I feel like lately Killer Instinct has gotten an incredibly bad wrap from people who weren't around when the game was new.
Killer Instinct is by no means a bad game. But it's not a fighting game either, really. In all honestly, It's design ethos seems to be exactly what Dive Kick explains itself as trying to do.
In the early-mid ninties, fighting games were huge, and the popularity of street fighter 2 gave rise to the invention of a game exploit known as a "combo". A "combo" was a combination of moves that a player could do that would exploit the game animations in order to chain moves together which did not allow the other a player and opportunity to block or to counter. The player simply had to wait until the combo was over, or, if he was really good, he knew the precise second when he had an opportunity to perform a move that would interrupt the combo. A "combo breaker". Soon, this became the domain of high level fighting game play. The actual tactics the game was built on became overshadowed by a meta-game of "who could break the game more". It wasn't long until fighting games began intentionally building combos into the game mechanics. It wasn't long after that, that Killer Instinct came along.
Killer Instict, like Dive Kick, built an entire game around trying to bring that feeling of high level play down to the people who didn't necessarily have the skill to get there on their own. Killer Instinct, honestly, couldn't even be played like a normal fighting game. The whole game was built to resemble the game exploits of past fighting games.
But that's not what made Killer Instinct such an amazing game at the time. Sure it was a bad "fighting game" that existed entirely around replicating the exploits of other, superior fighting games. What it did WELL, was take an "all killer no filler" approach to fighting games. Killer Instinct 1 and the SNES port of the game did what few games do, these days, insomuch as it went out of it's way to provide the total package. Virtua Fighter was big at the time for it's use of 3d graphics. Killer Instict grabbed the 3d rings of VF and included RARE's classic graphics exploit of ray tracing graphics and then taking photos of them for sprites. the result is that the game looked phenomal at the time. Where most fighting games tried to feature their take on what they thought "martial arts" music sounded like, Killer Instinct opted for an edgy techno/metal soundtrack that you could hear all over the arcade. And a loud, affected announcer always made sure you knew what was going on at the KI machine. But more than that, it aped any game that had something worth stealing. Street Fighter had combos? KI had BIGGER combos. Event combos so big they would kill the other player. Mortal Kombat had fatalities? Killer Instinct had Fatalities. And more of them. Silly ones. Real ones. Rumored ones. MK had violence? KI had as much. Good fighting games had character stories? KI had them too. And all the characters were extremeley well designed to boot.
I don't have high hopes for this new KI. I haven't seen a game developer put out "the total package" in a long time. They always cut things they don't think are necessary. "why does every character need an animated ending? we'll just put up a text card." "Why does every character need a fatality? We'll just do a few." "Why does a game need secrets? We'll do DLC".
KI is a game that can only, only, only succeed if the developers take the tone that it has to deliver twice as much as expected.
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