Schlagwort: Kombat Pack

  • How NetherRealm Studios Methodically Designed Homelander for Mortal Kombat 1

    How NetherRealm Studios Methodically Designed Homelander for Mortal Kombat 1

    Reading Time: < 1 minute

    So, I’m happy to go book-club with Homelander, but that isn’t what got us in the door. We’re here because Homelander is awesome, great, and terrible, in the way a nova or rogue wave or H-bomb has those qualities. He is the merciless last boss of a story with no credible heroes in sight. That’s what punches our ticket. Later, we can see he’s lonely, juvenile, and tortured, despite unmatchable powers… that he’s, if not sympathetic, at least understandable. Few people would choose the life that made him so strong but so cruel. And what better fit could there be for Mortal Kombat, a hard-edged universe where we sometimes half-joke there are no good guys?

    After careful preparation, we began work. Nailing tone was key. “Does this feel like Homelander?” Was our guiding-light question applied to everything: poses, movement, sound effects, facial expressions, hand gestures, even the set of a shoulder or angle of a dangling foot. Homelander’s central emotion is a bottomless contempt, which he struggles to hide for the sake of appearance. Watching that mask slip is the show’s core tension (and most perverse joy), and we strove to maintain that here.

    Website: LINK

  • How the Legendary Kombatant Ermac Made His Grand Return in Mortal Kombat 1

    How the Legendary Kombatant Ermac Made His Grand Return in Mortal Kombat 1

    Reading Time: 5 minutes

    Summary

    • Ermac joins the Mortal Kombat 1 roster today as part of the early access period for Kombat Pack owners, followed by wide availability on April 23.
    • For Mortal Kombat 1, NetherRealm wanted to further evolve the visual presentation of Ermac by leaning heavily into certain horror inspirations.
    • You can pick up the Mortal Kombat 1: Kombat Pack here on the Xbox Store.

    On the way to the cafeteria at the NetherRealm Studios offices, we have a large poster of Ermac hanging on the wall. Seeing it often reminds me how far he has evolved over the years. Back in the early days before the Internet, rumors often ran rampant about him and drove all kinds of speculation, particularly in the arcades. In the first Mortal Kombat arcade game, there was a diagnostic called ERMACS short for “Error Macro” that appeared underneath the number of “Reptile Appearances” and “Reptile Battles,” and it was therefore assumed by sleuthing fans that there must be a hidden character in the game. Over time, these rumors had taken on a life of their own and wound up being the catalyst to Ermac’s eventual creation and inclusion as a playable fighter in Ultimate Mortal Kombat 3.

    Mortal Kombat Ermac Screenshot

    Since the character’s arrival, Ermac has always been a vessel for souls and would use these souls to manipulate their energy for his own devious purposes. For Mortal Kombat 1, we wanted to further evolve the visual presentation of Ermac by leaning heavily into certain horror inspirations, and then explore the idea that Ermac has been haunted by unique souls he has captured throughout his existence. The collective of tortured souls include: the Witch, the Old Woman, the Monster, and the Soldier, each one playing a key role throughout Ermac’s move set. For Ermac’s classic Lift special move, the Witch’s soul bursts outward from Ermac to lift the opponent and slam them to the ground. The idea that these unique souls manifest themselves throughout his attacks is a common theme we wanted to showcase.

    Mortal Kombat Ermac Screenshot

    To me, one of the most compelling aspects to the design and implementation of Ermac was the challenge he presented to us. The last time we saw Ermac in a Mortal Kombat game as a playable fighter was in Mortal Kombat X, and we are lightyears ahead in terms of our capabilities from a visual perspective since then. For us, this meant an opportunity to evolve the look of his soul energy to create intricate visual effects-based attacks that help sell the unique telekinesis power he possesses. The inherent challenge is to ensure the visual elements are impactful, blend well with the gameplay elements, and are readable to the player. This is something the design and visual effects teams are constantly iterating on.

