone into a combo, you pop 'em up in the air, you get four or five hits in, and lo and behold, you realize that you're standing underneath something that you can jump up and slam it on the guy like an exclamation point on the sentence like a big finisher type thing. All of these opportunities kinda pop up organically.

"Oh my god, if I'm The Flash, I can take advantage of this gigantic tree and slam it on them." I really feel like not all of them have been discovered yet. It just opens up a huge number of different permutations and combinations of special things that can happen. You're adding that other variable that's not only character A versus character B, but also, which background and where you are. For me, that's one of the most exciting things that opened up with that feature.

Read on to find out how NetherRealm chose the roster of characters for Injustice and how life has changed for Ed and his team since their last DC collaboration.


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Mortal Kombat Legacy’s Second Season Gets Its First Trailer

One of the most successful online web series of all time is getting ready to start up its second season, and this trailer will let you know what's in store, and who you can expect to see.

We still don't know exactly when the season will start, but it's "Koming Soon" so you shouldn't have to wait too long.

Check out the trailer below.

(Please visit the site to view this media)

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Mortal Kombat Legacy 2 Cast Photo

 

Get good long look at the cast of the sequel to Mortal Kombat: Legacy.

In 2011, Warner Bros. Digital Distribution produced a web series called Mortal Kombat: Legacy staring Michael Jai White and Jeri Ryan. The sequel was previously announced, and a clip of the show will be show at this year's Streamy Awards on February 17, but you can get a seek peak of the cast right now. Don't you feel sneaky? The guy in the middle with sunglasses is series director Kevin Tancharoen.

[Source: ComingSoon.net]

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Mortal Kombat: Komplete Edition seeking Australian classification

Warner Bros. will submit Mortal Kombat Komplete Edition for classification in Australia. GameSpot reports the fighter will seek a rating under the country’s new R18+ classification for games. Mortal Kombat was refused classification in the region when it launched two years ago and also lost a subsequent appeal.

Ninja Gaiden 3: Razor’s Edge will be Australia’s first game classified as R18+. Australia finally relaxed its censorship laws last year to allow games intended for those over the age of 15 to be sold in the country.

JoystiqMortal Kombat: Komplete Edition seeking Australian classification originally appeared on Joystiq on Tue, 15 Jan 2013 11:00:00 EST. Please see our terms for use of feeds.

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Mortal Kombat Komplete slices into its price for Amazon’s daily deal

Mortal Kombat Komplete slices into its price for Amazon's daily deal

Mortal Kombat Komplete Edition is just about half-off today on Amazon, priced at $ 16.50, down from its standard $ 30. When we say it’s “just about half-off,” of course we mean it’s dangling by the barest thread of blood-soaked connective tissue. Of course.

This deal applies to PS3 and Xbox 360 versions of the kollection, which launched in February last year. The Komplete Edition bundles all of the game’s DLC, 15 Klassic Skins, three classic fatalities, the Mortal Kombat: Songs Inspired by the Warriors album, and the 1995 Mortal Kombat film. Still, the movie is the most painful part of the entire package.

JoystiqMortal Kombat Komplete slices into its price for Amazon’s daily deal originally appeared on Joystiq on Sun, 13 Jan 2013 19:30:00 EST. Please see our terms for use of feeds.

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Sleeping Dogs: Zodiac Tournament add-on is skill of mortal combat, available now


Sleeping Dogs’ “Zodiac Tournament” downloadable content is available today for $ 5 (400 MSP) on Xbox 360, PS3 and PC. The DLC finds protagonist Wei Shen entering the dragon of an exclusive combat tournament on the hidden Zodiac Island outside Hong Kong.

Continue reading Sleeping Dogs: Zodiac Tournament add-on is skill of mortal combat, available now

JoystiqSleeping Dogs: Zodiac Tournament add-on is skill of mortal combat, available now originally appeared on Joystiq on Wed, 19 Dec 2012 11:30:00 EST. Please see our terms for use of feeds.

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Mortal Kombat: Legacy 2 set for Q2 2013, new cast details

Mortal Kombat Legacy 2 set for Q2 2013, new cast details

The second season of Mortal Kombat: Legacy shadow-kicks off in Q2 2013. Titled Mortal Kombat: Legacy 2, the follow-up to the 2011 web-series is being brought to YouTube by Machinima, who Microsoft recently teamed up with on Halo 4 tie-in Forward Unto Dawn.

Kevin Tancharoen returns as director and writer, while the cast list is beginning to fill with fairly recognizable names. That’s come at the expense of some first season actors, such as Matt Mullins who’s been replaced as Johnny Cage by Casper Van Dien (Starship Troopers).

In new castings, Harry Shum Jr. (Glee) plays Kuai Liang, and Brian Tee (The Fast and the Furious: Tokyo Drift), stars as Liu Kang. Old-school fans will recognize Cary Tagawa reprising the role of Shang Tsung from the 1995 Mortal Kombat film, while Ian Anthony Dale (Charmed) returns from the first season and Mortal Kombat: Rebirth as Scorpion.

If you’re super eager for footage of the upcoming season, Tancharoen is debuting a clip of it at the upcoming Streamy Awards on February 17, 2013.

Continue reading Mortal Kombat: Legacy 2 set for Q2 2013, new cast details

JoystiqMortal Kombat: Legacy 2 set for Q2 2013, new cast details originally appeared on Joystiq on Mon, 03 Dec 2012 17:30:00 EST. Please see our terms for use of feeds.

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Mortal Kombat: Legacy 2 Coming In Summer

Mortal Kombat: Legacy 2 – the second season of the live-action web series – is in production, and it will land in the second quarter of 2013.

The second season will debut exclusively on Machinima, and Kevin Tancharoen will return to direct the series and co-write it, as well as much of the cast.

The first clip for the series will appear on the 2013 Streamy Awards on February 17.

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