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[ONE] Killer Instinct

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[ONE] Killer Instinct

Unread postby recoil » 10 Jun 2013 22:28

http://www.doublehelixgames.com/killer- ... -xbox-one/

Patrick Gilmore wrote:We are proud to be the developer of one of the flagship games for the next generation! Today, June 10, 2013, inside USC’s jam-packed Galen Center, Microsoft announced an all new Killer Instinct for Xbox One!

UULLLLTRRRAAAAAAAAAAAA!

The first time most of us heard it, we’d just pedaled to the local bowling alley, pizza parlor or arcade. The moment you opened the door, through the din of colliding pins or pinball bells, a booming announcer’s voice screamed, “COOOOMMMMMBOOOO BREEEAAAAKKEEEERRRRR!”

Today, at Galen Center, we got to relive those moments as Microsoft announced an all new Killer Instinct, developed by Double Helix, would be available as a launch title for Xbox One.

The announcement showcased three completely redesigned characters already familiar to fans of the franchise. Jago, clad in shredded tapestries and ropes that evoke his monastic background, went head to head with an all new Sabrewulf, bristling with hypodermics, but free of the cybernetic augmentation he sported in past installments. Also making an appearance was Glacius, the cold-blooded alien who can create deadly constructs of water and ice.

All three characters sport some of the most advanced technology ever in a fighting game. All the cloth in Jago’s costume is simulated, to dynamically animate, wrinkle and respond as the fighter moves. Sabrewulf has an elaborate fur system, and Glacius uses multiple layers of transparency and refraction, along with tens of thousands of physics-colliding shards to depict his ice armor and constructs.

It’s been a thrilling labor of love for Double Helix. We’ve always had way more than our share of combat designers and fighting experts at the studio. The opportunity to bring one of gaming’s legendary franchises back to fans has been both inspiring and daunting.

The game will be playable on the E3 show floor tomorrow—and in public, at secret locations in the LA area that we’ll start announcing later today!

Stay tuned to our website and Facebook page for more information as it’s released, and follow us on Twitter to be among the first to have a chance to play! The game’s still in development, so tweet us with #KillerInstinct to let us know what you’d most like to see from the new installment!


Trailer: http://www.youtube.com/watch?v=HmPbt7Hx_cg
Footage: http://www.youtube.com/watch?v=Aj7kDaBLjb4
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Unread postby icycalm » 11 Jun 2013 01:43

Finally, a Kakuto Chojin spiritual sequel. And just when I was thinking MS had forgotten all of the game's fans.
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Unread postby Heell » 25 Aug 2013 10:33

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http://www.gameinformer.com/b/news/arch ... ndles.aspx

Killer Instinct Priced In Two Different Bundles

Following this morning's announcements, we got hands-on time with Killer Instinct. The game plays very smoothly, with four of the six launch characters playable at the Microsoft showcase. Jago, Glacius, Sabrewulf, and Chief Thunder are all available for testing. Two more characters will be announced before launch, with two more planned for release shortly after.

Microsoft is planning two bundles. The Combo Breaker bundle comes with the six launch characters, all the stages, and training mode. It will be $19.99. The Ultra Combo pack comes with the six launch characters, two post launch characters, even more stages, character accessory packs, additional costumes, and the original Killer Instinct. That pack will run players $39.99.

Fighters will still be offered a la carte. More characters are planned as time goes on, with fan favorites and classics joining the roster. Killer Instinct is planned for the Xbox One launch.


New character (not yet named): http://www.youtube.com/watch?v=L1EXznwZT4c
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Unread postby Heell » 03 Nov 2013 12:35

Killer-Instinct-Orchid.jpg


Orchid and Spinal reveal trailer: http://www.youtube.com/watch?v=hiApdvC_-Y4
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Unread postby dinopoke » 21 Nov 2013 16:17

http://www.oxm.co.uk/65649/killer-insti ... haracters/

Aoife Wilson wrote:Like a fair few people out there, I was pretty bummed to learn that Killer Instinct would launch without an Arcade mode. After a recent chat with Microsoft Studios game designer Daniel Fornace, however, it seems we won't have too long to wait until we're kicking serious CPU tushie.

"Our Arcade mode is going to come out when we've done the eight characters," Fornace said. "So it's not going to be at launch, at launch we're going to have six - Orchid's the last - and then we'll have two more following up post-launch."

One of these two characters is almost certainly swashbuckling skelly Spinal, who was teased at the end of Orchid's debut gameplay trailer just last week. The eighth and final character in the season one roster is widely assumed to be the Ultratech-owned cyborg Fulgore, or Human Torch-alike Cinder.

"So once the last character comes out then we'll have Arcade," Fornace continued, "but in the meantime we have Survival. And Survival is like our endless mode.
"The way it works is you pick a difficulty and you go in, and you're basically playing a long chain, and after each match you regenerate health, but as you go on you generate less and less, and even if you do beginner difficulty, as you get to the higher numbers the CPU does start getting tougher, so you'll still hit a limit. You set your difficulty to where you're at - so if you set it to Champion it'll start hard and get even worse.

"The other thing we did is if you played and you got it to five, you can pay Killer Points [KI's in-game currency] to skip ahead to five again. I've gotten to fifteen before, so I can start there; the scary bit is you're not getting much health at this point. And, the higher the difficulty the more it will cost you [in KP]. The other thing is for Survival it's a score you're getting, and [skipping] affects your score, so if you want a top score you have to go back to the beginning, as your score is what you get each round."

Aside from standard local and online Versus modes, KI also offers an extensive Dojo mode, which Fornace says goes above and beyond your usual fighting game tutorial system.

"The Dojo is our big tutorial mode, and the one thing that we're doing that's kind of different from other fighting games is, we're teaching you about Killer Instinct, but we're also trying to teach you about fighting games in general, and their terminology, because often you'll hear people talk about fighting games, and you know they just don't know what they're talking about.

"We start out, we go through the basics, stuff you'll see in other fighting games like navigation, blocking, crouching, jumping, throws, specials, and then we go into Killer Instinct specific things, like combos; Ultras, which are the finishers, and Instinct Mode.

"Once we get into advanced lessons, we start teaching you really advanced fighting game techniques, like cross-ups, which are in any fighting game; we have anti-airing; Manuals, which is an advanced Killer Instinct tactic.

"And then we really start just exposing everything - we show you hit boxes and stuff so you can learn, for Jago, what his attacks look like. We even have one on frame data so you can learn how to start to use frame data to your advantage. Frame traps, which is pretty advanced. [Shadow break] is another Killer Instinct tactic that is pretty advanced; it's a way where if you're blocking somebody, and they just keep whaling on you, you can use a shadow breaker to kind of just turn it around."

Fornace and I had a huge chat about pretty much every system you'll encounter in Killer Instinct once it launches, so look out for a bumper guide to getting started some time very soon.


Launch Trailer - Fulgore Returns: http://www.youtube.com/watch?v=3H-hDsVbDEg
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