I’ve been working as a Designer at NetherRealm Studios for over 10 years, and through that point, the workforce has had the chance to design really particular visitor characters. We view this as a privilege but additionally as a severe mission to make these characters stand out in our video games.
We had been already large followers of Omni-Man and the Invincible collection, typically referencing issues he’d executed in our workplace. Designers typically talk by way of references to clarify concepts or ideas when arising with Fatalities, Brutalities, and someday even commonplace assaults. “Fist by way of the again, Omni-Man type,” for instance, communicates an concept completely.
For probably the most half, each particular transfer we’ve created for Omni-Man in Mortal Kombat 1 pertains to one thing we’ve seen from the present, even right down to delicate nuances. Throughout the design course of, we compiled tons of references for motions, poses, FX, and sounds for use as a foundation to type a gameplay design. From there, we went into the movement seize studio the place super care was taken to seize performances that in some instances precisely match the references we had.
One thing folks may not discover immediately is that even his cape strikes equally to the way it does within the present. The chest bump particular transfer is an instance of an animation the place we had been trying to have the cape sway in a particular manner based mostly on a scene from the present.
One of many issues I admire and respect probably the most are all of the artistic methods Omni-Man exacts his vengeance, one thing I feel we have now in frequent with the Skybound people, within the sense that we’re consistently excited about and arising with artistic Fatalities. When arising with one of many Fatalities for Omni-Man, the selection was simply too apparent, and I feel it turned out to be top-of-the-line we’ve ever executed. Whereas I don’t need to give it away for anybody who hasn’t seen it but, it’s straight based mostly on an iconic scene from the present. Enjoyable reality: The Fatality set can also be impressed by components of an iconic Mortal Kombat 3 stage…
From the attitude of character talents, we had been impressed by Omni-Man’s velocity, energy, character, and brutality. These had been the keys to the general design language of the character. Oftentimes, the precise concepts are the straightforward a part of the design course of, whereas the implementation half, together with capturing the look, really feel, and energy by way of a compelling gameplay type is the problem.
With Mortal Kombat 1 our design and workflow processes have taken a quantum leap ahead from the previous, primarily stemming from an engine change, thereby permitting us to do issues with results and animations that had been beforehand not doable. We leverage these talents throughout to translate the overwhelming feeling of velocity and energy Omni-Man has from the present to the sport.
Gameplay-wise, Omni-Man is a rushdown character that revolves round velocity and energy. One in all his go-to particular strikes that I feel embodies him one of the best is his Viltrumite stance. From the bottom or air, Omni-Man goes right into a assured pose the place the participant can execute 4 distinctive assaults every serving a particular goal. This each serves a thoughts recreation for the participant and a manner for Omni-Man to shock the opponent and safe important injury as most of those assaults will enable him to observe up with extra strikes.
Passively, whereas in his Viltrumite stance, Omni-Man avoids projectiles, virtually dismissing them in a nonchalant manner, making him sturdy in matchups the place opponents depend on projectiles. Furthermore, the improved model of the Viltrumite stance permits Omni-Man to rapidly dodge excessive and mid assaults up shut. Lastly, the participant can teleport out of the Viltrumite stance and find yourself behind the opponent successfully appearing like a cancel.
As a design group, we’re so happy with how he turned out and grateful to have had the chance to work with the Skybound workforce on an superior addition to Mortal Kombat 1.
Omni-Man shall be out there in Mortal Kombat 1 beginning on Nov. 9 as a part of the early entry interval for all Kombat Pack homeowners, adopted by vast availability on Nov. 16.