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[Xbox One] Killer Instinct - Season 2 Launch Trailer (New Fighters Teaser)


J-Lord

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I hate this game and all that it represents.

Because it has a free version and  free to play model?

You can buy the game for a full $20 to get all characters or $40 to get the extra costume crap that you don't need but also a port of the original arcade game.

 

Ignorance;

The_less_you_know.JPG

 

 

Really digging Combo's stage.

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It's a digital only game that should have been released as retail.

 

It's another example of MS getting an IP and fucking it over.

Why should it have been retail? It really makes no difference in what format a game is as long as it's playable and fun.

Unless you're one of those people "I never buy digital games" otherwise you're missing out on fantastic games that really have no need to be on a disc like Limbo, Braid and Castle Crashers.

Considering the amount of time and how they're releasing characters it only makes sense to have released it as digital. They had made the engine and Jago/Sabrewulf in roughly two months and that's what they showed at the last E3. Then in the next few months they tuned up the engine and made four more whole characters so they could release the game at launch. Launch exclusives being very important as the console released around the same time as the competitor, this game was needed and plenty of us bought the system because of this game.

They then later released two new characters. Which, what makes more sense to you: Release disc of six characters and then everyone that buys it have to get a patch for the two new characters or instead put out patches for digital buyers and anyone else that buys the game just download one lump some of 5GB or whatever the Hell it's at now and is ready to go? This isn't even factoring the logistics of doing a physical release and then having to pay for mass disc/box/manual printings and getting it shipped to stores which would all surely jack up the price from a simple $20.

 

I hope that's all you mean by MS "fucking it over" because they got a just about everything right when making this. Ken Lobb, the creator of the franchise worked on this.

 Multiple fighting vets were on the dev team. Pro fighting game players play and love the game. Justin Wong even said during a tournament that he wish he could go home and play KI meanwhile he was still in final eight, competing for money while playing a different game.

 

I really enjoy Killer Instinct but lost all hope when it went towards the Shitbox One and not the PS3/PS4.

I'm not calling you completely retarded but that statement is slightly retarded. MS bought up Rareware and all their franchises. Hoping for KI to come out on a Sony system would be like waiting for Metroid to release on a MS console, Mario on a Sony one and Halo to be on the PS4 while Wii U gets Killzone.

How about instead of being salty for what you don't have, be happy that Guilty Gear Xrd is coming soon and it looks beautiful.

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It's a digital only game that should have been released as retail.

 

It's another example of MS getting an IP and fucking it over.

 

Whats wrong with KI? what about it do you hate? Is it only the fact that it is a digital game that you have to buy characters for the reason you hate it? If that is the case you might wanna prep yourself, this type of game release is turning out to be the way of the future. Soon enough you will see more games adopting the same approach.

 

I really enjoy Killer Instinct but lost all hope when it went towards the Shitbox One and not the PS3/PS4.

 

Every console has there ups and downs, I don't think the xbox one is really that bad. Obviously your a PS fan but besides what everyone says about the xbox it is a great console. Before you say I am an xbox fan boy I will let you know I own both xbox, ps3 and ps4 and once owned a ps2. and pretty much every nintendo console that has existed. Each is great in their own way.

 

PS4 has its great games and I am glad Xbox got KI, it wouldn't feel right to me on a PS4 controller the same way some games don't feel right on and xbox one controller.

 

 

It's a digital only game that should have been released as retail.

 

It's another example of MS getting an IP and fucking it over.

Why should it have been retail? It really makes no difference in what format a game is as long as it's playable and fun.

Unless you're one of those people "I never buy digital games" otherwise you're missing out on fantastic games that really have no need to be on a disc like Limbo, Braid and Castle Crashers.

Considering the amount of time and how they're releasing characters it only makes sense to have released it as digital. They had made the engine and Jago/Sabrewulf in roughly two months and that's what they showed at the last E3. Then in the next few months they tuned up the engine and made four more whole characters so they could release the game at launch. Launch exclusives being very important as the console released around the same time as the competitor, this game was needed and plenty of us bought the system because of this game.

They then later released two new characters. Which, what makes more sense to you: Release disc of six characters and then everyone that buys it have to get a patch for the two new characters or instead put out patches for digital buyers and anyone else that buys the game just download one lump some of 5GB or whatever the Hell it's at now and is ready to go? This isn't even factoring the logistics of doing a physical release and then having to pay for mass disc/box/manual printings and getting it shipped to stores which would all surely jack up the price from a simple $20.

 

I hope that's all you mean by MS "fucking it over" because they got a just about everything right when making this. Ken Lobb, the creator of the franchise worked on this.

 Multiple fighting vets were on the dev team. Pro fighting game players play and love the game. Justin Wong even said during a tournament that he wish he could go home and play KI meanwhile he was still in final eight, competing for money while playing a different game.

