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Review in Progress: Killer Instinct

Combos were made to be broken.

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Killer Instinct is back, and this past week I spent a lot of quality time with the game. However, at the time of this writing, Killer Instinct's online multiplayer is not yet up and running. This means I'm not ready to pass judgment on the game just yet, but I wanted to share with you my thoughts and impressions on what I've played so far.

Combat in a fighting game is a war on two fronts, and Killer Instinct's combat is no exception. There's the battle against other players, and the battle against yourself. Against other players, you dance around the battlefield, ducking in and out of striking range while searching for a crack in their armor. Blow-by-blow, Killer Instinct's muscle-bound roster conveys a satisfying sense of weight and force, while still feeling responsive to your commands. Whether through technique or sheer luck, when you finally find that crack and land a hit, that's when the battle against yourself begins.

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Each successful hit raises the question, "Do I know, in this moment, the correct timing and sequence of button presses to combo into to deal the maximum amount of damage to my opponent?" This is especially true in a game such as Killer Instinct, where long, strategic combos are how you deal the most damage. Capitalizing on these moments is key to winning the fight, and if the opportunity passes by, you have no one to blame but yourself. This is why any seasoned fighting game player will tell you there's a big difference between losing a match and being beaten. One is your fault; the other is your opponent's.

What makes Killer Instinct interesting compared to most modern fighters is how it simplifies its combo system while adding on a layer of player-versus-player mind games. The game has some very long combos, but they're easier to execute than, say, a wall-carry tag combo in Tekken Tag Tournament 2 or Magneto's hyper grav loop in Ultimate Marvel vs. Capcom 3. This is by design, since both players have something else to worry about during a combo besides timing button presses to 1/60th of a second: each other.

I wonder what hurts more: the boot or the lighting bolt?
I wonder what hurts more: the boot or the lighting bolt?

Explaining Killer Instinct's combo system is more complicated than using it. In brief, a character's special moves can be easily linked together using normal punches and kicks to form long combo strings. It's a system that empowers new players by letting them rack up a double-digit combo, such as by inputting Jago's laser sword over and over.

However, if you want to get the most out of your combos, you have to know the system's nuances--such as which moves are combo enders. Ending a combo with a combo ender nets you more damage, more energy, or a chance to extend your combo further. So, while the all-Jago-laser-sword combo may look impressive, since it doesn't end with a combo ender, you don't get much in return.

In most fighting games, long combos are a one-way street. Getting caught in one means you just have to sit there and take it--or knock the controller out of your opponent's hands. Some games, such as the Guilty Gear series, let you interrupt combos, but doing so is a limited-use technique. Not so in Killer Instinct. The game's iconic c-c-c-combo breakers are a constant threat, and their inclusion helps keep both players feeling engaged with each other more often during a fight.

There are three different types of combo breakers the defender may attempt during a combo. These are light, medium, and heavy--the same as the game's three different attack strengths. If the defender successfully enters the combo breaker that's the same strength as the attack he or she is currently enjoying, then the combo is instantly broken. Breakers don't deal any damage, but they do put some space between the two players--essentially setting them back to square one. They also don't cost anything to use, so you're encouraged to attempt them. However, you cannot spam breakers freely, since inputting the wrong one triggers a lockout for a few seconds, during which your opponent may gleefully pummel you without concern.

Orchid's firecat attack takes a bite out of crime--and Jago.
Orchid's firecat attack takes a bite out of crime--and Jago.

The combo breaker, while powerful, is not a "get out of jail free" card that works 30 percent of the time. If you're laying down a combo and suspect a breaker is in your immediate future, you can attempt a counter breaker. As its name suggests, this technique overrides the combo breaker and lets you stay on the offensive. Unlike the combo breaker, however, the counter breaker is risky. It costs half of your total energy, and if used at the wrong time, it leaves you completely vulnerable to attack.

So far I've had a lot of fun exploring the nuances of Killer Instinct's combat system. Its simplified combos free me up to worry more about playing mind games with my opponent and less about running a manual dexterity challenge. Of course, I've still got a lot to learn as I prepare to take the fight online. Be on the lookout for the full review of Killer Instinct on the Xbox One later this week.

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R2C25

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@Sina Madani shame on this gamer...

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uchihasilver

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<< LINK REMOVED >> why shame on gamer oh noes he doesnt like xbox so therefore doesnt conform to my personal opinion ¬.¬ yer get a life please

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John_Matrix8953

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<< LINK REMOVED >> Well I played it and it's a 9.0! Oh wait, I'm talking about my SNES copy of the original.

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LordCrisp

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<< LINK REMOVED >><< LINK REMOVED >> Then stay out of here and go play the original

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LordCrisp

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Hah... I'm not the troll here.

Before I wrote this comment I funny enough also made a comment on the SkullGirls part... We can't all live a breath on the internet you know

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John_Matrix8953

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<< LINK REMOVED >><< LINK REMOVED >><< LINK REMOVED >> Says troll that couldn't respond to his lie about Skullgirls. Go back to your job at M$, troll.

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Sonicgod

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<< LINK REMOVED >> you are being too nice a 4 or 5 is more like it.

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Vienreich

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wow the game is really slow mo.. They really need to speed things up

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Zerofrust

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<< LINK REMOVED >>

LUDICROUS SPEED!

