E3 2013: Hands On ‘Killer Instinct’
Killer Instinct is one of those games that fans have been asking for for years, but after being disappointed time after time, it was easy to consider a sequel nothing but a pipe dream. Thankfully for us fighting game fans, nostalgia nuts or those dying for Rare to return to their roots, an Xbox One follow up was finally revealed, AND was fully playable on the E3 show floor! Except that the game isn’t being developed by Rare at all, but by Double Helix games, (makers of Silent Hill: Homecoming and Green Lantern: Rise of the Manhunters.) The new developer has a lot to live up to after being handed such a beloved franchise, so I made sure to nab the closest arcade stick and throw down or a couple of rounds.
As expected, the mechanics of the game have been upgraded. The basics of this 2D fighting game are still intact, complete with insane combos, special moves and of course, Combo Breakers. Added to these standard features are a ton of new bars that have different functions. Taking damage and executing Combo Breakers fills the Instinct Bar. Somewhat like an X Factor mode from Marvel vs Capcom 3, triggering this cancels out of animations, resets the combo knockback, increases speed and health recovery and is accompanied by n awesome yellow glow. Unlike X Factor, this can be triggered multiple times in a fight assuming the bar fills fast enough.
Secondly, the shadow meter is a new bar that’s specifically for powered up special attacks. As KI‘s version of the EX attack, blocking successful blows fills this blue bar. Once its at least half full, executing a special attack with two buttons instead of one triggers a stronger version of the attack. These moves are great ways to add extra pressure to an opponent, snatch up a little extra damage or to extend combos.
Speaking of combos, the structure in how they’re executed was changed as well. Light attacks “unlock” links to medium attacks, which then can link to heavy. I wasn’t a fan of these at all since I was pulling off decent sized combos while just tapping buttons down the line, timing and precision be damned. Just to see if it worked, I tried mashing nothing but the light punch button as Sabrewulf… and I pulled off an impressive looking 20 hit combo that took half a bar of health. Combo Breakers are essential in this case, since pressing the two light, medium or strong attack buttons simultaneously will end your opponent’s combo if they attacked with the same type of button you pressed. If you mess up though, you’re locked out of attempting another one for three seconds. Rounding these out are the infamous Ultra Combo, which in the past was a short, somewhat complex combo that would trigger a huge, multi hit spectacle if the opponent was low on health. Except now, triggering it is one command that varies between characters. It would be nice to have to work for it, but it seems like many of the features are getting dumbed down.
So after playing Killer Instinct, I’m a little worried in the direction it’s taking. Many of the mechanics we’ve grown to love have been dumbed down and the positive additions like the Shadow Meter don’t outweigh the bad, (like potentially unlimited X-Factor with Instinct Mode.) As a long time fighting game player, there’s no reason I should be able to pull off huge combos with one button and no timing. The mid match Fatalities were missing, and there’s no word if they will be in the final version as of yet. Add in the free to play aspect where only Jago will be playable and everyone else has to be bought separately puts me off too.
Keep in mind though, that this was all from the early stages of the game. There’s still plenty of time for Double Helix to refine and balance out this long anticipated fighter when it releases exclusively on the Xbox One in the near future. I’m still holding out hope that the game will turn out great. After all, we’ve waited too long for it not to be.