Thing is, for me at least, if they’re going to retcon everything that happened in the last game, from the arcade mode to the season two story vignettes to the shadowlords vignettes and story missions to the novella and the comics, then don’t even bother telling a story in the next game. It’s pointless.
I know that might sound like an extreme reaction, but KI 2013 was your reboot, and you invested four years in to creating a main storyline and several minor plot threads through a wide variety of means. Now if you want to say, make Sabrewulf adhere to his animal nature less and make him more of a noble beast that’s fighting the animal rage inside of him, then fine, but you can write around his past or lead a straight line from what he was to what he could be in a new game. It doesn’t have to be an outright retcon.
I dunno, I’m not one of those people that tore their hair out when Sindel was retconned in Mortal Kombat 11. I thought it was an interesting take on her that, while maybe shoe-horned in a little too hard, was still consistent enough, even if the main excuse given was “it’s just one of the timelines” or whatever.
But for me, if KI were to blow up all the work they did in the last four years of crafting this world and these characters and just said “nah, we’re telling a different story, the characters will have different personalities, different origins, we’re making it all new” then I’d honestly tune out the story at that point. You can’t just do that one game later, at least not in my opinion. I know I probably care about the story more than many, but rebooting the story every game just hits me wrong.
Eh, this is one of those things where I eventually like the information. I was listening to older episodes of Mortal Podkast recently and Ben was interviewing John Tobias, who had more of an opinion toward letting players fill in a lot of information. They were limited in what they could do when telling story in MK1, MK2 and MK3, so they just sort of ran with a template main story, filled in a few details for the characters, and let players assume the rest.
IMO, that works… To a point. For me, when I was a kid, I loved imagining who this or that character was and making up my own head-canon etc. Now? I want a story. You can absolutely start someone off as mysterious or masked or whatever, but at the end of the day, I still want to know who this character is, what they’re about, where they came from and how it made them who they are now. Peel back that onion. Maybe quickly for some and more slowly for others, but still. Make me care about them.
Orchid can be a cool looking spy and that’s great and all, but what does she want, who is she after, why is she after them, what made her who she is? You might want the answers to these questions to remain vague or mysterious, but for me, at some point this ambiguity stops adding to their aura and it just becomes unexplored territory for the sake of being unexplored. That’s not really my thing, but if you prefer it, then more power to you. No problem.
Agree 100%. Ideally, I’d want them to forego any guests for the simple reason that they don’t really have much to offer the story, but overall, I think it’s important to have some new blood in the game that players can connect with. It allows the devs to really flex their creative muscles while giving the players something completely new and unexpected while adding some nice variety. As much as I love the original KI/KI2 cast, I loved the additions of Sadira, Kan Ra, Hisako, Aganos, Eagle, ARIA, Mira, etc. Both of my mains (Sadira and Mira, plus my former main Kan Ra) were all newbies. So I love testing out the new ideas to see how they work and what fun I can find with them.
Just curious, but how would you tie KI1 in to KI 2013 without creating any retcons or timeline issues? What about KI1 do you think needs to be carried forward in a KI 2013 sequel to improve the overall continuity for you? I’m not sure they cared much for the continuity between the old games and new in terms of the main story told, and they basically retconned KI2 completely. But what do you think they missed that they could’ve brought forward without messing things up?
As for the story mode part, I agree completely. There should be a central hub where the story takes place. I’d still love to see it set around a tournament. I’d like hidden characters and surprise twists and turns, the view point from every individual character and how they see things, alliances, betrayals, etc. Tell me a story.
Now, I also think that they can use an arcade mode to supplement the story mode. You can give more background on characters initially, you can show endings where they either lost in the tournament and what happened as a result or they defeat their rival and what happens next or you can tell the story of some other event that occurs during the main story that helps flesh out the character and what happened to them through the course of the main storyline or in various subplots.
All of that is a very roundabout way of saying yes, more story, but try and keep it focused to as few places as possible.
