why not a pit fatality for the pit2 on mktrilogy?(PLEASE READ)
why not a pit fatality for the pit2 on mktrilogy?(PLEASE READ)
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posted06/09/2004 06:39 AM (UTC)byDaQuan Member Since
06/07/2004 05:59 PM (UTC)
I tried to do a fatality on the pit 2 on mktrilogy and I can`t pull it off why don`t they have that for a pit fatality also?
Spike •06/08/2004 10:38 PM (UTC) •0
They didn't have time/couldn't be arsed to go back and do the animation needed for all the post MK2 characters. Would probably be very hard to get hold of the actors too just for that one piece of footage.
trynax •06/09/2004 12:12 AM (UTC) •0
The only way I can see that the MK2 to be a pit would be to have MKII Jax, or MKII Kung Lao be the only ones to be able to put into the pit. The guys didn't have the time to do so. Just like Ninja Sub-Zero's Chriopractor's Nightmare Fatality. They could have taken time to do that. Look at Motaro in the N64 version of Trilogy who simply pulls off his victim's head. All they had to do was that with Classic Sub-Zero, and just add the spine, which wouldn't take too much time. In my opinion, they were all lazy, and wanted to get the game done ASAP.
You hit the key word there, LAZY
They could have done just a simple sidescreen shot instead of above. For instance, look at Pit 1's fatality. That's not an above shot. It shows you a sideways shot, not above the character. They could have just done that with the Pit 2 in MKT. Just don't get the camera ABOVE the character. To make it look more cooler, when they hit the ground, they could have had the character wriggling like nuts, then slow down and stop.
We've gone over this before, there are frames that could have been used for everyone but it would have looked like crap. The second frame of selling a sweep for falling would have been fine, and the first frame on the landing, just couldn't have animation inbetween.
Matt
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