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So. Here we are. The Xbox One shed its DRM reversal. Enough with the “Xbox One-Eighty” jokes – even though I partook in that debauchery. (teehee.) I’ve said from another post how I felt about Killer Instinct and the Xbox One overall. The game has adopted a F2P model where the only unlockable character is Jago – the spark-throwing ninja Ryu-twin. Although there are a bunch of other packs they’ve yet to detail, it doesn’t seem like a bad model for a fighting game.
Fighting games are kind of intimidating; they require a lot of muscle memory practice. The only way you can really dive into the real meat and potatoes of any fighting game is practically a commitment.
If Microsoft utilized the cloud in a way where characters you purchased can be played on another’s console then we might be in for a treat. Say Friend A bought Orchid, Fulgore, and Cinder and went over to Buddy B’s house. Buddy B only downloaded Spinal and TJ Combo. Friend A’s having a blast playing with Spinal. That might persuade Friend A to download more characters.
Glacius. One of many self-descriptive characters.
It’s a clever business model. But what about the fighting game community? How will it hold up in a competitive level? I love watching the EVO championships and even the regionals leading up to the final tournament. Will there ever be a Justin Wong or Daigo EVO moment in a finals one day?
IGN’s own Destin Legarie had a demo/interview with Ken Lobb, the creative director of Killer Instinct. He also had a big hand in game design of the original, so he has a fair representation of how Killer Instinct stays true to its roots while adapting to the evolution of the fighting game genre.
What really matters here is balance. In due time we’ll see if Killer Instinct is as accessible on the surface, but with deep mechanics on a competitive level. Until I can get my hands on it, the most I can do is wait. I’m stoked again for Killer Instinct. Curse you Microsoft, you’ve swayed me back to the dark side and preordering your system too.