 

I really enjoy Killer Instinct but lost all hope when it went towards the Shitbox One and not the PS3/PS4.

I'm not calling you completely retarded but that statement is slightly retarded. MS bought up Rareware and all their franchises. Hoping for KI to come out on a Sony system would be like waiting for Metroid to release on a MS console, Mario on a Sony one and Halo to be on the PS4 while Wii U gets Killzone.

How about instead of being salty for what you don't have, be happy that Guilty Gear Xrd is coming soon and it looks beautiful.

 

 

Well said!

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  • 1 month later...

Update:


 


New character announced at KI's Evolution Championship Series 2014.



The new character is not the apparently hinted Cinder in TJ Combos Trailer. Maya is the newest character to be announced for KI's Season 2 but at this stage only in concept art form. See link for all details:


 


http://www.gamespot.com/articles/killer-instincts-newest-fighter-isnt-cinder-shes-r/1100-6421071/


 


By the looks of things she will feature another new fighting style keeping true to every fighter having something that makes them unique.



Edited by J-Lord
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  • 2 weeks later...

Dunno how I feel about Maya's playstyle but really upset they didn't show any actual game content.

Seriously, they couldn't create a ten second stage loop to look at with idle characters standing in it?

 

They could have, but being a developer myself, our team doesn't want to show off content unless it is at a certain stage that we feel is acceptable to show. It is possible she may only still be in very, very early stages of development.

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  • 2 weeks later...

 

It basically installs the entire game to the HDD though, so in a way every X1 game is digital even if you have a disc in.

 

 

 

XB1 had a neat idea which was similar to steam, just no one gave it a chance as it was new and scary. They basically wanted to do what Steam does with a few differences. I am sure eventually PS will go down this track at some point as well.

 

Anyway KI NEWS!! Season 2 Details below, includes expected release date and packs with pricing! Enjoy:

 

The next season of Killer Instinct for Xbox One is coming Oct. 15, developer Iron Galaxy Studios announced today. Killer Instinct Season 2 includes eight fighters, starting with returning characters TJ Combo from the first Killer Instinct and Maya from Killer Instinct 2.

Killer Instinct Season 2 can be purchased in an Ultra Edition ($39.99/£34.99/€39.99) that includes eight fighters, "select" fighter costumes and accessory packs, a port of 1996 arcade game Killer Instinct 2 and early access to new characters and customization items. Players who pick up the Ultra Edition between Sept. 23 and Oct. 14 get immediate access to TJ Combo and Killer Instinct 2 Classic.

The Combo Breaker edition ($19.99/£16.99/€19.99) will give buyers Season 2's eight fighters, but no other extras. Season 2 fighters, which are expected to roll out on a monthly schedule, can be purchased individually for $4.99/£3.99/€4.99.

Iron Galaxy also confirmed that composer Mick Gordon will return to score Season 2. His soundtrack for Killer Instinct Season 1 and the original Killer Cuts soundtrack will be released Sept. 23. The same day, Microsoft will release a retail version of Killer Instinct Season 1.

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  • 3 weeks later...

UPDATE:

 

We all know that Killer Instinct is going to go through a change with the new developers Iron Galaxy at the helm and it seems we will see the first of that change near the end of next month with a update that will prep the game for Season 2. The game mechanics will be changed slightly to accommodate the near Air combat system some superstars will have. Also all the existing superstars are having little thinks tweaked or fully re-worked and new things added.

 

Full List in the spoilers if you want to have a read, if your a KI Fan like me then you will want to stay up to date with the latest on the game so people online don't get the upper hand.

 

Killer Instinct Season 2 pre-season system & character updates

Great news! At PAX we're giving everyone a sneak-peek at the S2 early access build!

As part of the pre-season access for season 2 coming next month, we have a bunch of overall system and individual character updates for the season 1 cast. The changes below are derived from features we didn’t get to add in S1, ones motivated by data analysis, community feedback, and focus testing throughout the year, and finally aspects where we see opportunity to improve KI’s fundamental gameplay and keep it uniquely about two-way interaction at all times.

NOTE: Any or all of these changes are subject to change between now and when the update goes live on September 23rd. Even after release, we will continue to evaluate the changes as we add more content and characters to ensure everyone stays competitive, unique, and fun to play.