    Mortal Kombat Ermac Screenshot

    Gameplay wise, Ermac stands out as a character with interesting combo potential and routes, especially from the air. In terms of special moves, he employs a variety of his mainstay special attacks as well as new additions for Mortal Kombat 1. One of the main design goals was to evolve and showcase his classic attacks in a distinctive way while at the same time creating new special moves that both serve his gameplay plan while giving players a fresh experience. For instance, Ermac can still perform his Teleport attack but can now initiate it from either the air or ground then cancel it into an air or ground version just before he teleports acting as a mind game with options for different setups.

    Mortal Kombat Ermac Screenshot

    One of his new special moves is a Mana Shield where one of his souls creates a shield around him whereby incoming damage depletes his super meter instead of his health. Additionally, he has another new attack where he violently ejects souls upward, capable of launching the opponent and allowing Ermac to dash cancel out of. Lastly, one of my personal favorites and something players will want to check out is a brutality we created off Ermac’s Lift special move, which is a clear nod to his telekinesis Fatality from Ultimate Mortal Kombat 3.

    Mortal Kombat Ermac Screenshot

    Working on klassic characters for a new Mortal Kombat game is almost a sacred responsibility, let alone one of the ninjas. I joined the team many years ago for the first Injustice game and I will always remember the surreal moment working on Scorpion attacks for the first time. This responsibility is a sentiment shared by everyone on the team. We are all very pleased to bring Ermac back in Mortal Kombat 1 and hope players enjoy playing him as much as the team did working on him.

    Xbox Live

    Mortal Kombat™ 1

    Warner Bros. Games

    391

    $69.99 $34.99

    It’s In Our Blood! Discover a reborn Mortal Kombat™ Universe created by the Fire God Liu Kang. Mortal Kombat™ 1 ushers in a new era of the iconic franchise with a new fighting system, game modes, and fatalities!

    MK1: Kombat Pack

    Warner Bros. Games

    208

    $39.99 $19.99

    The Kombat Pack includes the Johnny Cage character skin featuring voice and likeness of actor and martial artist Jean-Claude Van Damme (available now), along with 6 new post-launch DLC playable characters and 5 new post-launch Kameo Fighters. Kombat Pack also includes 1-week early access to all DLC playable characters.  DLC Playable Characters (All Coming Post-Launch)
    Omni-Man (Invincible)
    Quan Chi
    Peacemaker (DC’s Peacemaker)
    Ermac
    Homelander (The Boys)
    Takahashi Takeda DLC Kameo Fighters (All Coming Post-Launch)
    Tremor
    Mavado
    Janet Cage
    Ferra
    Khameleon

    MK1: Ermac

    Warner Bros. Games

    No longer Quan Chi’s slave, nor bound to a royal family, Ermac must find a future worth fighting for. This pack includes playable character Ermac including all new movesets.

    Website: LINK

  • Bringing the Unique Style of DC’s Peacemaker to Mortal Kombat 1

    Bringing the Unique Style of DC’s Peacemaker to Mortal Kombat 1

    Reading Time: 5 minutes

    After working at NetherRealm Studios for more than 10 years, I have experienced my fair share of memorable days as part of the design department, but the day we all learned we would be designing Peacemaker for Mortal Kombat 1 was certainly one of the best. The only concern I had was the possibility of designers fighting each other on who would take the coveted role of point person. In all seriousness though, when we heard this news, we immediately started sharing clips from the show and brainstorming ideas.

    The reason for all the excitement speaks to how much we love the character and series. The humor resonates with our own, and I think if we were to design our own superhero, it would be heavily inspired by elements of Peacemaker.

    Mortal Kombat Peacemaker Screenshot

    From day one, it was clear to us that translating Peacemaker into Mortal Kombat 1 was going to be exciting. The first part was to craft a gameplay design around a core set of attacks and special moves while then layering in reference after reference and adding very specific details to the way the attacks look and feel. This meant watching and re-watching scenes of show while meticulously noting details that stuck out to us.

    One of our favorite scenes from the show was the first time we get to see Peacemaker use the Sonic Boom helmet. The butterfly girl he had been fighting leapt into the air to attack, but Peacemaker was able to activate Sonic Boom in time to vaporize her. It was a shocking moment as we are left with a shot of Peacemaker sitting on the ground completely stunned at what just transpired.

