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Ed Boon

MK X PC improvements photo
MK X PC improvements

NetherRealm promises 'huge improvements' for the PC port of Mortal Kombat X


About bloody time
May 05
// Nic Rowen
Mortal Kombat X on PC has been like an extremely tasty looking bowl of soup that is way too hot to eat. Every time I try and take a sip, I get a mouthful of scalding molten pain (laggy, unplayable matches being the metaphoric...
Mortal Kombat X photo
Mortal Kombat X

Brutalities revealed for Mortal Kombat X


Toasty!
Feb 26
// Jed Whitaker
Brutalities are back in Mortal Kombat X, and there will be "well over 100" according to series creator Ed Boon, a fact that makes me wonder just how many characters the game will have. Originally, brutalities were long ...
Mortal Kombat photo
Mortal Kombat

I made someone's nuts explode in Mortal Kombat X


Videogames are awesome
Jun 13
// Hamza CTZ Aziz
I've always felt like the videogame industry doesn't feel right without a Mortal Kombat. So many games are always striving to be these serious affairs, and it takes something like Mortal Kombat to remind people that oh right,...

Mortal Kombat X photo
Mortal Kombat X

Check out 10 minutes of Mortal Kombat X gameplay with Ed Boon


Ed Boon shows off demo live at E3 2014
Jun 12
// Brittany Vincent
Even though Mortal Kombat X was officially announced, we hadn't really touched upon its specifics thus far in the midst of all things E3. Luckily, IGN sat down with NetherRealm Studios head Ed Boon for a 10-minute gameplay d...
Mortal Kombat photo
Mortal Kombat

We could be seeing a new Mortal Kombat soon


Can we get some new Friendship moves too?
May 28
// Brittany Vincent
If this teaser poster uncovered by All Day Gamer is any indication, we could be looking at a Mortal Kombat reveal in the near future. With E3 right around the corner, anything is possible, even a sequel to Gitaroo Man. Well, ...
Mortal Kombat photo
Mortal Kombat

The Mortal Kombat reboot will be safe from GameSpy's clutches


It will continue to run online
May 12
// Chris Carter
On May 31st, life as we know it (on the GameSpy network) will cease to exist. It will shut down a number of games, one of which was apparently Mortal Kombat, which ran on GameSpy's infrastructure. But Kombat lead Ed Boon has ...
Mortal Kombat photo
Mortal Kombat

Ed Boon shuts down possibility of Mortal Kombat Wii U Virtual Console releases


'0.0% chance'
May 05
// Chris Carter
Were you holding out for a Mortal Kombat Wii U Virtual Console release? I hope not, because series creator Ed Boon recently took to Twitter to set the record straight. According to a response to a fan, Boon notes that there's...
Mortal Kombat photo
Mortal Kombat

Ed Boon teases Mortal Kombat: Shaolin Monks HD


Haha, what?
Oct 31
// Chris Carter
Once upon a time, Midway Games made a Mortal Kombat themed beat 'em up called Shaolin Monks. It starred Liu Kang and Kung Lao in an epic quest to defeat Shang Tsung, featuring full co-op, RPG elements, and a story. Surprising...
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The DTOID Show: Dawnguard, Tomb Raider & Dishonored


Jun 01
// Max Scoville
I love how the week before E3 could totally be a lovely, low-key chance for everyone to rest up before getting punched in the stomach by the biggest industry event in the country. Oh, wait, my mistake. This week is a churning...

