History VideoGame / KillerInstinct

15th Jun '16 7:06:39 PM SutairuMasuta
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** Joined by the Arbiter from ''Franchise/{{Halo}}''.

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** Joined by the Arbiter from ''Franchise/{{Halo}}''.''Franchise/{{Halo}}'' and General RAAM from ''Franchies/GearsOfWar''.
15th Jun '16 8:15:49 AM erforce
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-->--'''The attract mode for the first ''Killer Instinct''.''' [[VaporWare They never fulfilled that promise]]. [[note]]Well okay, not completely true. The first game did see a [[PolishedPort very good port]] on the SuperNintendo and GameBoy and ''[=KI Gold=]'' eventually did make it to the Nintendo (Not-So-Ultra) 64 in 1996. But that was a port of the ''second'' game.[[/note]]

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-->--'''The -->-- '''The attract mode for the first ''Killer Instinct''.''' [[VaporWare They never fulfilled that promise]]. [[note]]Well okay, not completely true. The first game did see a [[PolishedPort very good port]] on the SuperNintendo and GameBoy and ''[=KI Gold=]'' eventually did make it to the Nintendo (Not-So-Ultra) 64 in 1996. But that was a port of the ''second'' game.[[/note]]



The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry''), catchy soundtrack, and signature combo-intensive gameplay. A sequel was later released which wasn't nearly as popular for several reasons: getting rid of the pre-rendered backgrounds in favor of [[PolygonCeiling real time polygonal backgrounds]] (the fighters were still sprite-based, however), the revamping of several characters, a confusing time-travel plot, and the rise of 3D {{Fighting Game}}s. An updated version, titled ''Killer Instinct Gold'', was released for the Nintendo 64 a couple months after launch. The series still had a fanbase, however, and some still hoped for a revival done by developer Creator/{{Rare}}. However, in light of [[http://shoryuken.com/2012/08/22/former-rare-employee-explains-why-we-never-saw-a-killer-instinct-3/ certain news]], it sadly seemed unlikely...

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The first proved popular due to its eye-popping graphics (courtesy of Silicon Graphics, who did the pre-rendered sprites for ''VideoGame/DonkeyKongCountry''), ''VideoGame/DonkeyKongCountry1''), catchy soundtrack, and signature combo-intensive gameplay. A sequel was later released which wasn't nearly as popular for several reasons: getting rid of the pre-rendered backgrounds in favor of [[PolygonCeiling real time polygonal backgrounds]] (the fighters were still sprite-based, however), the revamping of several characters, a confusing time-travel plot, and the rise of 3D {{Fighting Game}}s. An updated version, titled ''Killer Instinct Gold'', was released for the Nintendo 64 a couple months after launch. The series still had a fanbase, however, and some still hoped for a revival done by developer Creator/{{Rare}}. However, in light of [[http://shoryuken.com/2012/08/22/former-rare-employee-explains-why-we-never-saw-a-killer-instinct-3/ certain news]], it sadly seemed unlikely...
14th Jun '16 7:16:25 PM Dinjoralo
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Added DiffLines:

* PowerGlows: Each character in KI 2013 has their own way of showing when they have full Instinct meter, many being some form of this.
14th Jun '16 5:40:16 AM Cyberlink420
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The game's actual [[ExcusePlot story]] revolves around the eponymous [[TitleDrop Killer Instinct]] [[TournamentArc tournament]], which is being held by the [[TheOmniscientCouncilOfVagueness mysterious]] [[MegaCorp UltraTech]] company for reasons not totally revealed. Attracting several disparate competitors in addition to a few of the company's own projects, it's not quite known what the result of the tournament will be.

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The game's actual [[ExcusePlot story]] revolves around the eponymous [[TitleDrop Killer Instinct]] [[TournamentArc tournament]], which is being held by the [[TheOmniscientCouncilOfVagueness mysterious]] [[MegaCorp UltraTech]] Ultratech]] company for reasons not totally revealed. Attracting several disparate competitors in addition to a few of the company's own projects, it's not quite known what the result of the tournament will be.



* AllThereInTheManual: The games themselves give nothing more than character backgrounds, although important character information can be pieced together from various profiles to form a vague idea about what's going on. Anything else came from the manuals to the console ports or WordOfGod attached to official artwork and the like. The biggest plot point ignored by the game is that Eyedol is ''not'' an [=UltraTech=] bio-weapon in testing like many of the standard characters, but a warring god from ancient times sealed in Limbo by sorcerers (the other one being Gargos, boss of the second game). Eyedol's lava-bridge stage has the portal machine that freed him as its backdrop.

