Developing new and inventive missions for the Bonus Challenge Tower was something our talented Design team at Netherrealm Studios jumped at. It allowed us to not only come up with unique and innovative scenarios that took advantage of the numerous PS Vita features (such as the touchscreen and the accelerometer), but also a long-awaited opportunity to create challenges based around the DLC characters that released after the launch of the PS3 version. Yes, that means Freddy Krueger missions!
With Mortal Kombat finally emerging today on PS Vita game card and via PSN, our designers at NetherRealm Studios wanted to share some of their favorite missions from the all-new Challenge Tower. We hope you guys have just as much fun playing through these missions as we had making them.
Developing Mortal Kombat for PS Vita was an incredibly rewarding experience for the team here at NetherRealm Studios. The ability to utilize the numerous new features available on PS Vita was a very gratifying mission, and we are delivering the best possible on-the-go fighting experience for fans.
Our design team jumped at the opportunity to devise 150 new Challenge Tower missions that incorporate the DLC characters (like Freddy Krueger!), while also integrating the front touchscreen and accelerometer in ways that made sense and enhanced the complete Mortal Kombat experience.
The artists enjoyed creating some excellent new costumes (still to be revealed!), as well as re-creating an iconic MKII arena that integrates the rear camera that will give players the ability to literally Fight Anywhere.
I’ve got good news, and I’ve got good news. First, the good news: Based on my recent hands-on play sessions, Mortal Kombat on PS Vita plays identically to its PS3 counterpart. That means fluid 60 frames-per-second fighting, lush presentation, and every bit of content from the console version. That includes the critically acclaimed Story mode, a full character roster, the Krypt, the works.
I also tried out a series of local (non-internet) Wifi multiplayer matches, and I’m happy to report that the game felt smooth and responsive with no perceptible lag. If you’re skeptical, watch the video above to see local multiplayer — and my hairy, hairy paws — in action.
Now for the good news: The PS Vita version adds an ambitious array of extra content, starting with every piece of DLC ever released on PS3.
The good news: Mortal Kombat is coming to PS Vita! The bad news: Details are so scarce that we haven’t seen so much as a single screenshot! Luckily, Netherrealm Studios Creative Director Ed Boon emerged from the shadows to share first details with PlayStation.Blog readers, including the existence of a PS Vita-exclusive second Challenge Tower and hints at how the game will take advantage of PS Vita’s unique hardware capabilities. Read up on our full Q&A below and check back soon for more details on this spring’s eagerly anticipated portable pugilist.
PlayStation.Blog: What’s the scope of Mortal Kombat for PS Vita? Does it include all the content from the PS3 game?
Ed Boon, Creative Director, Netherrealm Studios: It’s actually everything from the PS3 game: the entire Story mode and all the downloadable characters and content, plus additional modes and features that are tailored for PS Vita. We really wanted to take advantage of Vita’s hardware.
I’m really happy to see the upcoming release of the Mortal Kombat Arcade Kollection, which hits PSN next Tuesday, August 30th. The MKAK is a great way to relive the classic Mortal Kombat arcade games right in your own living room, but I’m also excited that players who enjoyed this year’s new Mortal Kombat will soon have the opportunity to play the first three games that set the foundation for the entire fighting-game franchise.
I was introduced to Mortal Kombat on April 20th, 1992. I was fresh out of art school and starting my career at Williams/Bally/Midway. I remembered being overwhelmed that I was actually walking into the building where some of my favorite games were created: Narc, Robotron, Defender, and Smash TV just to name a few. Mortal Kombat was yet to be released. However there were a few Mortal Kombat prototypes lining the halls of Midway that we could test out. I remember being just blown away by my first experiences with Mortal Kombat. What first struck me was the size of the digitized characters on the screen. They were huge! I remember selecting Kano as my first character: I was a big Terminator fan at the time, so the choice was obvious. I also remember how in awe I was working (and playing) along side of the guys that created the game. A few days after that, I met the actors that were filmed for the game.
You’ve seen the video. Now read what compelled Mortal Kombat co-creator Ed Boon to bring 80s horror icon Freddy Kruger to Mortal Kombat as a downloadable guest character this August. In discussing the news with the PlayStation.Blog, Boon shed light on the long, sometimes tangled genesis of Mortal’s Kombat’s other DLC characters — namely Rain, Skarlet, and Kenshi. One began as a joke, one was an incorrect rumor, and one…well, you’ll see.
If you watched our recent video Q&A with Ed Boon and Stig Asmussen, then you know that NetherRealm Studios and Sony Santa Monica Studios collaborated closely to ensure that God of War’s ultra-violent antihero was faithfully recreated for his highly anticipated (and PS3-exclusive) Mortal Kombat debut. Now that the shrink wrap is off the game, my hands-on experience has yielded some powerful tactics. First, a few observations:
This time around, we’ve made an effort to create a cinematic game audio experience. While we definitely wanted to keep and enhance the bone-crunching audio design of the past, we also wanted to create a dynamic experience, so that big events really stand out but we can also hear things like the rustling of the fighter’s clothes and details in the fighting arenas like branches creaking in the Living Forest, insects buzzing in the Courtyard, and people screaming in the distance in the Dead Pool. With nearly two hours of cinematic cut-scenes, we really wanted the player to have a cinema-quality audio experience throughout the story mode, yet still get the in-your-face game experience during the fights.
A lot of people ask me about where “Toasty” came from…
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