{"id":8144,"date":"2022-10-07T16:19:28","date_gmt":"2022-10-07T16:19:28","guid":{"rendered":"https:\/\/blog.bwgamespot.com\/index.php\/2022\/10\/07\/ed-boon-talks-30-years-of-mortal-kombat\/"},"modified":"2022-10-07T16:19:28","modified_gmt":"2022-10-07T16:19:28","slug":"ed-boon-talks-30-years-of-mortal-kombat","status":"publish","type":"post","link":"https:\/\/blog.bwgamespot.com\/index.php\/2022\/10\/07\/ed-boon-talks-30-years-of-mortal-kombat\/","title":{"rendered":"Ed Boon talks 30 years of Mortal Kombat"},"content":{"rendered":"<p class=\"\">Ed Boon is practically gaming royalty. He\u2019s been a working designer since the late 80s, starting with pinball and quickly moving to arcade games. And then he and three other folks created Mortal Kombat, and the rest is history.<\/p>\n<p class=\"\">The legendary fighting series hits the big 3-0 tomorrow, a date that marks the release of the original Mortal Kombat arcade cabinets on October 8, 1992. And Boon has worked on Mortal Kombat for every one of those 30 years, a highly unusual feat in video game design.<\/p>\n<p class=\"\">To celebrate the occasion, I caught up with the affable creator, now Chief Creative Officer for Mortal Kombat &amp; NetherRealm Studios, to talk about his deep roots with the series, reminisce on his career developing MK, and try to get a sense of where it goes from here.<\/p>\n<div class=\"wp-block-embed__wrapper\">\n<div><\/div>\n<\/div>\n<p class=\"\"><strong>PlayStation.Blog: Where does 2022 find Mortal Kombat?<\/strong><\/p>\n<p class=\"\">Ed Boon: Well, it finds it celebrating 30 years of being around, being in the public eye. Obviously\u2026we haven\u2019t made the last one. I guess that\u2019s probably the closest I can say without revealing too much.\u00a0<\/p>\n<p class=\"\">The biggest surprise for me is that players have come along and stayed with us for so long. And so the fact that they\u2019ve stuck with us all this time really invigorates us with each iteration of the game.<\/p>\n<p class=\"\"><strong>PSB: With Mortal Kombat turning 30, are you reflecting on your life and how it intersects with the series?<\/strong><\/p>\n<p class=\"\">EB: Not so much of my life, but certainly on my career making games. Mortal Kombat is kind of like different forms of school for me now. The arcade days were like grade school, and the 3D games were, you know, middle school or high school.\u00a0<\/p>\n<p class=\"\">And now the most recent games \u2014 Mortal Kombat 9, MKX, and MK11 \u2014 are kind of like college or graduate school. I think of my career as different chapters because it\u2019s been so long. And we\u2019ve been doing the games pretty consistently, over those 30 years, right? We didn\u2019t stop and take a 10-year break and then come back.\u00a0<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/4855\/39957832743_193d3b8dce_k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><\/p>\n<p class=\"\"><strong>PSB: Are there other anniversaries that you celebrate, outside of the first game\u2019s original arcade release date?\u00a0<\/strong><\/p>\n<p class=\"\">EB: I certainly celebrate the arcade game release. But there are different anniversaries. For instance, 1991 is when we started working on the game, when it was a Van Damme game and all that.\u00a0<\/p>\n<p class=\"\">And then next year will be the 30th anniversary of Mortal Monday, the marketing campaign Acclaim created. They did an amazing job, really elevated Mortal Kombat to a new level of exposure. And I think it\u2019s been 20 years since Mortal Kombat: Deadly Alliance, right? I think for the next several years we\u2019re going to be having a round number anniversary for some version or another of Mortal Kombat.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/6063\/6081174752_8cf3f0d0a9_k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><\/p>\n<p class=\"\"><strong>PSB: If you could travel back in time and give yourself one piece of advice while you were working on the original Mortal Kombat, what might it be?<\/strong><\/p>\n<p class=\"\">EB: Don\u2019t work so many hours? When you\u2019re in your twenties you have almost unlimited energy. But at the same time, I don\u2019t think I would have listened to myself back then. We were so driven. We were so motivated to do something special. And with each new thing that we saw, that we put into the game, and seeing people react to it\u2026 that just charged us that much more so there was no, there was no stopping us at that point. We were self-motivated. We were just on a mission.<\/p>\n<p class=\"\"><strong>PSB: And that original Mortal Kombat arcade game came together in less than a year, right?