Yeah I think there were moments where they were trying a bit too much to be funny or ham it up a bit and that’s not overly necessary. I also think that the story elements were rather limited in scope.
In an ideal world, where the new team has more money to work with, plus more developers working and more time to work on it, we’d get s ShadowLords mode that wasn’t from a team biting off more than they could chew.
I think we can certainly fault it for being an idea that wasn’t fully realized to its potential, absolutely. But I don’t think that this in and of itself makes the idea bad or not worthy of further exploration and expansion. If they hadn’t stopped working on this mode after saying all the stuff they could do with it, I think it would’ve been great and I still think the sky’s the limit.
Okay, maybe the copious item collecting to buff your characters and the ally cards and the more roguelike aspects of building and building and building just to beat the boss or lose to the boss and do it all over again might not have hit for everyone and I get that, but I do think that the mode provided a substantial canvas for which they could’ve painted some amazing things on, and I honestly enjoyed collecting all of this stuff and using it. I thought it was a fun and unique idea that worked in a space that doesn’t really have anything else like it.
That’s just me though. Like I said, I know it’s a hot take.
Even the guests? I’m just not used to guests returning from one game to the next. You can make an argument for Gargos, Eyedol, etc but the game’s still going to have a limited number of roster slots. You wouldn’t rather see some new guests instead?
If you’re building a roster where the main villain and his minions return you’re either trapping yourself in to repeating the story or pushing them to the side to make way for something bigger, which could possibly leave you having to one up your main villain every time. It’s not a sorcerer it’s an interstellar warlord, it’s not an intersteller warlord its a fallen elder god, it’s not a fallen elder god it’s the original ruler of outworld who has an undefeatable army, it’s an elemental it’s a reboot it’s a titan its etc etc.
You can absolutely bring Gargos and Omen back in the following game. I don’t think it has to be as absolute as “story or characters, you can pick only one.” You can recognize that your villain can sit out to make way for another villain without saying its only story over characters. In certain situations, yes, maybe you go by what makes sense for the story. But in other situations, maybe you say certain characters should be in no matter what.
Either way, the roster space is eventually limited. There’s a final number for any game, regardless of whether it’s seven in MK1 or 80+ in Smash Ultimate. Eventually you have to stop making characters. So if I’m going to assume that a new KI stops at maybe 35 after DLC is done, I’d like to use those eight new spots plus additional spots to get both new guests as well as new characters. That’s just me though.
Ouch. That hurts lol. But yeah I know some feel this way and that’s fine. I just think that as a delivery system for continuous storytelling, it has a ton of potential if handled the right way. To Evolution’s point, better writing in the pre-match dialog would be great. I also think there are better ways of communicating and storying the story elements that occur and making something that provides a more cohesive narrative.
I also consider this a great story location with tons of potential not just because it can be iterated upon, but because even a KI with more money behind still isn’t going to look like an NRS storymode or have nearly the amount of cutscene time to simply “tell us a story.” I just don’t think that’s possible.
So if we’re going to find some method to get as much storytelling conveyed to the character as possible, it’s not going to happen solely through arcade mode endings like season one and it’s not going to happen solely through Twisted Metal style opening, middle and ending vignettes like in season 2.
I believe it should come from an arcade mode providing supplemental info that’s canon, but also through a central hug mode where players can play missions or go through a tournament or both and keep learning more about the characters, the world, the storylines happening (main plot, sub plots) etc. If they can do that for us and give them to us in chunks both at the beginning when the game is released and then even more over time, well to me that sounds great. It’s likely cheaper than a full-on NRS story mode and it also keeps me playing and hopefully learning more over time, which gives this story-focused mode far more longevity than a five to six hour story mode playthrough that you get from an NRS game.
I’ll concede that this potential was NOT realized in ShadowLords, but you can still see the intention behind and thus see its ultimate potential IMO. It could be a great mode for conveying story, again, if handled correctly.
Just my 2 cents.