    Mortal Kombat Peacemaker Screenshot

    When we went to create Peacemaker’s Brutality with the Sonic Boom, we wanted to mimic very specific details that stood out to us like capturing that last shot of Peacemaker sitting on ground in total shock. Additionally, we created a Brutality from the scene in the show where he made a homemade grenade using a tank shell. We even created new blood splats with bigger spreads and longer meteors of meat bits to better mimic those on the show. In all, this is the part of the design process that we have a lot of fun with.

    As we were developing Peacemaker in Mortal Kombat 1, we believed it was critical to showcase his over-the-top personality everywhere possible. This becomes a summation of nuances, voiceover, dialog, motions, and mannerisms that are keys to how we wanted to convey Peacemaker’s unique personality to the audience. This is always important but especially in this case because of how familiar players are with this character, and anything slightly off will be noticed right away.

    Mortal Kombat Peacemaker Screenshot

    Fortunately, we had the pleasure of working directly with John Cena who delivered an impeccable performance (no surprise) as Peacemaker in the game, adding the ultimate level of credibility to the voice capture and dialog. In the mocap studio, we closely studied Peacemaker’s mannerisms, oftentimes bringing up clips from the show on the big screen and comparing them with the actor’s performance as we captured the motions to ensure they were reading like Peacemaker. As you might expect, there were a lot of laughs in between takes as some of the more the comedic moments were shining through.

    Gameplay-wise, Peacemaker was designed to have a straight-forward and accessible playstyle. We wanted to prominently feature both his helmet attacks and coordination with Eagley, the character’s loyal bald eagle sidekick. For the helmet attacks, we needed to design special moves that supported both his gameplay design and references we felt were important from the show. For his helmet-centric moves, he will employ his torpedo attack and anti-gravity abilities that allows him to float up and slam down over opponents, with the enhanced version of this move acting as an evade with additional options to cancel out.

    Mortal Kombat Peacemaker Screenshot

    For Eagley’s attacks, we were looking to design meaningful special moves that would be helpful in certain situations. For instance, Eagley can attack an opponent’s Kameo Fighter, mauling them and shutting down their use. For a few of us, the funniest move Peacemaker has is his blow dart special move, which fans should recognize from The Suicide Squad(2021)movie. In-game, he is in the same sneaking stance and can move forward and back while holding the blow dart, which can be released at any time and is designed to hit opponents out of the air.

    It would be an understatement to say it was a privilege for us to design and develop Peacemaker in Mortal Kombat 1. This was one of the most collaborative and fun experiences we’ve had as a design group so far. We feel that Peacemaker is a great fit for the Mortal Kombat Universe, and we can’t wait for players to get their hands on him. Peacemaker will be available on Feb. 28 as part of the early access period for Mortal Kombat 1 Kombat Pack owners, followed by wide availability on March 6. A trial version of Mortal Kombat 1 will be available to play for all Game Pass Core and Game Pass Ultimate subscribers as part of Xbox Free Play Days from March 7-10, with access to all multiplayer game modes, the first two chapters of the cinematic Story mode, the base roster of iconic characters, and more.


    Xbox Live

    Mortal Kombat™ 1

    Warner Bros. Games

    367

    $69.99 $41.99

    It’s In Our Blood! Discover a reborn Mortal Kombat™ Universe created by the Fire God Liu Kang. Mortal Kombat™ 1 ushers in a new era of the iconic franchise with a new fighting system, game modes, and fatalities!

    MK1: Kombat Pack

    Warner Bros. Games

    293

    $39.99

    The Kombat Pack includes the Johnny Cage character skin featuring voice and likeness of actor and martial artist Jean-Claude Van Damme (available now), along with 6 new post-launch DLC playable characters and 5 new post-launch Kameo Fighters. Kombat Pack also includes 1-week early access to all DLC playable characters.  DLC Playable Characters (All Coming Post-Launch)
    Omni-Man (Invincible)
    Quan Chi
    Peacemaker (DC’s Peacemaker)
    Ermac
    Homelander (The Boys)
    Takahashi Takeda DLC Kameo Fighters (All Coming Post-Launch)
    Tremor
    Mavado
    Janet Cage
    Ferra
    Khameleon

    Website: LINK