History VideoGame / KillerInstinct

7th Oct '16 4:02:27 PM OldBen
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* EveryoneHasASpecialMove: 2013 version takes it a step further than most fighting games - each character has at least one unique "combo trait", allowing them to create combos in a different way than anyone else. Instinct mode also grants different ability for every character in addition to universal bonuses.
2nd Oct '16 6:22:03 PM AzureSeas
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''Killer Instinct'' is unique among fighting games for its unusual combo system. Rather than having the player string moves that can keep an opponent locked into a hit stun state, combos in ''Killer Instinct'' are very formulaic. Once an opponent is trapped in a combo state, the game's combo system is a heavily enforced structure that, when understood, can lead to massive double-digit or even '''''[[UpToEleven triple-digit]]''''' combos. However opponents are not without options as performing a ComboBreaker will stop the combo if the opponent is keen enough to know what works in the TacticalRockPaperScissors situation. While ''Killer Instinct 2'' kept most of this framework intact (mostly modifying the breaking rules), the most recent installment upped the ante with features like [[CounterAttack Shadow Counters]], Counter Breakers (Combo Breaker reversals), and Lockout states (what happens when someone botches a Combo Breaker, to prevent ButtonMashing a breaker, or gets nailed with a Counter Breaker). Also introduced is the [[SuperMode Instinct mode]] feature that enables unique temporary buffs for each character.

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''Killer Instinct'' is unique among fighting games for its unusual combo system. Rather than having the player string moves that can keep an opponent locked into a hit stun state, combos in ''Killer Instinct'' are very formulaic. Once an opponent is trapped in a combo state, the game's combo system is a heavily enforced structure that, when understood, can lead to massive double-digit or even '''''[[UpToEleven triple-digit]]''''' ''[[UpToEleven triple-digit]]'' combos. However opponents are not without options as performing a ComboBreaker will stop the combo if the opponent is keen enough to know what works in the TacticalRockPaperScissors situation. While ''Killer Instinct 2'' kept most of this framework intact (mostly modifying the breaking rules), the most recent installment upped the ante with features like [[CounterAttack Shadow Counters]], Counter Breakers (Combo Breaker reversals), and Lockout states (what happens when someone botches a Combo Breaker, to prevent ButtonMashing a breaker, or gets nailed with a Counter Breaker). Also introduced is the [[SuperMode Instinct mode]] feature that enables unique temporary buffs for each character.


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* {{Macrogame}}: In the 2013 game's Shadow Lords mode, your guardians and artifacts carry over between playthroughs, giving you an edge on your next run.


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* PlayEveryDay: In the Shadow Lords mode in the 2013 game you get bonus items and resources for playing the single player and multiplayer portions each day.
28th Sep '16 9:59:17 AM ChuckleheadTom
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* CastOfSnowflakes: For a cast of 26 strong in the ''2013'' reboot, each character is so wildly different in appearance, backstory, and even playstyle, that it's hard to narrow down similarities between any of them.
3rd Sep '16 9:35:28 AM TheRazgar
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* CallBack: Sabrewulf's name traces back to [[https://en.wikipedia.org/wiki/Sabre_Wulf Rare's 1984 game, Sabre Wulf, back when they were still called Ultimate Play The Game.]]