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* AllThereInTheManual: The games themselves give nothing more than character backgrounds, although important character information can be pieced together from various profiles to form a vague idea about what's going on. Anything else came from the manuals to the console ports or WordOfGod attached to official artwork and the like. The biggest plot point ignored by the game is that Eyedol is ''not'' an [=UltraTech=] Ultratech bio-weapon in testing like many of the standard characters, but a warring god from ancient times sealed in Limbo by sorcerers (the other one being Gargos, boss of the second game). Eyedol's lava-bridge stage has the portal machine that freed him as its backdrop.



* BroadStrokes: The plot of ''KI 2013'' is a reboot, but it borrows pieces of the old continuity for use as backstory. For instance, Jago has already discovered that the Tiger Spirit was actually Gargos, but Cinder and Riptor aren't created by [=UltraTech=] until the events of Season 2.

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* BroadStrokes: The plot of ''KI 2013'' is a reboot, but it borrows pieces of the old continuity for use as backstory. For instance, Jago has already discovered that the Tiger Spirit was actually Gargos, but Cinder and Riptor aren't created by [=UltraTech=] Ultratech until the events of Season 2.



* ContinuitySnarl: The character profiles for the second game explain that Eyedol's death sent the surviving characters 2000 years into the past, but several parts of the game's design contradict this while others reinforce it. Several characters, especially the three new ones who could only be ''from'' the past, have stages seemingly set in fantasy worlds or at least fanciful concepts of a past time. On the flipside, T.J. Combo's and Orchid's stages are set in a modern-day city (albeit a ruined one), Fulgore's stage is a robot factory, and Sabrewulf has involuntarily gained cybernetic arms courtesy of [=UltraTech=] (not to mention that, when you knock someone off the Sky Stage in the arcade version, there appears to be a modern city layout down there). Various [[{{Handwave}} handwaves]] have been proposed, some more reasonable than others, [[WildMassGuessing but none of them come from the actual game.]]

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* ContinuitySnarl: The character profiles for the second game explain that Eyedol's death sent the surviving characters 2000 years into the past, but several parts of the game's design contradict this while others reinforce it. Several characters, especially the three new ones who could only be ''from'' the past, have stages seemingly set in fantasy worlds or at least fanciful concepts of a past time. On the flipside, T.J. Combo's and Orchid's stages are set in a modern-day city (albeit a ruined one), Fulgore's stage is a robot factory, and Sabrewulf has involuntarily gained cybernetic arms courtesy of [=UltraTech=] Ultratech (not to mention that, when you knock someone off the Sky Stage in the arcade version, there appears to be a modern city layout down there). Various [[{{Handwave}} handwaves]] have been proposed, some more reasonable than others, [[WildMassGuessing but none of them come from the actual game.]]



* MegaCorp: [=UltraTech=]. Dabbles in all sorts of freaky science from MechaMooks to reviving the dead to cross-breeding humans and reptile genetics. They also capture aliens and force them to fight, turn convicted felons into sentient lava beings, and graft mechanical arms to werewolves.

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* MegaCorp: [=UltraTech=].Ultratech. Dabbles in all sorts of freaky science from MechaMooks to reviving the dead to cross-breeding humans and reptile genetics. They also capture aliens and force them to fight, turn convicted felons into sentient lava beings, and graft mechanical arms to werewolves.



* TheOmniscientCouncilOfVagueness: [=UltraTech=].

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* TheOmniscientCouncilOfVagueness: [=UltraTech=].Ultratech.



* PrisonDimension: Both Eyedol and Gargos were trapped in one until [=UltraTech=] busted them out.

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* PrisonDimension: Both Eyedol and Gargos were trapped in one until [=UltraTech=] Ultratech busted them out.
13th Jun '16 10:37:14 PM OnoderaTearer
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A PC port of KI '13 was announced for Windows 10 at E3 2015; it was released alongside the game's third season of content on March 29, 2016, featuring Rash from ''{{Battletoads}}'' and the Arbiter from ''Franchise/{{Halo}}'' as guest fighters.

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A PC port of KI '13 was announced for Windows 10 at E3 2015; it was released alongside the game's third season of content on March 29, 2016, featuring Rash from ''{{Battletoads}}'' and ''VideoGame/{{Battletoads}}'', the Arbiter from ''Franchise/{{Halo}}'' and General RAAM from ''Franchise/GearsOfWar'' as guest fighters.
27th May '16 3:44:10 PM AndyLA
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* EasyModeMockery: In the easier difficulties in some versions, after you fought Fulgore you get... a credits screen.