System Changes Summary Video by Maximilian -


 

System:


  • Non-combo hits (pokes) and the 1st hit of combos now deal additional damage.
  • Shadow Meter gain rates have decreased 20% overall.
  • Shadow Enders now scale damage based on current Ender Level. 
  • Potential (white) damage decays slower than before.
  • New system extension: Air breakers & Air counter breakers
  • The breaker system has been expanded to cover Air to Air and Air to Ground interactions.
  • Additionally, all Counter Breaker attempts now will leave you vulnerable to punishment if you fail no matter what the situation or character.
  • After the 3rd non-chained move, combos that are not part of the Linker/Double ruleset are now breakable via Manual rules. This includes juggled manuals and non-projectile special moves.
  • Combo Breakers no longer cause a Hard Knockdown.
  • Juggled Shadow Enders are now subject to Opener-Ender breaker rules, but can cash out a juggled opponent.
  • Projectiles no longer darken the screen.
  • Removed the ability to Instinct Cancel during an Ender.
  • Removed the ability to perform Ultra Enders from the air.
  • Fixed a bug preventing the 4 frame Manual Breaker window from actually working.  As a result, you now have 4 additional frames to break Manuals.

New linker rules:
The rules for performing Manuals after Linkers are now consistent across the cast.


  • Doing a Light Linker gives you access to a difficult Light Manual.
  • Doing a Medium Linker gives you access to a difficult Medium Manual or slightly less difficult Light Manual.
  • Doing a Heavy Linker gives you access to a difficult Heavy Manual, less difficult Medium Manual, and even less difficult Light Manual.

Exceptions still exist but for the most part you can count on these rules for all characters.

Jago:


  • Shadow Wind Kick travels 60% as far as before.
  • Heavy Wind Kick does not push back as far and is more negative on block.
  • Can no longer Counter Break from Opener - > Ender situations.

Updated Instinct:


  • Jago no longer heals automatically during instinct.
  • Jago now throws Double Endokukens during instinct.
  • During instinct, all Endokukens (Double, Enders, and Shadow) that hit the opponent heal Jago.
  • Jago maintains his frame advantages during instinct.

Sabrewulf:


  • The final hit of Shadow Leaping Slash now recaptures an airborne opponent into a ground combo.
  • While the forward Dash is the same duration as before, Sabrewulf gets behind his opponent quicker now so that properly timed punish attempts are less likely to come out facing the wrong way.
  • One additional frame has been added after the Super Flash before Shadow Eclipse hits.
  • Backdash distance reduced.
  • Crouching Light Punch pushes the opponent back further.
  • Fixed a bug that let Sabrewulf cancel Crouching Medium Punch into his Heavy Chain during Hitstop, which also prevented Manual Breakers from firing correctly.

Updated Instinct:


  • In addition to its previous properties, while in Instinct Sabre now gains the ability to perform a Feral Cancel (HP+HK) which can cancel any grounded move back to neutral. This has a short cooldown on it but can be performed as much as you want during Instinct.

Glacius:


  • Medium and Light Hail now bounce along the ground instead of breaking when hitting the floor.
  • Shadow Cold Shoulder is slightly less negative on block.
  • Shadow Cold Shoulder will now combo from Ice Lance at maximum distance.
  • Shadow Puddle Punch is no longer throwable until after the first active frame.
  • Startup time on all jumping Kick attacks has increased slightly.
  • Shatter has a few additional frames of recovery.
  • Fixed a bug that let you cancel out of a Shadow Cold Shoulder early.
  • Fixed a bug that let Glacius perform an attack facing the wrong way after going under his opponent with a Cold Shoulder.

New Command Move: Liquidize


  • Press all three kicks (hold). Glacius melts into a puddle.
  • Can move left or right a bit while in liquid state.
  • This is a dodge move.  It is immune to projectiles on the way down, but vulnerable to everything else.

Thunder:


  • Light Sammamish has bit more vertical travel.
  • Skyfall is now considered a special move instead of a command normal.
  • Every character’s reaction to Back Throw is now identical in duration so that Thunder can manual properly.
  • The low crush effect of Ankle Slicer is more reliable now, and it is less negative on block.
  • Medium Sammamish now hits 2 frames earlier, in the same number of frames as Light Sammamish.
  • When performing a manual after back throw, Thunder automatically moves in a bit to ensure that the intended combo works against all characters.
  • Fixed all instances that caused Thunder to miss with Shadow Call of Earth following a Back Throw.
  • Opponents who are locked out can no longer tech out of Thunder’s Back Throw.

New command move: Call of Sky


  • Press all three punch buttons
  • Thunder calls a bolt of lightning from the sky that strikes at his opponent’s current location.
  • This move has very long startup and recovery, but hits quickly.

Sadira:


  • During instinct, using a jump cancel and then canceling into a normal or special during pre-jump frames used to ignore the combo system and skip doubles and linkers in favor of manuals or openers. It now obeys the normal ground combo rules.
  • It is no longer possible to avoid the special landing recovery from Web Cling by throwing a Widow’s Bite.
  • Removed the ability to place a Web Trap from Counter Breaker stance.
  • Web Trap’s hold is slightly shorter.
  • The cross-up hitbox on Jumping Heavy Kick has been reduced slightly.

New target combo:


  • Ground MP->HK or Close MP->HK, chains into launcher.

