I’m a bit hesitant to start this thread, because these often degenerate into nonsense. But I’m honestly curious to see what people think. With the release on Steam and the 4k update for Xbox One X, I’m pretty certain this KI is done at the 3.9 patch. We may get a skin pack or two in the future, but I don’t see any substantial changes coming to the game from here on out. That’s not what I want, that’s just how I see it.
So, assuming that the game is now finished, how do people rate it overall? I’m hoping people can have a mature discussion about the game’s successes and failures and especially hoping that people will ignore idiotic comments instead of arguing with them and letting them take over the thread. I think KI has been a very interesting and enlightening experiment as a game and a release model and it’s worth discussing how it turned out in the end.
I will start by sharing my thoughts, for what they are worth:
KI finishes with 29 characters, 21 stages, an impressively varied soundtrack, an ambitious tutorial (that sadly is now out of date), a daring experiment in a single player experience (Shadow Lords), an amazing AI concept (Shadows) and a fairly standard set of gameplay modes.
Highlights:
Character design and gamepley - for a game that started out as something deliberately derivative, this version of KI has impressively unique gameplay styles for characters. There really are no two characters that play in an even remotely similar way and most of the cast has a lot of depth in how they can be played in the game.
Ambition and risk taking- From day one until now, MS and the two development teams at DH and IG have had ambitious ideas and been willing to take risks with the game. Not all of those decisions are popular with everyone (including me), but the fact that the game has been brave is a highlight for me.
Graphics - KI looks good. In 2017, after looking at Injustice, and Tekken 7 and everything else that’s out there, I still think KI looks good. There are some weak areas, but the lighting and particle effects are outrageous and I think the animations are as good or better than any other fighter. Every time I turn the thing on after a hiatus, I am struck again by how good it looks.
Development hype - one thing the season model contributed greatly too was maintaining hype for the game over a relatively long time, as new characters were revealed and announcements were made. I admit this has worn thin after four years, but looking at the totality of the game’s life, the character releases and announcements really were strong incentives to keep up with the game
Competitiveness and balance - KI is without a doubt one of the most well balanced fighting games out there. The tier lists are very vertically compressed and there are few if any truly horrible matchups. From my point of view, as a “casual” player who only occasionally enjoys watching a tournament stream I can’t really imagine them doing much better for game balance.
Netcode and online play - KI has the best online play of any modern fighter, and possibly any fighter ever. Everyone knows it and it’s more or less the gold standard against which current and future games will be compared. It’s as close to a miracle as I have ever seen in a video game.
Fun - KI is greater than the sum of it’s parts and it’s just fun. It’s fun to play, it’s fun to watch.
Failings (failings sounds brutal, but I’m not feeling up for creative euphemism):
Disjointed - one of the worst legacies of the season model is the disjointedness of the final game. We have a fantastic tutorial dojo for Season 1 which has not been updated over dozens of patches, two seasons and three years. It started out as a highlight and is now kind of dilapidated. We have three separate story/arcade modes for the three seasons of the game. We have 20 (ish, I’m too lazy to count) character specific stages and then 8 characters without stages. About half the cast have Ultimates. Maybe this would have been better if DH had not been purchased by Amazon, but I doubt it. One of the downsides of all the ambition and risk taking the team did during the course of development was the willingness to go in a new direction for story mode each season, and the new stuff always had priority over shoring up the old.
Half implemented ideas - Shadows AI is a fantastic idea. And with just a bit more polish it could truly shine. But it doesn’t truly shine because it’s buggy, it doesn’t work right and it’s hard to get into it. Shadow Lords is a flat miss with some people and although I don’t enjoy the mode very much it has huge potential. But it’s hampered by wonky menus, long load times, and an overall lack of polish, along with lopsided content for just a few of the season 3 characters. Shadow Lords 2.0 could be awesome. And on it goes. KI has a super dojo for S1, but no updates, no character specific training, no shadow breaking trial tool (like the one @infilament made in his spare time), no instinct tutorial for each characters instinct, no online training mode.
Retail confusion - from the beginning KI had a confusing pricing structure and it only got worse over time. Versions and packs and individual purchases and now post season content (free to some, not others). It’s the downside of the games long lifespan.
Overall I would give KI a 9/10
I’m still a huge fan of KI. I think the game is by far the best in the Killer Instinct series, and it’s still by far my favorite Xbox One game. I don’t have any regrets about the time and money I have devoted to the game. Yes, it’s far from perfect but I don’t see any other fighting game (and I’m a big fan of fighting games) that even comes close to accomplishing what KI has accomplished. If there is no sequel to this game, I certainly hope MS or others take the lessons learned in the development and apply them to future fighting game properties.