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D3dr0_0

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I thought a KI game would have me psyched, but damn I'm just not feeling it.

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GlaciusXL

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A little confusion there at the end. To clarify, COUNTER BREAKERS cost ZERO meter. It's SHADOW COUNTERS that cost meter. It's used when being pressured with a block string. But Combo Breakers can be countered at anytime. You just risk dropping the combo. Likewise, combos can be broken anytime before an ender, but risk being Locked Out offering the attacker riskless damage.

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kuu2

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<< LINK REMOVED >> I am going to love this game. Thanks for clarifying.

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kuu2

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Well he said this morning that he only had to play online to finish the review so hopefully he is having a blast and loves it.

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John_Matrix8953

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WTF does Maxwell Mcgee know about fighting games? He's the same guy that overrates all the Capcom fighters that are mediocre, especially Street Fighter X Tekken.

The review for this game is going to be shit: I can just see it now, it's going to get a 9.0 because it's "Killer Instinct" despite the crappy business practices and the shitty art-style that's a rip off from the overrated Street Fighter IV.

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R2C25

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<< LINK REMOVED >> somebody shitted on this guys pacifier...

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Spartan070

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@Jason Zaifert That will actually cost you far more...

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Ensabuhnur

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<< LINK REMOVED >>

Funny Injustice cost about $100 dollars for all characters and costumes over its DLC life.


As of now $20 gets you 8 characters with what we expect to get about 24-32 total over 3-4 seasons so 60-80 dollars. Mathematically that is on par with most fighters- IJS

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fluidmike

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Counter breaker takes half your energy? it doesn't even cost meter! Thought mcgee mas supposed to be a fighting game fan?

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GlaciusXL

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<< LINK REMOVED >> I think he's confusing it with Shadow Counter is all.

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Quarkzquarkz

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KA-KA-KAAAA-KAAAAA-KAAAA-KOMBO BR BRRRRRRREAKER~ ^_^

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vgmkyle

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I look forward to Maxwell's review. He seems to know a lot more about fighting games than most critics do, but I hope he doesn't hamper too much about "replay value." In the games I play character depth IS replay value.

<< LINK REMOVED >>

This is the review that people should be reading. Why? Because it's written by a man who has won tournaments, has played KI competitively for years, and most importantly looks at the mechanics over graphics, and "replay value" which according to most critics... fighting games lack that severely.

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Jestersmiles

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<< LINK REMOVED >> or you like his review because he saying all the things you want to hear . Next...

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John_Matrix8953

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<< LINK REMOVED >> Kiss-ass.

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GuPesci

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Hope it does good. Kinda looks like some bloody roar game

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ForceSkin

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What's the go with all this Facebook shenanigans? It's like they're talking to one another but can't hear us?

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DoogyDonDoogy

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<< LINK REMOVED >> We don't need those stinkin facebookers! ;)

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hadlee73

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<< LINK REMOVED >> They live outside the bubble of awesome :P

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sym

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I hope the new Dpad will be better then the 360, cant get used to fight stick

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Spartan070

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<< LINK REMOVED >> It's far better, played this at a local MS store.

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sym

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@Spartan070 @sym yay cant wait>< only if I could test it out here but too many sharks

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Ensabuhnur

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@Julian Jordan just say you aint got the scratch for it man - Mcdonalds is hiring for the seaon

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Ensabuhnur

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@Julian Jordan For 20 dollars really? what story mode does Resogun have. mmm lets see

3 ships 5 boards - $ 20 dollars or free via PSN - please hollah back when you find A. your brain or B you point!

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LordCrisp

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<< LINK REMOVED >> Plus... for those 20$ you DO get a story... oh, plus 2 more characters... Double Helix just don't wanna rush it and send out haft done things... so easly next year, your 20$ will have spawned 8 characters and a storymode

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Ensabuhnur

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@Jason Zaifert umm if you dont already own this game there you been at? The N64 version is very good - might want to mention the 40 dollar version gets you this game and 2 versions of the original arcade games - well worth it if you ask me

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Sonicgod

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<< LINK REMOVED >> He dont want the suck ass new game attached to the old game. and I dont blame him. go to ebay.

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Ensabuhnur

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<< LINK REMOVED >><< LINK REMOVED >> Interesting - Lets see Killer Instinct Gold for the N64 is considered one of the best versions of the original and was rating a BIG FAT 6.5 when it came out << LINK REMOVED >>

Others ranged from 6-9 but you get the idea - so this game is at least ON PAR WITH the originals in terms of quality and that is with all of 6 characters from SET 1


This new SUCK ARSE AS you so eloquently put it is rating a 8. Mmmmmm. either you are:


A. too young to ever recall playing the other ones.

B. Too old and forgot how those games actually played

or C. Not very good at technique based fighting games.


Having played the n64 gold cartridfe as recent as last month I can assure you this new one IS a better game.


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kuu2

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Can't decide whether to get the $20 or $40 version. I do like all of the different accessories that is coming with the $40 version, but the $20 you get almost everything as well.

Decisions, decisions.

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LordCrisp

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<< LINK REMOVED >> It's not so much the accessories that attracts most people to the 40$ version... It's the copy of the first Killer Instinct that comes with it, that draws the price so much higher

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