The topic is Ultimates versus our expectations and to me, these Ultimates have been great so far.
I love the overkill of Jago’s massive endokuken and I like that Fulgore shares a similar move with his giant hype beam. It feels oddly symmetrical.
I love the fire, fury and facial expressions in Tusks. Huge fan of the savage, almost predatory nature of Sadira’s, like she’s a proverbial spider, toying with her ensnared victim. How can I not love all the personality in Riptor’s? It’s brutal and adorable at the same time.
Thing is though, my expectations were exactly in line with what we’re getting. For one thing, these were never supposed to happen to begin with. So getting them feels like a bonus. Well, technically they are, as we’re getting them for free, which is awesome.
Also, I saw Shago’s ultimate. It had style and flash to it, with an implied kill. No dismemberment, no blood shower. Clearly cognizant of the T rating. The opponent not getting up fits Adam’s crystal clear posting and subsequent clarification posting on what they were aiming for with Ultimates. So yeah, it was a good indicator of what would follow.
Also, I know that the team is working on a budget. I willingly accept that fact and I acknowledge the fact that even triple A game’s reuse plenty of assets and cut corners to do something affordable and in a timely manner.
So while I don’t expect everyone to have my level of expectation, I still get a tad disappointed when some people (not really in this thread thankfully) expect clear kills in a T rated game or even kills that don’t follow what they’ve typically done in this game, or people that think the devs lack creativity, when I think most of these are very creative and quite germane to each character’s personality, background, move list etc.
But hearing people call devs lazy. That’s the one that really gets me. I have a few friends in the industry and most of them, by their mid-30’s have worked for ten plus studios, uprooting their families to the other side of the country or to another country entirely. Disney Interactive closing? Had a friend there. His fourth job in three years.
Now some might say “they must not be very good,” well no, that’s the industry. Studios expand and contract as needed. For many people, you do the work, you move on to the next project.
And the hours are insanely demanding, especially toward the end, where eighteen hour days are commonplace at certain devs. I’ve met enough of these people to know that there is no “lazy” in this field of work. It’s far too volatile of an industry to just coast. There’s a metric ton of people in line behind you that want your job; people that want to make video games for a living.
Fuzzd0rk, you may think this whole thing is directed at you, but I really am speaking in general here, because I see a lot of people with frustrations over Ultimates, bugs, lack of stages, outfits and other sources of disappointment. I mean this for everyone.
If we’re going to talk about something as subjective as how specific finishing moves look, or how there are too many bugs to enjoy the game, etc, it’d be great if we could limit ourselves to the confines our opinions and not speak for others or assume knowledge on things about the developer or the publisher that we cannot and DO NOT possess.
You don’t like something, that’s fine, but three seasons in, it’d be great, fantastic even, if people could learn to accept the realities surrounding this game’s development; accept it for what it is, hope for what you want, voice an opinion on what you’d like it to be or how something could be improved, yet not be ruined on it when the game can’t measure up because you know it doesn’t have MKX’s budget or at a big team at Capcom working on it or Arc’s time to get everything just right, yet you still, deep in the back of your mind expect more than a little triple A out of a budget title because it has a name you loved 20 years ago. That’s general “you,” not any one person in particular.
TL/DR Realign your expectations of what can be done, even voice your opinion on what you’d like to see or how you’d want something done, as we all have our preferences, but let’s try and stay in our own lanes, rather than assume things about making games based on our experience playing them.