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Friday, December 6, 2013

UUUUUUULTRAAAA COOOOMBOOOO! (Killer Instinct Review)


xXBChaceXx

|-Game News, Reviews, and Rants-|

UUUUUUULTRAAAA COOOOMBOOOO
            It’s been nearly 20 years, and Killer Instinct has made its next-gen debut, exclusively on Xbox One. I remember my first time playing the game; I had rented it from Block-Buster (When they were still around) for the SNES and played round, after round, after round against my Uncle as Jago, who is still my favourite fighter. The lengthy combo counts, the sheer and utter hype of the announcer when he shouts, “C-C-C-Combo Breaker!” and the excitement of pulling of a 100+ hit ultra-combo, made me fall in love with the series all over again. Killer Instinct on Xbox One stays true to the past, with deep, innovative refinements to the gameplay, and graphical enhancements.
            The basic combo string in Killer Instinct is as follows: Opener, Auto Double, Linker, Auto Double, and finally an Ender to cash in all your temporary damage. This is only the bread and butter, and can be interchanged, as the engine allows players enough wiggle room to mix things up. You can reset a combo by intentionally letting the combo drop, mixing your opponent up, and locking them of a Combo Breaker for 3-5 seconds. The execution time is lenient, as compared to others of the fighting game genre, giving the player ample time to input the next attack in their combo string. This allows players to skip (I personally wouldn’t recommend) the in-game Dojo training mode, and jump right into a local versus, or an online exhibition/ranked match.
            So, your opponent just landed an opener on you, are you forced to watch for the next 10-20 seconds, as they complete their full combo? No! C-C-C-Combo Break it. Killer Instinct’s classic combo breaker system makes a full-fledged return, allowing combatants to take an active role into the % deduction on their wavering health meters. At first, the system may seem like some sort of glorified rock-paper-scissors mechanic, however, it’s far from it. Your button presses much match the exact auto-double or linker combination as your opponent. If you nail the timing, and the right press, the combo is broken, and the temporary damage is shaved off. Timing is key factor. If you can predict when your opponent is going to break, you can perform a C-C-C-Counter Breaker (The announcer is so hype!) which will break the combo breaking attempt, and lock your opponent our from breaking for several seconds. Attempting to break, or counter break is entirely risky, however, the risk/reward is entirely satisfying.
            The lack of offline options can be somewhat disappointing, but it should not dissuade you from delving into this seriously polished fighter. KI’s never ending survival mode is a great way to rack up KP, which is the in-game currency of Killer Instinct which allows you to purchase alternate customizable gear for the characters, new stages, costume colors, titles, emblems, CD cuts of the original BGMs, and even the original announcer from KI (Chris, for those of you who didn’t know his name. Mike is the 2013 announcer). Dojo mode has a 1-32 stage training sessions which teach you the basic and advanced techniques that will help shape you into a better KI player (Highly recommend new players try this). There is also local versus, which can be played as player versus player, player versus computer, or computer versus computer.
            Online is where all the fun happens in Killer Instinct. This, however, is limited to only exhibition matches, which are 1-on-1 with no spectator options of additional players, and ranked matches, where two players compete to climb the ladder. Netcode is a huge factor in online experience, and Killer Instinct has the absolute best, nearly lag-free fighting game experience. Minimal lag allows players to execute combos more accurately and efficiently, and avoids the simple annoyances of dropped combos.
            Killer Instinct is free-to-play and free to download via the Xbox Marketplace; you get one character for free- Jago at launch-  and the other five are available for either $5 each or $20 for all six and the additional 2 (Spinal and Fulgore) which are scheduled to be released sometime in January and March respectively. The $40 dollar “Ultra edition” will snag you alternative costumes (as they are launched), the original KI classic, extra customization options, and all eight characters. Double Helix has announced that a Season 2 will be available depending on how well the game is received by the community, so, fans may see other classic KI characters making a return, such as Riptor, TJ Combo, and Cinder. At the present time, the lack of an in-depth character roster is underwhelming, however, the current six available characters are extremely well balanced, and stick to the archetypes of rusher, zoner, grappler, and many in-between.
            Killer Instinct is a refreshing experience within the fighting genre, and appeals to both the casual and hardcore fighting enthusiast. Each and every hit made against an opponent looks and sounds like it hurts, the dynamic music adjusts to exactly what is happening on screen, and the announcer brings so much hype and excitement to the fray. I hope that more characters are added in the future, I would love to see TJ Combo make his re-appearance, as well as 8-player spectator lobbies. Double Helix delivered a high-quality fighting game experience, meeting expectations, and surpassing them. I hope that, with time, they make continual improvements to their game, strengthening the foundations of what is a great fighting game.
VERDICT: 8.5/10 A great fighting game experience that only needs to be refined and built upon.

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