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Keys to a Pretty Deadly Cobalt: Rhythm and Humor



Art Director of Mortal Kombat 11 Steve Beran has seen many deaths, given that he has worked on the 90s series. His favorite in the new game is "blood corpuscles" where Scarlett's character again and again pierces his opponent with spikes made by their own frozen blood.

"You think it's over, but the last push with an eyeball at the end is only [chef kiss sound]," said Beran Cotaqua . In some cases, the mortalities of the Mortal Kombat series are a relic of a past era – an artifact with a blood supply of pure '90s. The series, though unbelievable, remains a part of the battlefield scene decades later, and deaths, like everything else, have changed over time.

"More often than never, we do nothing that is terribly sad.

Yesterday, developer Netherrealm threw a big, bloody bass in Los Angeles to debut Mortal Kombat 11 which will be released on PlayStation 4, Nintendo Switch, Xbox One and PC on April 23rd.

While the Netherrealm wanted the show to show all the changes made in this latest version of the game, it was inevitably MK11 to be higher than ever – The advent of the unsettling terrible ultraviolet obsesses everyone's eyes. (Sometimes literally.) I laughed at the pure absurdity of it; others, like Mike Fahey of Kotaku, understandably had any difficulty in pursuing it. Speaking during an interview after the revelation, Beran said the team's goal is to keep the deaths funny – just not also funny.

"To some extent, there is a filter we have," he said. Kotaku . "More often we never do anything terribly sad. I do not think it's intentional. I think we've done it so long that they tend to be more entertaining than anything. "

But funny it is not a hat. " Mortal Kombat has always had a sense of humor, but there is a line where things are becoming banal," Beran said. A fatal move from 1995 Mortal Kombat 3 which was too slow, was the character of Kabbalah, who inflated the heads of his opponent and cared for them. "They were balloons," he said. "That's too stupid for something we're going to do now. That's too Scooby Doo -No Scooby Doo Mandatory but Bugs Bunny.

The key to great fatality, Beran said, is not an extreme rudeness, but rhythm . "If there is too much resistance between the strikes, it's like," Let's tighten that, "he said. "It may look great, but if it is not dah dah dah we correct it so we feel good."

If they are similar to rhythm, the proposed fatality is sent to Creative Director Ed Boone, one of the creators of the original Mortal Kombat and still part of the series. "Ed is involved in every single death," Beran said. "He usually adds something to him."

Making a terrible death in life is another whole process. Beran put a special emphasis on the effects, noting that the accumulated in-game juice of spilled blood and torn flesh dredges reactions from the stomach wells of humans, thanks to the hours of testing. will land on a carpet, how he will react to dirt, "he said. "And we're doing tests and talking about them like," Does that look like, how would you think it would look like? "… If I get blood on my shirt, it will become dark, so it has to respond appropriately." Our technical artists cling to this and make it look very real. "

" The fatality process is great " "Berean said," This is part of the most fun job. "

Deaths come at the end of a Mortal Kombat because it's hard to fight after you're dead. matching Mortal Kombat 11 you can also pull brutally moves called "crushing blows" and "fatal blows." are sometimes amplified by the effects of X-ray magnification to move the point home, forcing the team to investigate ultra-violence in different lights – one is to put a complicated shrinkage sequence in which a skull turns into a cracked bowl is helping the brain soup after the game is over, another risk is to break the rhythm of a match with one in the middle, and the breakthroughs, as it turns out, are the answer to the development team of this issue with a similar function called Mortal Kombat X . "said Beran. The rising strikes, he said, are faster, "a good punctuation that makes you make-up and then get you back into the battle quickly."

In a series of indifferent to flying eyeballs, broken faces and torn Mortal Kombat you would think there will be nothing beyond the boundaries. And you will be right – for the most part.

" It's strange to find the barometer of what's too much, "said Beran." Some of the most tangible seem to be those of Baraka, where the victim crashes into their arms. "It's more tempting to me than someone blurs his head It just seems more realistic I do not think that crosses the line but gets a bigger reaction than something that's more carved

One thing that is definitely off the table, is the mode in which acts between the impact of the limbs and the person perforating the violence create lasting damage which affects "It sounds like a clean idea," Beran said, "but when you feel like you're just struggling with something that's hurt, it no longer feels competitive."

Considering that Beran has been working on these sorts of decades of scenes, I was wondering if there is something to torture him more – if he looks at abominable, almost photorealistic violence differently than other people can do, he no longer thinks about these conditions. "I hate to keep saying that, but I think it's just the blows for me," he said. – Not so much what's going on. These are more animations. "

But the fatal things are far from being the only thing that the Mortal Kombat has occupied. Beran also stressed that The Mortal Kombat art crew spent countless hours in obsessing the material, trying to get details of everything from metal and leather to dust and glass. – The metal looks like metal. The skin looks like skin, "he said. During the day, the team pursued realistic details to put Mortal Kombat in addition to more stylized competitors such as Street Fighter . Although the look and feel of Mortal Kombat 11 is very different than, say, Mortal Kombat II the main spirit is similar.

"It's almost a full circle," Beran said. "Even when it was low, we would hire real actors and shoot them and capture their moves. Now I think it's only on a larger scale … Now it's very common, but it was pretty innovative at the time – especially to have huge characters on the screen that was unheard of. Then we tried to make it realistic and I think we stick to it. "

Mortal Kombat is also known for its history, another important focus for this team. "People have grown up with Mortal Kombat," Beran said. "They know the story and have a general idea of ​​the conflict between the characters. Do not sound convincing, but I do not think any other fighting game makes a story mode like us. This is a feature-length movie in the game. "An ambitious endeavor for a series he uses to hold several vendors of the same ninja as central heroes.

"Since MK vs DC even though this was our first dive, I think we've improved and improved it," he said. "This story I could not be proud of anymore. Only visual and narrative stories, I think people will be really happy. "And if this is not yours, well, there will still be a brain that will be forcibly squeezed out of people's heads. Something for everyone.


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