The video game brand known as “Mortal Kombat” has been a constant companion for gamers for more than three decades. The game’s co-creator, Ed Boon, explains to us, after such a long period of time, how his legacy has been able to endure across multiple generations of gamers.
During the time that Ed Boon was toiling away at the programming of the initial Mortal Kombat, I’m sure he was just praying that someone would really play the game.A. Mortal Kombat has become one of the most successful video game brands of all time, and with a new game and a nine-part web series (Mortal Kombat: Legacy), the franchise shows no signs of slowing down.
This is despite the fact that it has been around for almost twenty years.Last week, I had the opportunity to have a conversation with Boon on everything related to Mortal Kombat.A. In this conversation, we discussed the creation of the new game, the deaths and brutality that have occurred throughout the franchise, his thoughts on the short film Mortal Kombat: Rebirth directed by Kevin Tancharoen and the new web series Mortal Kombat: Legacy, and whether or not he believes that a cool Mortal Kombat movie will ever be made.A.
To view, click the jump button.As an additional option, you can enjoy my video interviews with Jeri Ryan and Michael Jai White by clicking on the links provided.Lastly, I would want to give a lot of credit to my colleagues at Omelete for editing this interview.A. Congratulations, folks! The more you watch, the more you will see what they did.By Ed Boon
Ed Boon, who was one of the co-creators of Mortal Kombat, is interviewed by Scott Detrow to discuss the lasting success of the Mortal Kombat fighting game franchise.
As reported by DAVID GURA : This past weekend, before my colleague Scott Detrow left for his trip, he restarted playing Mortal Kombat, a video game that he had played since he was a teenager. He was completely immersed in the game. It is important to note that due to the fact that this is Mortal Kombat, there are sounds of very intense battle scenes from video games.
The author David Craddock, who was ten years old at the time, went to an arcade with his father. This was reported by SCOTT DETROW for Byline. David Craddock: We are going to go to the arcade, which is where I would generally play games like Teenage Mutant Ninja Turtles, Final Fight, and Golden Axe. And as soon as I walked into the arcade, I noticed that there was a crowd of people gathered around a cabinet that was located in the arcade.
This video game, Mortal Kombat, which was released in 1992 and rapidly became famous for its extreme violence, is the one that DETROW is referring to. As time went on, it made its way into American households and arcades alike. CRADDOCK: All of a sudden, parents were going to go out and purchase this cartridge, and then they were going to let their children rip out their hearts and take off their heads in the living room.
DETROW: Soon it drew the attention of members of Congress, such Democratic Senator Joe Lieberman of Connecticut. A snippet of the archived recording is presented here. “Just like the Grinch who stole Christmas, these violent video games have the potential to rob this particular holiday season of a spirit of goodwill,” said Joe Lieberman. DETROW: But more than being just a lightning point for moral outrage, Mortal Kombat became a pop culture phenomenon with comic books, toys, movies.
There is more to it than just a fantastic fighting game, CRADDOCK. In fact, it is the fighting game franchise that has sold the most copies of any other game ever. When it comes to the new Mortal Kombat video game, this brief bout of bloody competition took place right here in the office of ALL THINGS CONSIDERED. However, when Mortal Kombat was initially released, these kinds of confrontations took place in arcades that were packed with people and were known for their rowdiness. In addition, the hallmark violence of Mortal Kombat was simply one of the ways in which the game distinguished itself from all of the others.
CRADDOCK: A portion of the excessive violence, which included not just the blood but also, for example, upper-cutting someone and knocking them twenty feet into the air, was a technique to kind of grab your attention. This was similar to Killer Instinct, which was released a couple of years later and featured an announcer who would exclaim…
CRADDOCK: The operators would turn the volume up to eleven because they wanted you to be somewhere else in the arcade and think to yourself, “Oh, what is that?” and then kind of make your way over to the games. DETROW: That is David Craddock, a writer, who you mentioned earlier in the conversation. Over the course of his book, “Long Live Mortal Kombat,” he details the history of the series as well as its legacy. To tell you the truth, he has been blogging about the game for quite some time now.
CRADDOCK: When I was in the sixth grade, my mother gave me a strategy guide, which was my first published piece of writing. My first stop was the computer lab at our school. Once I had typed out all of the fatalities, I printed out approximately fifty copies and then sold each one for a quarter.
Despite the passage of all these years, he continues to write about it and think about it sometimes. Even now, the fatalities are present in the game. But it has altered in a great number of other ways as well, DETROW. As an illustration, new Mortal Kombat games are not made available in arcades. The most intense competition takes place in other places, namely in large online arenas, during esports competitions that attract tens of thousands of spectators.
OUASSIMA BELMOUSSI: At first, I was wondering, “Oh, my goodness, am I going to be accepted as a girl or a woman?” So, for me, it was like, incredibly difficult to decide which option to go with. After that, however, I had the realization that I needed companions that, like, had the same passions, interests, and other things that I do.
DETROW: She is now better known by her nickname, LOSTyGIRL, and she is a gamer who streams the game on the platform Twitch. Although the competitive environment is what has captured the attention of newer Mortal Kombat players like her, it is not the only thing that has done so. This is the story of the game, which draws from thirty years of lore at this point in time. The character Mileena, who is frequently a villain in the series and frequently pitted against her own sister Kitana, is the one that Belmoussi identifies as her favorite. However, in the most recent installment, which is referred to as Mortal Kombat 1, this relationship has been altered.
In 1986, I went to an interview with a firm called Williams Electronics, and I was under the notion that it was for a video game programmer. However, the interview turned out to be completely different. During the interview, one of the things that I discovered was that the position was for a pinball programmer. As a result, I joined the company with the expectation that I would soon be able to transfer to the department that deals with video games. In addition, it is precisely what took place. For around three years, I was responsible for the programming of pinball games. After that, I moved on to the video game section.
Yes, exactly, BOON. In addition to that, they had an art style that was somewhat reminiscent to anime, right? It had been drawn by hand. Is it correct that we were primarily concerned with digitized graphics? As an example, we would point a camera at a person and film them performing a move. This is how we would create our sprites, which are the animations that we would use. And we were thinking, you know, I bet you that if we developed a photorealistic version of a fighting game like Karate Champ or Street Fighter or something like that, we would be able to really stand out visually. That conversation was fundamental, the foundational one that kicked off it.
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