Preview: Injustice: Gods Among Us

Jun 01 // Dale North
Injustice: Gods Among Us (Wii U, PS3, Xbox 360)Developer: WB GamesPublisher: NetherRealmReleases: 2013  The first battle we saw had Superman going up against Solomon Grundy. Both looked to be a fair bit larger than your standard fighting game character, and the artwork for the characters and the stage leaned more toward photorealism than comics or animation. That's not to say that these guys took up too much screen space, but they definitely gave an impression of being bigger and badder, which actually works towards them being superheroes and villains.  Boon told us that one of the goals of Injustice was to make the stages as pivotal as the characters are. Superman and Grundy fought in the Batcave, where there were plenty of interactive points to change the balance of battle. Fighting actually causes damage to the backgrounds, and in this case some punches near containers for Batman's Batsuits caused them to break, releasing hand grenades that could be picked up by either fighter and used in battle. The far right side of the stage also featured a console with a large red button on it, and when a fighter is backed into this corner, the button gets pressed, sending missiles flying out to hit the other fighter. Consider yourself warned, corner trappers. The stages in Injustice all have multiple tiers. In the Superman vs. Solomon Grundy battle, a punch from the Man of Steel sends Grundy down into the floor, through it and into a lower level of the Batcave. There were even more background objects to use in this section. For example, Grundy used a floating power generator to attack Superman, bashing it over his head. The assault continues with a super move: Grundy grabs Superman, smashes him to the ground, pulls out a gravestone from his chest, and hits him over the head.  Superman's comeback super move was quite a bit more exciting. His eyes turn angry red, and then he picks up Grundy and punches him into space, sending him flying through the clouds and into the stratosphere. The view pans out into space, where we see Grundy start to sink down towards Earth at high speed. The view follows as he crashes through the roof of the Batcave back into the stage, where Superman finishes him off. The next demonstration, a fight between Batman and Wonder Woman, made the previous one seem tame. Batman has all his neat toys, like his grapple gun and Batarang, which he can throw forward or upward. Wonder Woman has two fighting states to make full use of her most popular equipment. Her lasso mode has her being more of a ranged fighter, but with her sword and shield she has some very SoulCalibur-ish, close-ranged moves.  In this stage, which was a wide open city street-style arena, Batman found himself backed into a corner where there just happened to be a car. He used that car to his advantage by taking Wonder Woman's head and bashing it into the car's body. Another option for him would have been to throw explosives into the car to blow up on his opponent. Wonder Woman, on the other hand, would have picked up the car to slam it over Batman's head.  For as good as the fighting was, the stage was really the highlight of the match. This city stage features three arenas: one street scene, another two blocks away on the top of a building, and the last in the reception area of a building. The fun lies in how you get to these areas of the stage, though. We saw Batman kick Wonder Woman at an upward angle, sending her out of the stage's first area, up into the sky, through several floors of a nearby skyscraper, out the other end of that building, and onto the roof of another. The fight continued there for a bit until Batman turned really mad. He used his grappling hook to grab Wonder Woman and slam her down through some 30 stories of this building, and we watched on, laughing, as she continued to plummet down in this cross section view until she hit the ground floor, where the fight continued. To finish her off, Batman kicked her backwards, sending her back to the stage's first area,  knocking her through other buildings' plumbing and pipes, with her knocking her head on several of them. Batman finally ends it by hanging her upside down with his grappling hook to kick her. While what we saw of Injustice was fantastic (and hilarious), there are still plenty of questions to be answered. We've only seen four characters of the full roster (Harley Quinn and The Flash have also been announced), and we have next to nothing on story details. Boon did let on that the story will explain how, say, Superman could take a beating from Batman. We'll have to wait for that, though.  So far, Injustice looks to be right in line with what any fan of the Justice League would want in a fighting game. Through it, the timeless "who would win in a fight between X and X" questions can now be answered definitively.  With a modified Mortal Kombat engine behind it, and its focus on ridiculous superhero-type super moves and crazy multi-tiered stages, Injustice: Gods Among Us could take fighting games to a new level. See what I did there? I'll get a chance to get my hands on Injustice next week at E3. Stay tuned.
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[Update: New screenshots added.] Injustice: Gods Among Us is a fighting game that brings together the DC Universe characters for a beatdown festival that only world-class superheroes and villains could give us. Ed Boon himsel...

