Few next-gen launch games have as much to prove as Killer Instinct does. Much has been made of its free-to-play business model, its modestly-sized cast, and even the track record of its developer, Double Helix. But none of that matters anymore once you play it. It feels so good right off the bat, and gets you matching wits with your opponent so quickly that there’s no time to think about anything else.
As many quarters as I lost to it, the original KI didn’t have much going on besides its combo system, which was unique in a time where combos didn’t get much higher than three or four hits. But not only are 100-hit combos no longer novel, they turn players into spectators for inordinate amounts of time. Killer Instinct sidesteps this problem brilliantly by making mind-games and fast reactions just as important during combos as they are leading up to them.
It all starts with the tried and true combo breaker, which requires the defender to match their inputs to the strength of their attacker’s move to interrupt their combo. Using the wrong breaker now results in a lock-out, temporarily preventing any further break attempts and giving the attacker time to go nuts.
Even better, the new counter-breaker allows the attacker to preempt a predictable combo breaker attempt, locking their victim out for even longer, and extending the maximum duration of their combo. Where combos used to be nothing but execution clinics, in Killer Instinct they become another instance in which baits, reads, and mind-games dictate the many possible outcomes. Your brain has to be on at all times, and whether you’re hitting or being hit, you can be punished or rewarded for your second-to-second decisions.
And sure, six characters at launch with another two on the way is a bit light, but unlike a lot of fighters with casts that are 30 strong, every character in Killer Instinct feels distinct, developed, and immediately enjoyable to mess around with. Sabrewulf’s up-close mixup potential is brutal, Sadira’s air mobility is bonkers, and a good Glacius player smothers the screen, controlling real estate at will with far-reaching, risky normals. Right now, pretty much every match-up is interesting, and thanks to the mind games inherent to its systems, even mirror matches are a good time.
All the other nuances I’ve come to expect out of a great fighter are here as well. Meter management is very important, as shadow moves, shadow counters, and the new “Instinct” mode all have a myriad of offensive and defensive applications. Shadow counters let you to attack out of block stun with one hit of armor added, allowing you to punish moves that would normally be safe on block if your timing is on point. Activating Instinct mode returns your character to a neutral state, so you can make blocked attacks safe, or create combos that wouldn’t normally be possible. Each character’s Instinct mode grants them unique abilities as well, leading to some great setups for creative-minded players.
Yet, despite how far KI has come in becoming a legitimately deep 2D fighter, it remains fun at the entry level. Controls are responsive, basic combo construction is easy to grasp, and the spectacular looking backgrounds and special effects will certainly keep casual players entertained. And if they decide to get more serious, Dojo mode is the most exhaustive interactive fighting game tutorial ever made. Featuring 32 multi-part lessons, it covers everything from basic movement, to how to read frame and hit-box data – which amazingly, is provided in the training mode.
The more time I spend with Killer Instinct, the more I want to play it, and the less I care about any of the concerns orbiting it. What matters most in a fighting game is…you guessed it…the fighting, and so far Killer Instinct does that better than any of its predecessors.
Be sure to check back here at IGN for more as KI approaches its November 22nd release.