<\/strong><\/p>\n<p class=\"\">EB: Yes, about eight months total. Yeah.\u00a0<\/p>\n<p class=\"\"><strong>PSB: Mortal Kombat co-creator John Tobias recently shared a look at the creation of the game\u2019s famous dragon logo. Are there any stories about the series that you\u2019ve wanted to tell, but somehow no interviews ever touched upon?<\/strong><\/p>\n<p class=\"\">EB: Definitely there are. And I\u2019ve been trying to tell those stories on social media, showing some of the <a href=\"https:\/\/twitter.com\/noobde\/status\/1521897781073432576?s=20&amp;t=0kj_ccieD19Tl1mFMNWKJg\">videotaping<\/a> that we had done capturing the actors performing the moves. And there\u2019s, you know\u2026 I\u2019m certainly entertaining the idea of writing some kind of a book or something like that when I have time. Because there are hundreds of stories that have happened over the years. Every once in a while you remember one of them and you\u2019re like, \u201cOh, that\u2019s right!\u201d You know? Because it\u2019s been 30 years.<\/p>\n<div class=\"shortcode shortcode--youtube\">\n<div class=\"youtube-video has-agegate\">\n\t<button class=\"youtube-video__load-button\">\n<p>\t\t\t\t\t<span class=\"screen-reader-text\">Play  Video<\/span><br \/>\n\t<\/p><\/button>\n<div class=\"youtube-video__iframe\"><\/div>\n<\/div><\/div>\n<p class=\"\"><strong>PSB: Sounds like a great book! What is it about Mortal Kombat, in your mind, that\u2019s sustained it for 30 years? What\u2019s the secret?<\/strong><\/p>\n<p class=\"\">EB: The secret, I believe, is just the hard work and the consistent new releases that we do. We didn\u2019t take a break for 10 years and then come back to it. And we\u2019ve managed to do something new with each game. If you look at Mortal Kombat 1 or Deadly Alliance, or Mortal Kombat 3, Mortal Kombat 9, Mortal Kombat X\u2026 they don\u2019t play the same, they don\u2019t look the same. They all bring something new to the table, to the fight mechanic that none of the other games had done. And so there\u2019s always a freshness in terms of the play.\u00a0<\/p>\n<p class=\"\">The graphics obviously have taken dramatic leaps forward. So I think a persistent new version coming out somewhat regularly has really contributed to it. There have also been things outside of the games that have really expanded its horizon: the movies, the animation, all the merchandising\u2026 Everybody\u2019s really just keeping it in the public eye.<\/p>\n<p class=\"\"><strong>PSB: There\u2019s probably not much you can say, but how is the movie sequel coming along? I saw it was <\/strong><a href=\"https:\/\/deadline.com\/2022\/07\/mortal-kombat-sequel-simon-mcquoid-1235073203\/\"><strong>reported<\/strong><\/a><strong> in the press\u2026<\/strong><\/p>\n<p class=\"\">EB: Well, it\u2019s good, I would say. [chuckles] I guess I shouldn\u2019t say too much. But I\u2019m happy to be involved with it. And Mortal Kombat Legends: Snow Blind is a great entry too, and so we\u2019ve really got a lot of stuff cooking.<\/p>\n<p class=\"\"><strong>PSB: If you traveled back to 1991 and told your prior self that, in the future, there would be three or four movies and TV shows and animation based on Mortal Kombat\u2026 what would have been your reaction, do you think?<\/strong><\/p>\n<p class=\"\">EB: Disbelief. I\u2026 It\u2019s funny. With each one of those big tentpole Mortal Kombat events that have kind of broadened its reach, the two that come to mind are when Acclaim decided to put $10 million on an advertising campaign and created Mortal Monday and you know, the kids yelling \u201cMortal Kombat!\u201d in the street. I remember them showing me that video and saying to them, \u201cyou guys are going too far, this isn\u2019t gonna be that big.\u201d And I couldn\u2019t have been more wrong.\u00a0<\/p>\n<p class=\"\">And the same thing when they decided that they were going to do a movie based on it. I was like, you know, \u201cyou guys are putting too many eggs in one basket.\u201d \u2026.So I\u2019m always a little bit more cautious or maybe pessimistic. But I never [assume] \u201coh, it\u2019s gonna be the biggest thing in the world.\u201d That\u2019s always been a surprise to me, to everybody working out on the game that it\u2019s gotten so big.<\/p>\n<p class=\"center\"><a href=\"https:\/\/live.staticflickr.com\/65535\/52355865901_0fc7bfc4b7_4k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><a href=\"https:\/\/live.staticflickr.com\/65535\/52128663472_fc68c8e4fb_4k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><\/p>\n<p class=\"\"><strong>PSB: Do you get much of a chance to catch up with other folks like your peers in the fighting game development world?