Review: Mortal Kombat (Vita)

May 01 // Brett Zeidler
Mortal Kombat (PlayStation Vita)Developer: NetherRealm StudiosPublisher: Warner Bros. Interactive EntertainmentReleased: May 1, 2012MSRP: $39.99 Upon starting up the game, you will find that every single piece of content that was included in the PS3 version of Mortal Kombat: Komplete Edition can be found here, except there's no 3D support, a few changes were made to multiplayer (more on that later), and you receive no download codes for the 1995 film adaption of Mortal Kombat or the Songs Inspired by the Warriors album (you'll hear no complaints from me). The Arcade Ladder, Story Mode, Challenge Tower, and Krypt are all present and packed full of every single unlockable and easter egg (as well as a brand new one) from the aforementioned version. All the downloadable characters, unlockable characters -- Quan Chi and Cyber Sub-Zero -- and all DLC "klassic" skins are included and unlocked right from the start. The next thing you will probably notice is that the jump to the Vita was not too kind on the character models themselves. Whenever the camera moves in close on a fighter, the textures are noticeably horrible. Having said that, once you actually start playing the game it's virtually a non-issue. When everything is in motion, the visuals look absolutely gorgeous on the Vita's vibrant OLED screen. They're not going to drop your jaw like Uncharted: Golden Abyss, but they look fantastic all the same. NetherRealm took meticulous care in making sure the framerate stayed locked-in at a silky-smooth 60 frames per second. The only time the framerate ever dips is for a split second after an X-Ray move is executed. It has no effect on the gameplay at all, but it's something that is definitely noticeable after awhile. The fact that they were able to keep it at 60 FPS at all is impressive in itself. This is even more amazing considering they left the animated backgrounds fully intact, just as they appear on the console versions. Trains will zoom by in The Subway, helicopters will chase down dragons as the surrounding buildings exhale clouds of smoke on Rooftop, and Shao Kahn will shift in his chair and mock you as a Tormentor fights off a couple tamers behind his chair in Kahn's Coliseum. While these few examples are nothing new, there's just something to be said about seeing detailed 3D animated backgrounds in a portable fighting game --especially considering Capcom had to make the backgrounds static in Ultimate Marvel vs. Capcom 3 on the Vita. It really shows just how powerful the system actually is. Mortal Kombat plays exactly as it does on the Xbox 360 and PlayStation 3, and the Vita's d-pad works exceptionally well. Combos and super moves can be pulled off the same way you engraved them into your psyche over the years. All the balance tweaks and patches that are currently in the console versions are of course all here. If you didn't like the way the game played before, you still won't. Only minor additions have been made to the main gameplay itself to take advantage of the Vita's unique capabilities. In addition to pressing the L and R buttons at the same time, you can now tap the Super Meter on the screen to trigger an X-Ray move. Instead of entering a few directions on the d-pad and hitting a face button, you can just swipe the directions on the front touch screen and this will execute your fatality (or babality). There's absolutely no way to turn the touch screen functionality off, but they don't deter or enhance the enjoyment of the game in any significant way. It's just as easy to use either of the options you're given, and it really is nice to have the choice period. The Vita version also comes with quite a bit of new and exclusive content. There are 16 new unlockable costumes that a majority of the Mortal Kombat roster wore in Ultimate Mortal Kombat 3. These new costumes can be unlocked from the Bonus Challenge Tower, another addition to the Vita version. Anyone who played Mortal Kombat last year can tell you how much they enjoyed the Challenge Tower. It contained 300 missions that presented new twists on classic minigames, such as Test Your Might, while also introducing quick one-off missions that were equal parts surprising and fresh to keep the sometimes punishingly difficult but highly enjoyable Challenge Tower interesting and worthwhile to get through. After seeing the success of the new mode (and the fact that there's a handful of new characters), NetherRealm decided to add an entirely new tower that's simply called the Bonus Challenge Tower. It's half the size of the original, but one could argue it has twice the creativity. It's presented the exact same way; you have to beat a mission to move onto the next, or you can always pay a reasonable amount of Koins to skip the current one if you're stuck. The missions themselves are absolutely brilliant. Right off the bat, the first couple of missions let you take control of Shao Kahn, which was not in the original tower at all. Most of the new missions take advantage of the array of control options that the Vita offers. There are brand new minigames like Test Your Slice, which is a carbon-copy Fruit Ninja clone with a Mortal Kombat twist: instead of fruit you're slicing body parts and organs, and you can shake the system to remove the bombs on-screen. There's also a Test Your Balance, which utilizes the Vita's accelerometer to keep yourself suspended on a beam over a giant