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* CallBack: Sabrewulf's name traces back to [[https://en.wikipedia.org/wiki/Sabre_Wulf Rare's 1984 ZX Spectrum game, Sabre Wulf, back when they were still called Ultimate Play The Game.]]
3rd Sep '16 9:33:41 AM TheRazgar
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* CallBack: Sabrewulf's name traces back to [[https://en.wikipedia.org/wiki/Sabre_Wulf Rare's 1984 game, Sabre Wulf, back when they were still called Ultimate Play The Game.]]
31st Jul '16 8:23:05 PM ChuckleheadTom
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* LikeRealityUnlessNoted: The novella for the ''2013'' game reveals that the Killer Instinct world is mostly the same as real life, with websites such as Twitch being mentioned. It's only ''mostly'' the same because real life obviously doesn't have 3500 year old sorcerers, vampires, and demon warlords wandering about.
18th Jul '16 7:38:55 AM Cyberlink420
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* EconomyCast: Compared to many modern fighters. Between being a series starting nearly two decades ago and having a long SequelGap, the cast of the series never gets very big. Both KI and [=KI2=] have ten playable characters and one boss character, adding up to a grand total of 15 characters across both games. KI 2013 began its first season with ''six'' playable characters, only one of which was new, with more released as time passed until they eventually had re-added all the original cast (with Eyedol completing the set during Season 3), resulting in a roster over twice the size of either prior KI game.

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* EconomyCast: Compared to many modern fighters. Between being a series starting nearly two decades ago and having a long SequelGap, the cast of the series never gets very big. Both KI and [=KI2=] have ten playable characters and one boss character, adding up to a grand total of 15 characters across both games. KI 2013 began its first season with ''six'' playable characters, only one of which was new, with more released as time passed until they it eventually had re-added all included the original whole cast (with Eyedol completing the set during Season 3), of [=KI1=] and 2, a good chunk of new ones, and even a few guests, resulting in a roster over twice the size of either prior KI game.



* {{Feelies}} - The game was released with a soundtrack album, ''Killer Cuts''. ''KI Gold'' also had its own soundtrack CD called ''Gold Cuts''.

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* {{Feelies}} - The game was released with a soundtrack album, ''Killer Cuts''. ''KI Gold'' also had its own soundtrack CD called ''Gold Cuts''. The retail "Definitive Edition" of the reboot will continue the tradition by including a soundtrack disc as well.



** The replacement developer for Double Helix, Iron Galaxy Games, has said they want to bring these back for everyone going forward. They're already making progress with T.J. Combo, Kan-Ra, Aganos, Hisako, [=ARIA=] and the Arbiter's stages getting stage finishers, but no word if Season 1 will get any.

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** The replacement developer for Double Helix, Iron Galaxy Games, has said they want to bring these back for everyone going forward. They're already making progress with T.J. Combo, Kan-Ra, Aganos, Hisako, [=ARIA=] and the Arbiter's stages getting stage finishers, Stage Ultras, but no word if Season 1 the other stages will get any.have any incorporated retroactively.



* GuestFighter: Rash from ''VideoGame/{{Battletoads}}'' was added in Season 3.
** Joined by the Arbiter from ''Franchise/{{Halo}}'' and General RAAM from ''Franchies/GearsOfWar''.

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* GuestFighter: Rash from ''VideoGame/{{Battletoads}}'' was added in Season 3.
** Joined by
''VideoGame/{{Battletoads}}'', the Arbiter from ''Franchise/{{Halo}}'' and General RAAM from ''Franchies/GearsOfWar''.''Franchies/GearsOfWar'' were added in Season 3.
17th Jul '16 12:29:23 PM ChuckleheadTom
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The story for the third season of the third game is being fleshed out via an ongoing novella, which can be read [[http://www.ultra-combo.com/category/novella/ here]].
17th Jul '16 7:01:48 AM SolidSonicTH
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* EconomyCast: Compared to many modern fighters. Between being a series starting nearly two decades ago and having a long SequelGap, the cast of the series never gets very big. Both KI and [=KI2=] have ten playable characters and one boss character, adding up to a grand total of 15 characters across both games. KI 2013 began its first season with ''six'' playable characters, only one of which was new, with more released as time passed until they eventually had re-added all the old characters (sans bosses), resulting in a roster over twice the size of either prior KI game.

to:

* EconomyCast: Compared to many modern fighters. Between being a series starting nearly two decades ago and having a long SequelGap, the cast of the series never gets very big. Both KI and [=KI2=] have ten playable characters and one boss character, adding up to a grand total of 15 characters across both games. KI 2013 began its first season with ''six'' playable characters, only one of which was new, with more released as time passed until they eventually had re-added all the old characters (sans bosses), original cast (with Eyedol completing the set during Season 3), resulting in a roster over twice the size of either prior KI game.
12th Jul '16 8:01:05 PM TheBuddy26
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''Killer Instinct'' is unique among fighting games for its unusual combo system. Rather than having the player string moves that can keep an opponent locked into a hit stun state, combos in ''Killer Instinct'' are very formulaic. Once an opponent is trapped in a combo state, the game's combo system is a heavily enforced structure that, when understood, can lead to massive double-digit combos. However opponents are not without options as performing a ComboBreaker will stop the combo if the opponent is keen enough to know what works in the TacticalRockPaperScissors situation. While ''Killer Instinct 2'' kept most of this framework intact (mostly modifying the breaking rules), the most recent installment upped the ante with features like [[CounterAttack Shadow Counters]], Counter Breakers (Combo Breaker reversals), and Lockout states (what happens when someone botches a Combo Breaker, to prevent ButtonMashing a breaker, or gets nailed with a Counter Breaker). Also introduced is the [[SuperMode Instinct mode]] feature that enables unique temporary buffs for each character.

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''Killer Instinct'' is unique among fighting games for its unusual combo system. Rather than having the player string moves that can keep an opponent locked into a hit stun state, combos in ''Killer Instinct'' are very formulaic. Once an opponent is trapped in a combo state, the game's combo system is a heavily enforced structure that, when understood, can lead to massive double-digit or even '''''[[UpToEleven triple-digit]]''''' combos. However opponents are not without options as performing a ComboBreaker will stop the combo if the opponent is keen enough to know what works in the TacticalRockPaperScissors situation. While ''Killer Instinct 2'' kept most of this framework intact (mostly modifying the breaking rules), the most recent installment upped the ante with features like [[CounterAttack Shadow Counters]], Counter Breakers (Combo Breaker reversals), and Lockout states (what happens when someone botches a Combo Breaker, to prevent ButtonMashing a breaker, or gets nailed with a Counter Breaker). Also introduced is the [[SuperMode Instinct mode]] feature that enables unique temporary buffs for each character.



...That is, until [=E3=] 2013 when Microsoft announced a new KI game was in the works for the XboxOne, developed by [[http://en.wikipedia.org/wiki/Double_Helix_Games Double Helix Games]]. It was released as a download-only launch title on November 22, 2013, though physical copies with the first eight characters were later made and released with the bonus incentive of getting T.J. Combo for free. Watch the trailer [[http://www.polygon.com/2013/6/10/4415044/killer-instinct-coming-to-xbox-one here]]. As of March 2014, Double Helix got bought out by Amazon, but they have handed off the role of developers to Creator/IronGalaxyStudios, the company behind ''VideoGame/{{Divekick}}'', ''[[VideoGame/MarvelVsCapcom Marvel vs. Capcom Origins]]'', and ''[[VideoGame/StreetFighterIII Street Fighter III: 3rd Strike Online Edition]]''.

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...That that is, until [=E3=] 2013 when Microsoft announced a new KI game was in the works for the XboxOne, developed by [[http://en.wikipedia.org/wiki/Double_Helix_Games Double Helix Games]]. It was released as a download-only launch title on November 22, 2013, though physical copies with the first eight characters were later made and released with the bonus incentive of getting T.J. Combo for free. Watch the trailer [[http://www.polygon.com/2013/6/10/4415044/killer-instinct-coming-to-xbox-one here]]. As of March 2014, Double Helix got bought out by Amazon, but they have handed off the role of developers to Creator/IronGalaxyStudios, the company behind ''VideoGame/{{Divekick}}'', ''[[VideoGame/MarvelVsCapcom Marvel vs. Capcom Origins]]'', and ''[[VideoGame/StreetFighterIII Street Fighter III: 3rd Strike Online Edition]]''.
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