New Reversal: Shadow Web Cling


  • QCB+2P
  • This is useable only on the ground, but when used, Sadira is invulnerable until she hits the wall.

Orchid:


  • Shadow Ich Ni San now sends out a shockwave of energy columns.  Charge the move up by holding the buttons to fire additional towers of energy that travel further. The final charge level is not unblockable.
  • Danger Zone (Air Throw) causes a recapture when used outside of a combo.
  • Flick Flack’s low crush effect now lasts until the first active frame.
  • Standing Medium Punch and Standing Heavy Punch become active slightly faster and their hitboxes are a bit larger.
  • Shadow Cat (Knee Slide) has a larger hit area and slightly smaller vulnerable area.
  • Crouching Medium Punch animation has changed slightly and now hits low.

New Command Move: Grenade Toss


  • Back+HP throws the grenade. Hold HP longer to set a longer timer and throw it further.
  • The grenade does not explode on contact with the opponent, and is governed only by its timer.
  • Colliding with an opponent’s projectile will detonate it immediately.

Spinal:

Color and skull logic:
Spinal’s attacks have been color-coded to more clearly show what does what: Green attacks give you skulls, Blue attacks curse the opponent’s Shadow Meter, and Yellow attacks curse the opponent’s Instinct Meter.


  • Any time Spinal hits with a ghostly attack (green) he gains one skull.
  • Searing Skull (with skull stock) projectiles are now colored Blue.
  • Shadow Searing Skull’s projectile is now colored Yellow.

All of spinal's green attacks now reward one skull. That includes:

  • Hitting with Crouching HP
  • Hitting with any Spectral Manual
  • Searing Skull (no skull stock)
  • Spinal’s throw

Other changes:


  • Crouching Medium Kick no longer sweeps and is now cancelable.
  • Shadow Bone Shaker is now projectile immune.
  • Throw Range increased slightly.
  • Shadow Searing Skull applies its curse on the 1st hit instead of the 5th.
  • Divekick causes a Ground Bounce when hitting an airborne opponent.

New skull use option:


  • Spinal can now cancel all normal attacks (except c.HP and c.HK) into his run at the cost of 1 Skull.

Fulgore:

Fulgore’s meter mechanics have been completely reworked to reward aggressive play with faster meter gain. As a result, he can no longer manually charge his meter and the charge command has been removed.

New reactor system:
Fulgore now gains reactor pips at a pace based on how fast his reactor spinner is turning.


  • The reactor always spins, so Fulgore is always gaining pips at a minimum rate at least.
  • A new energy bar has been added above the pip display to show you exactly when your next pip will appear based on the current spin rate.
  • Any of Fulgore’s physical attacks that make contact (hit or blocked) increase spin speed.
  • Auto Triples give a huge spin speed bonus.
  • Using energy systems (Energy Bolt, Plasmaport, or Eye Beam) reduces spin speed. 
  • Getting knocked down reduces spin speed.
  • If Fulgore does nothing, spin speed will decay over time, eventually returning to its minimum speed.
  • Activating Instinct Mode makes the reactor spin at maximum speed for the duration regardless of what Fulgore does or doesn’t do, or what happens to him.
  • Fulgore gains the walk forward speed buff after green pips are full, the walk back buff after yellow pips are full, and his dash buff at full pips.

Energy bolt:

Energy Bolt has been reworked.

  • Light, Medium, and Heavy inputs now all fire a single projectile, speed determined by the button used.
  • Tapping LP, MP, or HP while firing will spend 1 pip to fire an additional projectile at that button’s speed.
  • This can be done twice for a total of three projectiles traveling at various speeds on the screen.
  • You can still spend an additional pip during any of these to cancel into another special move.

Other changes:


  • Devastation (hype) Beam does considerably less damage, but is now available outside of Instinct Mode when Fulgore has full pips.
  • Plasmaport motion has been moved to QCB+K.
  • Auto Triples are now performed by pressing the button again instead of holding it down.
  • Medium Cyber Uppercut now hits twice, and Heavy hits three times.
  • All versions of Cyber Uppercut can be Shadow Cancelled into Air Shadow Eye Beam.
  • Air Shadow Eye Beam no longer hits low and damage has been reduced, but the hitboxes are taller and it now juggles.
  • Axis Smash (F+HP) is slightly less positive on hit and block.

We'll see all of you on September 23rd in early access or at PAX this weekend. Thanks for continuing with us on the journey as we evolve and grow Killer Instinct.

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Okay, now I really hate the Xbox one...

 

Where I do have an Xbox One I also own a PS4 and Wii-U.

 

Wish I had that kind of money. Then I wouldn't have to worry about which console is better

 

 

I bought the Xbox One, My brother bought the Wii-U and also the PS4....I am broke most of the time lol. I still prefer my Xbox One as the main console but now Console exclusives don't bother me. I do feel for you though.

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