If you, like me, were in the front few rows of Sonyās E3 press conference when they showed off Mortal Kombat X on stage, you would also have been deafened by the loud cheers of excited gamers. They were oohing and aahing at decapitations and exposed organs and lost limbs.
This isnāt new for a Mortal Kombat game. Mortal Kombat has always been known for its incredibly creative kill moves. Itās just the newest, shiniest version of bloody deaths in the fighting game series.
Even that Sniper Elite-style x-ray super move isnāt anything new. Mortal Kombat has been celebrating violent fatalitiesāand, more recently, close-ups of themāfor a long time now.
But this yearās cheers were coupled with another kind of reaction. If you paid attention to Twitter and a few seats in the audience, there was certainly some cringing and flinching. Mortal Kombat Xās boasting of the messy deaths they showcased on stage was maybe more exaggerated this year than any other.
So, during an interview at E3, I thought Iād ask developer NetherRealm Studiosā director of art, Steve Beran, to explain what Mortal Kombat gore is all about and why itās there.
āItās almost like a really weird artform seeing the musculature of the characters,ā he said. āItās kind of this gruesome beauty to it, like, āOh my god, that was really nasty but it was really cool seeing the guyās skin peel away and seeing the muscles in his face and a spike going through his head.'ā
Beran: āItās almost like a really weird artform seeing the musculature of the characters.ā
I asked him how he felt about people who didnāt find beauty in the gore.
āItās obviously very dark and gory but at the same time thereās always a sense of humor to Mortal Kombat that itās almost unavoidable,ā Beran said. āBecause obviously you donāt want to make a snuff film or anything, but at the same time itās all tongue in cheek and I think at the beginning people are kind of like āeeeehā and cringe, but eventually theyāre laughing and applauding when they see it for the first time. Thatās something Iām really proud of, that we found that good balance. Showing it at E3 for the first time and having it explode and getting so much attention is more than flattering.ā
Beran mentioned that the team spent months simply designing characters, tossing concept art of them up on the walls and then mixing and matching ideas until they found good fits. Next-gen hardware and developing a Mortal Kombat game for those platforms for the first time excited him. āArt-wise, too, going to next-gen for the first time with the Mortal Kombat title, kind of the shackles are off,ā he said. āThereās no really hardcore restrictions. We can use tons of polygons. We can use gigantic textures, so you can zoom up on Scorpionās face andā¦wow, heās sweating! There are a lot of really cool details that we can add that we could never really add before. It lets us get much more cinematic with everything. Weāre trying to plan stuff out more with unique presentation of getting more sophisticated with the camera. Thereās more camera jiggleā¦ā
But in getting excited about creating characters and coming up with fatality ideas, thereās certainly a point where it gets to be too much.
Beran: āIf something seems too easy, or it seems like a cheap shot or not terribly creative, thatās usually the line we draw,ā
āIt could get silly real fast,ā he said. āYou always have to put a filter on. I think Ed Boon [co-creator of the Mortal Kombat series and current NetherRealm creative director] is kind of the filter for that. Weāll take in a lot of ideas from the whole team, but there is a line where, ok, thatās getting goofy andā¦ā
āHow do you know where that line is?ā I asked.
āItās hard to draw the line,ā he said. āYou obviously want a reaction but if something seems too easy, or it seems like a cheap shot or not terribly creative, thatās usually the line we draw where itās like, thatās not worth doing. But luckily we have enough voices at the studio that people feel free enough to bring up ideas and theyāre thick-skinned enough, too, if their idea gets shot down.ā
For more details on the game itself, Beran also spoke with PlayStation Access, that just put up a fairly thorough interview with him coupled with gameplay:
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