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* EasyModeMockery: In the easier difficulties in some versions, after you fought Fulgore you get... a credits screen.screen and a message from the developers. The outright mockery is if you beat the first game in difficulty 2:
-->''Congratulations, you have defeated Ultratech's low end, garbage, obsolete, floor model, weak, on the verge of extinction, barely mobile, ''only can do a 5 hit combo'', pathetic, [[OverlyLongGag yesterday's news]] boss. I hope you're happy with yourself!''
27th May '16 2:29:05 PM AndyLA
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* ContinuitySnarl: The character profiles for the second game explain that Eyedol's death sent the surviving characters 2000 years into the past, but several parts of the game's design contradict this while others reinforce it. Several characters, especially the three new ones who could only be ''from'' the past, have stages seemingly set in fantasy worlds or at least fanciful concepts of a past time. On the flipside, T.J. Combo's and Orchid's stages are set in a modern-day city (albeit a ruined one), Fulgore's stage is a robot factory, and Sabrewulf has involuntarily gained cybernetic arms courtesy of [=UltraTech=]. Various [[{{Handwave}} handwaves]] have been proposed, some more reasonable than others, [[WildMassGuessing but none of them come from the actual game.]]

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* ContinuitySnarl: The character profiles for the second game explain that Eyedol's death sent the surviving characters 2000 years into the past, but several parts of the game's design contradict this while others reinforce it. Several characters, especially the three new ones who could only be ''from'' the past, have stages seemingly set in fantasy worlds or at least fanciful concepts of a past time. On the flipside, T.J. Combo's and Orchid's stages are set in a modern-day city (albeit a ruined one), Fulgore's stage is a robot factory, and Sabrewulf has involuntarily gained cybernetic arms courtesy of [=UltraTech=].[=UltraTech=] (not to mention that, when you knock someone off the Sky Stage in the arcade version, there appears to be a modern city layout down there). Various [[{{Handwave}} handwaves]] have been proposed, some more reasonable than others, [[WildMassGuessing but none of them come from the actual game.]]
7th May '16 5:25:06 AM AndyLA
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* ThreeRoundDeathmatch: A variant: Each character gets two life meters. When the first runs out, the character stands back up, the two face off, and the battle continues.

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* ThreeRoundDeathmatch: A variant: Each character gets two life meters. meters (except for ARIA who has three, one for each form) When the first runs out, the character stands back up, the two face off, and the battle continues.
6th May '16 7:04:55 AM AndyLA
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* AwesomeMcCoolname: Pretty much every character. Thunder, Cinder, Riptor, Fulgore, Tusk, you name it.

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* AwesomeMcCoolname: Pretty Even though this is probably a byproduct of the DarkAgeOfSupernames (mid-Nineties, people), pretty much every character. Thunder, Cinder, Riptor, Fulgore, Tusk, you name it.



** There is no hit cap KI 2013, as there have been several combos shown that go beyond 80 hits. However, it has "knockdown value", a bar that represents the amount of combo potential you have left before your combo will automatically stop. Depending on the move, the KV bar will rise at different speeds. It's crucial to perform an ender before the KV fills up or risk losing out on big damage.

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** There is no hit cap KI 2013, as there have been several combos shown that go beyond 80 hits. However, it has "knockdown value", a bar that represents the amount of combo potential you have left before your combo will automatically stop. Depending on the move, the KV bar will rise at different speeds.speeds (Shadow Moves, for example, don't change the KV, allowing you to extend your combo). It's crucial to perform an ender before the KV fills up or risk losing out on big damage.



* ContinuitySnarl: The character profiles for the second game explain that Eyedol's death sent the surviving characters 2000 years into the past, but several parts of the game's design contradict this while others reinforce it. Several characters, especially the three new ones who could only be ''from'' the past, have stages seemingly set in fantasy worlds or at least fanciful concepts of a past time. On the flipside, T.J. Combo's and Orchid's stages are set in a modern-day city, Fulgore's stage is a robot factory, and Sabrewulf has involuntarily gained cybernetic arms courtesy of [=UltraTech=]. Various [[{{Handwave}} handwaves]] have been proposed, some more reasonable than others, [[WildMassGuessing but none of them come from the actual game.]]

to:

* ContinuitySnarl: The character profiles for the second game explain that Eyedol's death sent the surviving characters 2000 years into the past, but several parts of the game's design contradict this while others reinforce it. Several characters, especially the three new ones who could only be ''from'' the past, have stages seemingly set in fantasy worlds or at least fanciful concepts of a past time. On the flipside, T.J. Combo's and Orchid's stages are set in a modern-day city, city (albeit a ruined one), Fulgore's stage is a robot factory, and Sabrewulf has involuntarily gained cybernetic arms courtesy of [=UltraTech=]. Various [[{{Handwave}} handwaves]] have been proposed, some more reasonable than others, [[WildMassGuessing but none of them come from the actual game.]]