<\/strong><\/p>\n<p class=\"\">EB: Not very often. I\u2019m a huge fan of the games. I love Tekken, I love Street Fighter and play those games every new version that comes out. The, you know, obviously the Guilty Gears and Samurai Showdowns and all that are great, I love them.<\/p>\n<p class=\"\">But a lot of them live and develop their games in Japan, and I\u2019m not in Japan very often. So every once in a while, we\u2019ll cross paths at maybe an E3 or something like that. But I don\u2019t get that opportunity too often.<\/p>\n<p class=\"\"><strong>PSB: What are your thoughts just more broadly on the fighting game scene now? Is it healthy?<\/strong><\/p>\n<p class=\"\">EB: I\u2019m very positive. For instance, Mortal Kombat, Street Fighter, Tekken, I think are very mainstream games, right? They\u2019re not niche games that a few people play. They have broad appeal, and they\u2019re very different.\u00a0<\/p>\n<p class=\"\">I think all of them have realized that you can\u2019t be too complex, or you need to have some layer that\u2019s accessible to the general public that doesn\u2019t count frames\u2026. they have become aware of that but maintain the kind of deeper element that the hardcore players are really going to kind of devour. So I\u2019m very excited over, especially, the next couple of years. We\u2019re going to have a lot of high-profile big hitters coming to bat.<\/p>\n<p class=\"\"><strong>PSB: What do you think pushes evolution in the fighting genre?<\/strong><\/p>\n<p class=\"\">EB: Technology does, obviously. Every game that comes out has new, better graphics. Online play is a big one, too. As games play better online, it just naturally creates a broader audience, a bigger scope of opponents to play against. And then, exposure: Events like EVO certainly are growing in popularity, and demonstrate what you can do with these games. So a lot of players become inspired by seeing professionals play.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/797\/39039328210_1a4b3b18e6_k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><\/p>\n<p class=\"\"><strong>PSB: Street Fighter also has an anniversary this year, it\u2019s turning 35. Going back in time, again to 1991. What was it like to see Street Fighter II for the very first time?<\/strong><\/p>\n<p class=\"\">EB: The thing that struck me in Street Fighter II, was how big the characters were. For their time, they were huge on the screen. And that was a lot of fun, and really inspired us to make our characters even bigger on the screen.\u00a0<\/p>\n<p class=\"\">Arguably, you could say Karate Champ really started the genre. Street Fighter II pushed it into, you know, a phenomenon. Some people credit Street Fighter II and the fighting games that followed with saving arcades while they were really taking a dip.\u00a0<\/p>\n<p class=\"\"><strong>PSB: Playing any good games lately?<\/strong><\/p>\n<p class=\"\">EB: No\u2026.My days are just completely booked. There\u2019s a number of games that I do want to play and have seen glimpses of, for sure. So I have like a stack of games that I\u2019m certainly going to be trying, but I haven\u2019t played something all the way through in a long time.\u00a0<\/p>\n<p class=\"\">I\u2019m always looking forward to the new God of War game. That\u2019ll be a lot of fun to check out as well.\u00a0<\/p>\n<div class=\"wp-block-embed__wrapper\">\n<div><\/div>\n<\/div>\n<p class=\"\"><strong>PSB: And circling back to Mortal Kombat \u2014 where does the series go from here?<\/strong><\/p>\n<p class=\"\">EB: You know, you could have asked me that same question 10 years ago, 20 years ago. One of the things that\u2019s great about working on Mortal Kombat games for so long is that we have team members now who weren\u2019t even born when Mortal Kombat came out.\u00a0<\/p>\n<p class=\"\">And so we always have such a wide range of players, experiences, ages, different diversity and backgrounds. So there\u2019s never a shortage of new ideas. And while I don\u2019t think I can predict them\u2026 I have 100% confidence that we will be able to always provide something new with each iteration of Mortal Kombat.\u00a0<\/p>\n<p class=\"\">That\u2019s one thing that I can very confidently say. Mortal Kombat will continue to feel fresh, to feel new, and to push boundaries with regards to certain aspects of game design.<\/p>\n<p class=\"\"><em>Note: This interview was condensed for brevity and clarity.<\/em><\/p>","protected":false},"excerpt":{"rendered":"<p>Ed Boon talks 30 years of Mortal Kombat<!