Fatalities & Secrets
2D Kombat Klassics
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Fatalities & Secrets
I've been reading countless messages over the last year since MKDA was released about how disappointed people are in the lack of fatalities and "real" secrets found in this game. Personally, I thought the Krypt was a fresh idea on unlocking characters, costumes, arenas, etc. I just wonder how many people looked up the content of all the coffins on the internet or in strategy guides as soon as they bought the game and saw what was in each koffin before they even started the game and unlocked the koffins for themselves so they would be surprised by what was in each one. It's a lot more fun not knowing what's inside each one!
As far as the lack of fatalities go, I was actually relieved that each character only had one, since I remember the days of MK Trilogy when each character had up to seven finishing moves! It takes a lot of time to memorize that many ending moves, whereas here you only had to memorize one per fighter! I realize that they may get very repititious quickly, but you don't need to do a fatality at the end of every fight!
I just want to close by saying that I'm very happy with the actual gameplay, and that Midway used real martial arts and weapon styles in this game instead of the standard HP-LP-HK-LK system. Hopefully they don't change it too much for MK6! I wouldn't object to there being at least two fatalities per character and maybe a stage fatality in the next game, but if there isn't, at least the gameplay should kick ass!
That's all for now!
Ninjor
As far as the lack of fatalities go, I was actually relieved that each character only had one, since I remember the days of MK Trilogy when each character had up to seven finishing moves! It takes a lot of time to memorize that many ending moves, whereas here you only had to memorize one per fighter! I realize that they may get very repititious quickly, but you don't need to do a fatality at the end of every fight!
I just want to close by saying that I'm very happy with the actual gameplay, and that Midway used real martial arts and weapon styles in this game instead of the standard HP-LP-HK-LK system. Hopefully they don't change it too much for MK6! I wouldn't object to there being at least two fatalities per character and maybe a stage fatality in the next game, but if there isn't, at least the gameplay should kick ass!
That's all for now!
Ninjor
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All Im saying is thank god mk5 is still today the most up to date mk game. Some dont like it, but I say it went my way, especially because there was only one fatality, and the mk team got the combo system right, and they got the krypt right, the 3D was a definite plus, and many other things. The true video gamers will keep playing, and like alot of things in life, the rest will fall off.
I have to somewhat disagree with you guys. Yes, it IS an excellent fighting game - if not the best; however, each fighting game has certain features that make it unique to other fighting games. And, I feel that MK's identity before MKDA was cool fatalities and secrets. Even stupid little things like being able to slide off the ceiling spikes by holding down on both controllers, or tweaking the deadpool acid bath to make a weird sound. Remember the Kano transformations counter? (Sorry for all the MKII references, I have been playing that a lot lately)
I loved all that stuff, and MKDA has none of it. Unlocking coffins is lame to me. Someone unlocks them all in the first day and posts the list to the net. Yes, you can choose not to look at the list, but I think it was more fun when things became known gradually over a period of months.
You'd play at an arcade and someone would perform a fatality you'd never seen before. Sometimes they'd tell you how to do it and sometimes they wouldn't. Then you'd try to figure it out on your own. Without the coffin system, it would be impossible to find everything in one day.
Personally, I wish MK6 would keep the exact fighting system of MKDA and not spend time rewriting all that code from scratch. Then just add a few moves or different combos for each character, along with a few new arenas and tons of cool fatalities and hidden stuff to find like new characters or weird things. I'd love to perform a fatality and then have some secret button combo to have a digitized Ed Boon run across the screen with a chainsaw to hack up an arena background character or something.
I loved all that stuff, and MKDA has none of it. Unlocking coffins is lame to me. Someone unlocks them all in the first day and posts the list to the net. Yes, you can choose not to look at the list, but I think it was more fun when things became known gradually over a period of months.
You'd play at an arcade and someone would perform a fatality you'd never seen before. Sometimes they'd tell you how to do it and sometimes they wouldn't. Then you'd try to figure it out on your own. Without the coffin system, it would be impossible to find everything in one day.
Personally, I wish MK6 would keep the exact fighting system of MKDA and not spend time rewriting all that code from scratch. Then just add a few moves or different combos for each character, along with a few new arenas and tons of cool fatalities and hidden stuff to find like new characters or weird things. I'd love to perform a fatality and then have some secret button combo to have a digitized Ed Boon run across the screen with a chainsaw to hack up an arena background character or something.

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sudnshok Wrote: I have to somewhat disagree with you guys. Yes, it IS an excellent fighting game - if not the best; however, each fighting game has certain features that make it unique to other fighting games. And, I feel that MK's identity before MKDA was cool fatalities and secrets. Even stupid little things like being able to slide off the ceiling spikes by holding down on both controllers, or tweaking the deadpool acid bath to make a weird sound. Remember the Kano transformations counter? (Sorry for all the MKII references, I have been playing that a lot lately) I loved all that stuff, and MKDA has none of it. Unlocking coffins is lame to me. Someone unlocks them all in the first day and posts the list to the net. Yes, you can choose not to look at the list, but I think it was more fun when things became known gradually over a period of months. |
I agree with you sudnshok; MKDA was great, but I do miss the actual secrets and multiple fatalities. I know that the original poster said that you don't need to finish off the guy all the time, and that is true, but whenever I hear the words "Finish Him/Her!", I can't help but pick up my fatality sheet and punch in the codes. It's not like there's anything else you could do that compares to doing a fatality on your dazed opponent (heck, that's the main reason why I don't play Blaze and Mokap; it gets boring always doing a fireball or dash punch to complete the round). I'm sorry, but MK is seperated from all of the fighting games because it has all of those secrets and fatalities. Any game can have a cool fighting system with excellent graphics and neat cinematics, but tons of fatalites and secrest are what make Mortal Kombat unique.
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I am not so much a Combo button Person. More of a a Special Move like the 3 first originals. The Weapon and Style systems.
I don't play it as often as I would like, so I can never remember the Combos.
Keep the Combos and add more special moves. Maybe Special Moves with the weapons. Oh that's Soul Calibur, but I think that would be interesting.
I don't play it as often as I would like, so I can never remember the Combos.
Keep the Combos and add more special moves. Maybe Special Moves with the weapons. Oh that's Soul Calibur, but I think that would be interesting.
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