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A few days ago, I published my hands-on impressions for the new Killer Instinct and I couldn’t have been more pleased with the game. Just as I said I stated in my impressions, the game is still very much Killer Instinct, with Double Helix Games doing an excellent job of capturing the essence that made the original games so great. But you know, nothing is ever absolutely perfect, and the new Killer Instinct is no exception. From the countless hours I spent with the game at E3 last week, there was one thing that stood out to me that believe needs to be corrected: the combo announcing.

It’s not the announcer of the combos themselves that I have an issue with, but rather the way in which the combos are announced. In comparison to the original Killer Instinct, they’ve somewhat lost a bit of the charm they previously had. In the new Killer Instinct, when a combo is achieved, they are announced as, for example, “HYPER”, “BRUTAL”, “BLASTER”, etc.; in the previous games, it was similar, but actually had the word ‘combo’ attached to every single combo. For instance, rather than simply saying “HYPER”, it would be “HYPER COMBO”. To new players of the franchise, it really won’t be that big of a deal as it is still extremely satisfying to hear that booming voice resonate from the speakers of your television; to older players though, such as myself, it’s clearly noticeable that it doesn’t quite have the same impact as before.


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Another thing that’s a bit bothersome is the lack of a uniqueness of each announced combo. With the exception of “ULTRAAAAAAA” at the end of a match if the player manages to pull it off, each combo sounds nearly identical to the last when voiced. That’s another thing that stood out so well in the original KIs, the fact that every single combo had it’s own unique identity. Let’s take the aforementioned “HYPER COMBO” as an example. It wasn’t simply said as “HYPER COMBO”, but there was a unique emphasis on each individual word. In this example, it was announced as “HYPerrrr COMbo”. Again, to many it may not seem like such a big deal, but those little attentions to details makes an enormous difference.

This new Killer Instinct has an infinite amount of potential and based on what I played last week, I have no doubt that Double Helix Games can pull it off quite well. They’ve been listening to feedback from many professional gamers in the fighting gaming scene and fans alike, so they’re ears are definitely open to both suggestions and criticisms. I know based on other people’s comments that I’m not the first to have concerns over the way the combos are voiced and the lack of their unique identifiers, and I certainly won’t be the last. So to all the fine developers at Double Helix developing this game, I hope you take the suggestions in this article into deep consideration and apply them to the game. I, as do many others, believe it will make a huge difference in the overall experience.

For everyone else who is reading this article, if you agree or even disagree with my opinions in this article, then I suggest you take to the comments and share your own opinions on the matter. Every bit of feedback is extremely important, so don’t hesitate to give your own!

By Daniel Durock

Actor. Writer. Gamer

6 thoughts on “EXCLUSIVE: My Biggest Issue With The New Killer Instinct”
  1. Not an bad article and I totally agree. I been playing killer instinct since the beginning so I know them little differences you talking about carries alot of weight, but one thing I’m noticing in the interview you guys keep missing the one.question that matters most to us. Where are the No Mercy’s?? Humiliations? Stage Finishers and ultimates?? Why isn’t this question being asked in these interviews???

  2. The voice and the style of the voices is so important in this game that i know more than one case of people that quit playing ki2 , after some time because the lack of voices , the game is different is good but there’s something missing, the say, and they were right.THE VOICES AND THE STYLE OF THE VOICES, and the game engine was different too , but they keep saying , the lack of voices sucks.

    This is one thing you “Double Helix ” should listen, put the word “combo” After all classifications and put them a different style on each one. So far i like what i see and hear, but this feedback is completely RIGHT. IF THIS GAME IS GOOD, I WILL , EVENTUALLY , BUY AN XBOX1. PLEASE GIVE US THE THE DIFFERENT TYPES OF STAGE THAT IS IN KI1 & KI2 , SHORT STAGES, AND LONG STAGES SO YOU CAN GO WAY BACK, LIKE CINDER, CHIEF THUNDER AND ORCHID STAGES IN KI1. THIS IS ANOTHER ELEMENT THAT IN THIS GAME IS UNIQUE. ALSO PLEASE KEEP THE ULTRA BREAKER LIKE IN KI2. AND KEEP THE ENDERS LIKE KI1 ALWAYS BEAUTIFUL AND “LONG” ( AT LEAST 3 HITS 5 AS MUST, BUT WHEN YOU DO ALL OF THEM OPEN ANOTHER ENDER LIKE IN KI2 WHEN YOU EXECUTE ALL OF THE ENDERS.

  3. Hear the gamers, do the game the want to play, keep support after launch. and later if possible launch the game in other mayor consoles. this way you will give “us” another fun, competitive, balanced and great fighting game to the ones who want to play it , for fun or for $

  4. I also think the long stages where the camera pans out will be important to capturing the essence of Killer Instinct as well as the Finishers. From the gameplay and combo system I’ve seen so far it looks AMAZING. One of my earliest moments of KI when I was 11 years old is witnessing Fulgore’s head turn into a gun and finish off his opponent. So of course the combo system is important and I believe they had nailed it; but the finishers really did add a lot to the feel of the earlier titles.

  5. i think a tag team tournament option would be good to include in the new Killer Instinct sequel something similar to marvel vs capcom…..but we definitely need to have the finishers make a comeback as well ( no mercy, humiliation, fatalities & ultimate) i missed those and haven’t seen any on the E3 launch last week……

  6. Ya know what’s strange about that – the game trailer DOES say, “ULTRAAA COMBOOOO!” So I’m not sure why it was changed for E3.

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