-- wp:html --><\/p>\n<p class=\"\">Ed Boon is practically gaming royalty. He\u2019s been a working designer since the late 80s, starting with pinball and quickly moving to arcade games. And then he and three other folks created Mortal Kombat, and the rest is history.<\/p>\n<p class=\"\">The legendary fighting series hits the big 3-0 tomorrow, a date that marks the release of the original Mortal Kombat arcade cabinets on October 8, 1992. And Boon has worked on Mortal Kombat for every one of those 30 years, a highly unusual feat in video game design.<\/p>\n<p class=\"\">To celebrate the occasion, I caught up with the affable creator, now Chief Creative Officer for Mortal Kombat &amp; NetherRealm Studios, to talk about his deep roots with the series, reminisce on his career developing MK, and try to get a sense of where it goes from here.<\/p>\n<div class=\"wp-block-embed__wrapper\">\n<div><\/div>\n<\/div>\n<p class=\"\"><strong>PlayStation.Blog: Where does 2022 find Mortal Kombat?<\/strong><\/p>\n<p class=\"\">Ed Boon: Well, it finds it celebrating 30 years of being around, being in the public eye. Obviously\u2026we haven\u2019t made the last one. I guess that\u2019s probably the closest I can say without revealing too much.\u00a0<\/p>\n<p class=\"\">The biggest surprise for me is that players have come along and stayed with us for so long. And so the fact that they\u2019ve stuck with us all this time really invigorates us with each iteration of the game.<\/p>\n<p class=\"\"><strong>PSB: With Mortal Kombat turning 30, are you reflecting on your life and how it intersects with the series?<\/strong><\/p>\n<p class=\"\">EB: Not so much of my life, but certainly on my career making games. Mortal Kombat is kind of like different forms of school for me now. The arcade days were like grade school, and the 3D games were, you know, middle school or high school.\u00a0<\/p>\n<p class=\"\">And now the most recent games \u2014 Mortal Kombat 9, MKX, and MK11 \u2014 are kind of like college or graduate school. I think of my career as different chapters because it\u2019s been so long. And we\u2019ve been doing the games pretty consistently, over those 30 years, right? We didn\u2019t stop and take a 10-year break and then come back.\u00a0<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/4855\/39957832743_193d3b8dce_k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><\/p>\n<p class=\"\"><strong>PSB: Are there other anniversaries that you celebrate, outside of the first game\u2019s original arcade release date?\u00a0<\/strong><\/p>\n<p class=\"\">EB: I certainly celebrate the arcade game release. But there are different anniversaries. For instance, 1991 is when we started working on the game, when it was a Van Damme game and all that.\u00a0<\/p>\n<p class=\"\">And then next year will be the 30th anniversary of Mortal Monday, the marketing campaign Acclaim created. They did an amazing job, really elevated Mortal Kombat to a new level of exposure. And I think it\u2019s been 20 years since Mortal Kombat: Deadly Alliance, right? I think for the next several years we\u2019re going to be having a round number anniversary for some version or another of Mortal Kombat.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/6063\/6081174752_8cf3f0d0a9_k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><\/p>\n<p class=\"\"><strong>PSB: If you could travel back in time and give yourself one piece of advice while you were working on the original Mortal Kombat, what might it be?<\/strong><\/p>\n<p class=\"\">EB: Don\u2019t work so many hours? When you\u2019re in your twenties you have almost unlimited energy. But at the same time, I don\u2019t think I would have listened to myself back then. We were so driven. We were so motivated to do something special. And with each new thing that we saw, that we put into the game, and seeing people react to it\u2026 that just charged us that much more so there was no, there was no stopping us at that point. We were self-motivated. We were just on a mission.<\/p>\n<p class=\"\"><strong>PSB: And that original Mortal Kombat arcade game came together in less than a year, right?<\/strong><\/p>\n<p class=\"\">EB: Yes, about eight months total. Yeah.\u00a0<\/p>\n<p class=\"\"><strong>PSB: Mortal Kombat co-creator John Tobias recently shared a look at the creation of the game\u2019s famous dragon logo. Are there any stories about the series that you\u2019ve wanted to tell, but somehow no interviews ever touched upon?