pit for a certain amount of time. In the harder levels, body parts are thrown at you to nudge to your death; three giant spinning blades at the bottom of the pit. The other types of missions use the touch screen and accelerometer in a variety of truly ingenious ways. They also borrow heavily from the new characters' back stories and abilities to create different situations for the missions to take place in. One of these puts the player up against Freddy Krueger in "Dream World" where you have to defeat him while he's completely invisible. Another example has players controlling Kenshi as Stryker either throws fruit at them from across the stage (that you can slice through using the touch screen), or throws grenades, which they will have to touch and hold the Mortal Kombat logo on the screen to block. Most features of the device are used (except the rear touch panel), but at separate times throughout the tower to keep things exciting. Each mission feels like it has a purpose for being there, other than just being fun to play. What I mean by that is in addition to being fun to play, a majority of the missions are a learning experience. They all help you better understand how the characters play -- unless you do already -- in a presentation that doesn't feel like you're being forced to learn something new. The Challenge Towers are also absolutely perfect for anyone who has only maybe five, ten, fifteen, or twenty minutes to spare and they want to quick play through a couple missions when they're out and about. There was a serious issue with only one mission, and I'm not sure if it was a question of my intelligence or if there was a problem outside of my control with it. It was aptly titled "Figure It Out" and the description tells the player to experiment with the features of the Vita, while only providing five seconds to do so. The only hint it gave was to "get a HEAD start." The solution that I'm sure was supposed to work absolutely didn't (it made my character, Sub-Zero, catch on fire and die), and as a result failed the mission. I tried absolutely everything I could think of, but in the end just decided to spend some Koins to skip it. Now, onto the multiplayer, which doesn't require an online pass. As was previously stated, to make it fit with handheld play NetherRealm had to significantly change a few things from the original. The fantastic King of the Hill mode and not-so fantastic lobby system are nowhere to be found, which makes sense. If you have the time to sit in a chat lobby or a King of the Hill match, it seems more logical to do that on the console version. Handhelds are all about quick pick-up-and-play options, and those two multiplayer modes don't quite fit that idea. However, there are still ranked, player, and private matches over Wi-Fi, with the ability to either play 1v1 or tag in either. If you're around a couple of people who also happen to have a Vita and a copy of MK, you have the option of playing over ad hoc. Of the matches I played online, I experienced no lag and everything went well (except for the fact that I lost horribly). This is good news considering the multiplayer for Mortal Kombat after its initial launch last year was crippled with lag and a game-breaking bug for months. The issue was eventually sorted out, and thankfully it has not been brought over to the Vita version. As I was playing the game, I found myself still having just as much fun as I did a year ago, even though this time I had already seen it all before. The original Mortal Kombat was a near-complete experience in itself, with hours upon hours of content to be explored, played, and found. Players can spend even more hours and hours just on the Bonus Challenge Tower alone. There's enough new and exclusive content here that overflows with creativity for me to safely say this is the definitive Mortal Kombat experience, and at $40 it is an easy recommendation. NetherRealm Studios has outdone themselves, and in doing so they have set the standard for porting a game to the Vita. This a perfect example of keeping the best graphical fidelity possible and including an already astronomical amount of content, while adding an even more extensive set of missions for players to explore that masterfully uses various features the PS Vita has to offer. If you own a Vita and are a fan of fighting games, there is simply no reason not to pick up Mortal Kombat.
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When the reboot of Mortal Kombat launched in April of last year, it was clear the series was back in a huge way. The game went back to the 2D style of the classic entries, fatalities were ultra-violent again, and there was se...

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Mileena and Kitana duke it out in Mortal Kombat Vita ad


Apr 26
// Brett Zeidler
A new week, a new full length live action teaser for Mortal Kombat on Vita. So, it seems that Warner Bros. lied when they said that the video featuring only Kitana was the full length video, because this is the same exact tr...
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Mortal Kombat kicks it old school in new PS Vita trailer


Apr 24
// Brett Zeidler
There's just something about playing fighting games on the go that's extremely exciting to me. Especially nowadays when handhelds have almost caught up to their console brothers in terms of capability, and games like Super S...

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