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 in addition 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 carried out in our workplace. Designers typically talk by references to clarify concepts or ideas when arising with Fatalities, Brutalities, and someday even normal assaults. “Fist by the again, Omni-Man fashion,” for instance, communicates an thought completely.
![Mortal Kombat 1 Omni-Man Screenshot](https://xxboxnews.blob.core.windows.net/prod/sites/2/2023/11/Omniman_LeiMei_01-78c2ecb6fb15afb65590.jpg)
For essentially 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 kind a gameplay design. From there, we went into the movement seize studio the place great care was taken to seize performances that in some instances precisely match the references we had.
One thing individuals won’t 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 seeking to have the cape sway in a selected method based mostly on a scene from the present.
![Mortal Kombat 1 Omni-Man Screenshot](https://xxboxnews.blob.core.windows.net/prod/sites/2/2023/11/Mortal-Kombat-1_Omni-Man-Kung-Lao-19c0b85ae3d5b856745f.jpg)
One of many issues I recognize and respect essentially the most are all of the inventive methods Omni-Man exacts his vengeance, one thing I feel we have now in widespread with the Skybound of us, within the sense that we’re consistently fascinated about and arising with inventive 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 carried out. Whereas I don’t wish 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 truth: The Fatality set can also be impressed by parts 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 a compelling gameplay fashion is the problem.
![Mortal Kombat 1 Omni-Man Screenshot](https://xxboxnews.blob.core.windows.net/prod/sites/2/2023/11/Mortal-Kombat-1_Omni-Man-Geras-1bfb72788d855ba08419.jpg)
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 attainable. 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. Certainly one of his go-to particular strikes that I feel embodies him the very 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 selected goal. This each serves a thoughts recreation for the participant and a method for Omni-Man to shock the opponent and safe important harm as most of those assaults will permit him to comply with up with extra strikes.
![Mortal Kombat 1 Omni-Man Screenshot](https://xxboxnews.blob.core.windows.net/prod/sites/2/2023/11/Omniman_Tremor_01_SB-53a0ebc75726cd800681.jpg)
Passively, whereas in his Viltrumite stance, Omni-Man avoids projectiles, nearly dismissing them in a nonchalant method, making him robust in matchups the place opponents depend on projectiles. Furthermore, the improved model of the Viltrumite stance permits Omni-Man to shortly 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 house owners, adopted by broad availability on Nov. 16.