<\/strong><\/p>\n<p class=\"\">EB: Definitely there are. And I\u2019ve been trying to tell those stories on social media, showing some of the <a href=\"https:\/\/twitter.com\/noobde\/status\/1521897781073432576?s=20&amp;t=0kj_ccieD19Tl1mFMNWKJg\">videotaping<\/a> that we had done capturing the actors performing the moves. And there\u2019s, you know\u2026 I\u2019m certainly entertaining the idea of writing some kind of a book or something like that when I have time. Because there are hundreds of stories that have happened over the years. Every once in a while you remember one of them and you\u2019re like, \u201cOh, that\u2019s right!\u201d You know? Because it\u2019s been 30 years.<\/p>\n<div class=\"shortcode shortcode--youtube\">\n<div class=\"youtube-video has-agegate\">\n\t<button class=\"youtube-video__load-button\"><\/p>\n<p>\t\t\t\t\t<span class=\"screen-reader-text\">Play  Video<\/span>\n\t<\/p>\n<p><\/button><\/p>\n<div class=\"youtube-video__iframe\"><\/div>\n<\/div>\n<\/div>\n<p class=\"\"><strong>PSB: Sounds like a great book! What is it about Mortal Kombat, in your mind, that\u2019s sustained it for 30 years? What\u2019s the secret?<\/strong><\/p>\n<p class=\"\">EB: The secret, I believe, is just the hard work and the consistent new releases that we do. We didn\u2019t take a break for 10 years and then come back to it. And we\u2019ve managed to do something new with each game. If you look at Mortal Kombat 1 or Deadly Alliance, or Mortal Kombat 3, Mortal Kombat 9, Mortal Kombat X\u2026 they don\u2019t play the same, they don\u2019t look the same. They all bring something new to the table, to the fight mechanic that none of the other games had done. And so there\u2019s always a freshness in terms of the play.\u00a0<\/p>\n<p class=\"\">The graphics obviously have taken dramatic leaps forward. So I think a persistent new version coming out somewhat regularly has really contributed to it. There have also been things outside of the games that have really expanded its horizon: the movies, the animation, all the merchandising\u2026 Everybody\u2019s really just keeping it in the public eye.<\/p>\n<p class=\"\"><strong>PSB: There\u2019s probably not much you can say, but how is the movie sequel coming along? I saw it was <\/strong><a href=\"https:\/\/deadline.com\/2022\/07\/mortal-kombat-sequel-simon-mcquoid-1235073203\/\"><strong>reported<\/strong><\/a><strong> in the press\u2026<\/strong><\/p>\n<p class=\"\">EB: Well, it\u2019s good, I would say. [chuckles] I guess I shouldn\u2019t say too much. But I\u2019m happy to be involved with it. And Mortal Kombat Legends: Snow Blind is a great entry too, and so we\u2019ve really got a lot of stuff cooking.<\/p>\n<p class=\"\"><strong>PSB: If you traveled back to 1991 and told your prior self that, in the future, there would be three or four movies and TV shows and animation based on Mortal Kombat\u2026 what would have been your reaction, do you think?<\/strong><\/p>\n<p class=\"\">EB: Disbelief. I\u2026 It\u2019s funny. With each one of those big tentpole Mortal Kombat events that have kind of broadened its reach, the two that come to mind are when Acclaim decided to put $10 million on an advertising campaign and created Mortal Monday and you know, the kids yelling \u201cMortal Kombat!\u201d in the street. I remember them showing me that video and saying to them, \u201cyou guys are going too far, this isn\u2019t gonna be that big.\u201d And I couldn\u2019t have been more wrong.\u00a0<\/p>\n<p class=\"\">And the same thing when they decided that they were going to do a movie based on it. I was like, you know, \u201cyou guys are putting too many eggs in one basket.\u201d \u2026.So I\u2019m always a little bit more cautious or maybe pessimistic. But I never [assume] \u201coh, it\u2019s gonna be the biggest thing in the world.\u201d That\u2019s always been a surprise to me, to everybody working out on the game that it\u2019s gotten so big.<\/p>\n<p class=\"center\"><a href=\"https:\/\/live.staticflickr.com\/65535\/52355865901_0fc7bfc4b7_4k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><a href=\"https:\/\/live.staticflickr.com\/65535\/52128663472_fc68c8e4fb_4k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><\/p>\n<p class=\"\"><strong>PSB: Do you get much of a chance to catch up with other folks like your peers in the fighting game development world?<\/strong><\/p>\n<p class=\"\">EB: Not very often. I\u2019m a huge fan of the games. I love Tekken, I love Street Fighter and play those games every new version that comes out. The, you know, obviously the Guilty Gears and Samurai Showdowns and all that are great, I love them.<\/p>\n<p class=\"\">But a lot of them live and develop their games in Japan, and I\u2019m not in Japan very often. So every once in a while, we\u2019ll cross paths at maybe an E3 or something like that. But I don\u2019t get that opportunity too often.