[quote name='panzerfaust']So is MK9 a game to take seriously?
[/QUOTE]
Depends on who you ask.
A good amount of my friends who play would say yes.
For me, I'm sort of in the middle of the road. The game is definitely fun, but there are some issues that need to be addressed/patched.
One of my main gripes of the gameplay is how meter works/meter management. What makes that worse is the "First Hit" Bonus that this game gives you. Whoever scores the first hit when the rounds starts gets an automatic 1 bar of meter. Which means there are a lot of times where you are down maybe 65% to 90-95% and the other person has X-Ray maybe 10-15 seconds into the match. This makes it more of an uphill battle to comeback, since the opponent already has a sizable lead and they have a braindead way of landing a 35-40% X-Ray on you to finish out the match. With some characters having a lead and a X-Ray fully loaded means jumping/teleporting is no longer an option (Ex. Cyrax, Kung Lao)
I had the above happen so many times when I sessioned on Monday with a couple of my friends. I got hit once against Sub-Zero (giving him the 1 bar boost), then trying to find a way around Specials (which build meter on their own blocked/unblocked), when I finally get in my friend already has an X-Ray loaded. It was pretty annoying.
With many other FGs you either have Super, Ultra or whatever because you've either:
A) Saved the meter (after you've worked to earn it)
B) (In the case of SFIV): Getting your ass whooped so you get Ultra
MK9 just feels to me that there are too many opportunities where the game GIVES you meter for really nothing. I know at first NeatherRealm wanted to distinguish itself from say Capcom games on how you build meter to avoid Turtling or building too much meter via Rushdown. But it sort of fails when you can land a first hit (bonus) and throw out specials (for zoning characters this will happen) and build meter so fast.
Although it's random, don't let me get into the "Dan Toasty" meter boost that happens in the game. So random!