* DownerEnding: Orchid in [=KI2=] if you make her kill [[spoiler:Jago.]]

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* DownerEnding: Since ''[=KI2=]'' introduced the concept of MultipleEndings, depending on which specific character you finish off in specific ways, you may get this for your character. For example, if you have Orchid kill [[spoiler:Jago]] in [=KI2=] 2, or if you make her kill [[spoiler:Jago.]]have Jago finish [[spoiler:Orchid]] with an Ultra in the new game.



* MickeyMousing: Ultras in KI 2013 are now punctuated by music, where each hit in the combo is accompanied by a note. The beat is different for each character, and the song is different for each stage.

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* MickeyMousing: Ultras in KI 2013 are now punctuated by music, where each hit in the combo is accompanied by a note. The beat is different for each character, and the song is different for each stage. Also, even as you're cycling through the options in the pause and post-fight menus, every tick of the directional plays a note of the KI theme.



* SongsInTheKeyOfPanic: When one of the fighters enters Danger state (i.e. is on the verge of losing), the music becomes tense and, sometimes, slightly faster paced, until the end of the fight.



** In the second game, Orchid and Kim Wu's stages are buildings where the loser can be knocked off the edge. The loser in Spinal's stage can be knocked off his boat on the left side. Saberwulf's stage has a well the loser can be knocked into if one of the fighters is first knocked through the nearby wall during the bout. Tusk's stage has a flaming pit in the center, and Jago's stage is a bridge that the loser can be knocked off of at any part''except'' either end. Gargos' stage can also have the loser knocked off in any spot, including Gargos himself. The Sky Stage makes a return.

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** In the second game, Orchid and Kim Wu's stages are buildings where the loser can be knocked off the edge. The loser in Spinal's stage can be knocked off his boat ship into the sea on the left side. Saberwulf's Sabrewulf's stage has a well the loser can be knocked into if one of the fighters is first knocked through the nearby wall during the bout. Tusk's stage has a flaming pit in the center, and Jago's stage is a bridge that the loser can be knocked off of at any part''except'' either end. Gargos' stage can also have the loser knocked off in any spot, including Gargos himself. himself [[spoiler:(you can only defeat him this way; normally depleting his life bar won't cut it)]]. The Sky Stage makes a return.return.
** ''Gold'' has all of the above and adds a finisher to T.J. Combo's stage, where the loser can be knocked into train tracks on the background just before the train runs by.
20th Apr '16 5:49:59 AM Cyberlink420
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** The replacement developer for Double Helix, Iron Galaxy Games, has said they want to bring these back for everyone during the second season of content. 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 during the second season of content.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.



* GuestFighter: Rash from ''VideoGame/{{Battletoads}}'' is getting added in Season 3.

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* GuestFighter: Rash from ''VideoGame/{{Battletoads}}'' is getting was added in Season 3.



* TheresNoKillLikeOverkill: The 2013 release will give players the ability to chain an Ultra Combo into another combo, which in itself can lead into another Ultra Combo. Since the opponent is basically knocked out before you can perform an Ultra, this is basically just for eye candy, racking up a high hit count (skilled players can easily go over ''[[https://www.youtube.com/watch?v=jj_AyUKLeno 1,000 hits]]''), showing off and needless [[Franchise/MortalKombat brutality]]. On the other side, more merciful players can perform the ultra combo ender early to end the opponent's suffering.

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* TheresNoKillLikeOverkill: The 2013 release will give gives players the ability to chain an Ultra Combo into another combo, which in itself can lead into another Ultra Combo. Since the opponent is basically knocked out before you can perform an Ultra, this is basically just for eye candy, racking up a high hit count (skilled players can easily go over ''[[https://www.youtube.com/watch?v=jj_AyUKLeno 1,000 hits]]''), showing off and needless [[Franchise/MortalKombat brutality]]. On the other side, more merciful players can perform the ultra combo ender early to end the opponent's suffering.



* VariableMix: The music in 2013 will change in accordance to what's happening in the fight. For example, if you idle, the music becomes more passive; if something exciting happens, like a counter breaker, the music becomes more intense. An example of it [[http://www.youtube.com/watch?v=LQmkSWPhlNE can be seen here.]] The [[http://www.youtube.com/watch?v=oShhGi0cwh4 Ultras]] also have MickeyMousing.

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* VariableMix: The music in 2013 will change changes in accordance to what's happening in the fight. For example, if you idle, the music becomes more passive; if something exciting happens, like a counter breaker, the music becomes more intense. An example of it [[http://www.youtube.com/watch?v=LQmkSWPhlNE can be seen here.]] The [[http://www.youtube.com/watch?v=oShhGi0cwh4 Ultras]] also have MickeyMousing.
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