<\/p>\n<p class=\"\"><strong>PSB: What are your thoughts just more broadly on the fighting game scene now? Is it healthy?<\/strong><\/p>\n<p class=\"\">EB: I\u2019m very positive. For instance, Mortal Kombat, Street Fighter, Tekken, I think are very mainstream games, right? They\u2019re not niche games that a few people play. They have broad appeal, and they\u2019re very different.\u00a0<\/p>\n<p class=\"\">I think all of them have realized that you can\u2019t be too complex, or you need to have some layer that\u2019s accessible to the general public that doesn\u2019t count frames\u2026. they have become aware of that but maintain the kind of deeper element that the hardcore players are really going to kind of devour. So I\u2019m very excited over, especially, the next couple of years. We\u2019re going to have a lot of high-profile big hitters coming to bat.<\/p>\n<p class=\"\"><strong>PSB: What do you think pushes evolution in the fighting genre?<\/strong><\/p>\n<p class=\"\">EB: Technology does, obviously. Every game that comes out has new, better graphics. Online play is a big one, too. As games play better online, it just naturally creates a broader audience, a bigger scope of opponents to play against. And then, exposure: Events like EVO certainly are growing in popularity, and demonstrate what you can do with these games. So a lot of players become inspired by seeing professionals play.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/797\/39039328210_1a4b3b18e6_k.jpg\" target=\"_blank\" rel=\"noopener\"><\/a><\/p>\n<p class=\"\"><strong>PSB: Street Fighter also has an anniversary this year, it\u2019s turning 35. Going back in time, again to 1991. What was it like to see Street Fighter II for the very first time?<\/strong><\/p>\n<p class=\"\">EB: The thing that struck me in Street Fighter II, was how big the characters were. For their time, they were huge on the screen. And that was a lot of fun, and really inspired us to make our characters even bigger on the screen.\u00a0<\/p>\n<p class=\"\">Arguably, you could say Karate Champ really started the genre. Street Fighter II pushed it into, you know, a phenomenon. Some people credit Street Fighter II and the fighting games that followed with saving arcades while they were really taking a dip.\u00a0<\/p>\n<p class=\"\"><strong>PSB: Playing any good games lately?<\/strong><\/p>\n<p class=\"\">EB: No\u2026.My days are just completely booked. There\u2019s a number of games that I do want to play and have seen glimpses of, for sure. So I have like a stack of games that I\u2019m certainly going to be trying, but I haven\u2019t played something all the way through in a long time.\u00a0<\/p>\n<p class=\"\">I\u2019m always looking forward to the new God of War game. That\u2019ll be a lot of fun to check out as well.\u00a0<\/p>\n<div class=\"wp-block-embed__wrapper\">\n<div><\/div>\n<\/div>\n<p class=\"\"><strong>PSB: And circling back to Mortal Kombat \u2014 where does the series go from here?<\/strong><\/p>\n<p class=\"\">EB: You know, you could have asked me that same question 10 years ago, 20 years ago. One of the things that\u2019s great about working on Mortal Kombat games for so long is that we have team members now who weren\u2019t even born when Mortal Kombat came out.\u00a0<\/p>\n<p class=\"\">And so we always have such a wide range of players, experiences, ages, different diversity and backgrounds. So there\u2019s never a shortage of new ideas. And while I don\u2019t think I can predict them\u2026 I have 100% confidence that we will be able to always provide something new with each iteration of Mortal Kombat.\u00a0<\/p>\n<p class=\"\">That\u2019s one thing that I can very confidently say. Mortal Kombat will continue to feel fresh, to feel new, and to push boundaries with regards to certain aspects of game design.<\/p>\n<p class=\"\"><em>Note: This interview was condensed for brevity and clarity.<\/em><\/p>\n<p><!-- \/wp:html --><\/p>\n","protected":false},"author":0,"featured_media":8145,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[16],"tags":[],"_links":{"self":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/posts\/8144"}],"collection":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/comments?post=8144"}],"version-history":[{"count":0,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/posts\/8144\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/media\/8145"}],"wp:attachment":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/media?parent=8144"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/categories?post=8144"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/tags?post=8144"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}