Making Fatalities less gimmicky and more useful
3D Kombat Klassics
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Making Fatalities less gimmicky and more useful
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posted08/03/2004 03:30 PM (UTC)by

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I think this is the next logical step in making MK more playable, as Boon suggested in a Gamespot interview at E3 2004.
There was another thread around on this forum discussing how MK can become a deeper more technical fighter. I'm not quite sure I think that's neccessary. I think first of all, balance needs to be found. Balance issues are by far MK's biggest problems, and impales in MKDA made it even more glaringly obvious. In my opinion, MK needn't be a Virtua Fighter, depth wise, and probably shouldn't even be, because so much of MK's appeal lies in the pick up and play value, and the fact that you master it rather quickly.
H o w e v e r,
I do not feel that the fatalities in their current format helps MK in the slightest. I dunno about you guys, but I think the novelty of seeing a new fatality wears off rather fast, and beyond that there is NO POINT OR INCENTIVE WHATSOEVER to perform one. Fatalitys have, to me, become completely redundant, and I find myself just checking them out once and in subsequent fights I just knock the opponent down to save time and get the next match rolling asap.
But, fatalitys also play a quite big part in defining what a Mortal Kombat game is, because for example Tao Feng could, hypothetically, be a branch of MKDA with totally new characters, a crappier combo/block system and no fatalities. My proposition?
Fatalities should have a purpose, you should feel inclined at all times to pull a fatality off. There's this Sega game nobody's ever played, ever (I assume), called Fighting Vipers. In it you fight inside this caged arena, and every character possesses a super knock out move that wins that character two rounds at once. (and thus the whole match if the rounds are set to best of 3)
To pull off these moves your opponent's life bar must be almost empty, and you have ONE shot at getting it right once you perform it. This could easily translate into MK, though you'd obviously win however many subsequent rounds you've set the game to.
Stage fatalities work alot like this in deception however, and therefore it feels like this idea is already implemented in some manner, but I still feel like fatalities could become a larger part of the actual game, and not just a throwaway novelty.
There was another thread around on this forum discussing how MK can become a deeper more technical fighter. I'm not quite sure I think that's neccessary. I think first of all, balance needs to be found. Balance issues are by far MK's biggest problems, and impales in MKDA made it even more glaringly obvious. In my opinion, MK needn't be a Virtua Fighter, depth wise, and probably shouldn't even be, because so much of MK's appeal lies in the pick up and play value, and the fact that you master it rather quickly.
H o w e v e r,
I do not feel that the fatalities in their current format helps MK in the slightest. I dunno about you guys, but I think the novelty of seeing a new fatality wears off rather fast, and beyond that there is NO POINT OR INCENTIVE WHATSOEVER to perform one. Fatalitys have, to me, become completely redundant, and I find myself just checking them out once and in subsequent fights I just knock the opponent down to save time and get the next match rolling asap.
But, fatalitys also play a quite big part in defining what a Mortal Kombat game is, because for example Tao Feng could, hypothetically, be a branch of MKDA with totally new characters, a crappier combo/block system and no fatalities. My proposition?
Fatalities should have a purpose, you should feel inclined at all times to pull a fatality off. There's this Sega game nobody's ever played, ever (I assume), called Fighting Vipers. In it you fight inside this caged arena, and every character possesses a super knock out move that wins that character two rounds at once. (and thus the whole match if the rounds are set to best of 3)
To pull off these moves your opponent's life bar must be almost empty, and you have ONE shot at getting it right once you perform it. This could easily translate into MK, though you'd obviously win however many subsequent rounds you've set the game to.
Stage fatalities work alot like this in deception however, and therefore it feels like this idea is already implemented in some manner, but I still feel like fatalities could become a larger part of the actual game, and not just a throwaway novelty.
You're just lucky now I'm posing a different sig because I don't know what's your problem with MK being Virtual Fighter. MK needs to be itself,it doesn't need those game ten poungs characters and there gipsy gameplay system. The reason why people love MK it's because it's unique,I can't see the difference between those fight games engine,it looks the same and they play like wrestling games, which they shouldn't. The day MK copy those games,I'll be sorry for Midway.


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Right.
Now, how about a reply from someone who actually READ my post?
Now, how about a reply from someone who actually READ my post?
| Mirkan Wrote: I think this is the next logical step in making MK more playable, as Boon suggested in a Gamespot interview at E3 2004. There was another thread around on this forum discussing how MK can become a deeper more technical fighter. I'm not quite sure I think that's neccessary. I think first of all, balance needs to be found. Balance issues are by far MK's biggest problems, and impales in MKDA made it even more glaringly obvious. In my opinion, MK needn't be a Virtua Fighter, depth wise, and probably shouldn't even be, because so much of MK's appeal lies in the pick up and play value, and the fact that you master it rather quickly. H o w e v e r, I do not feel that the fatalities in their current format helps MK in the slightest. I dunno about you guys, but I think the novelty of seeing a new fatality wears off rather fast, and beyond that there is NO POINT OR INCENTIVE WHATSOEVER to perform one. Fatalitys have, to me, become completely redundant, and I find myself just checking them out once and in subsequent fights I just knock the opponent down to save time and get the next match rolling asap. But, fatalitys also play a quite big part in defining what a Mortal Kombat game is, because for example Tao Feng could, hypothetically, be a branch of MKDA with totally new characters, a crappier combo/block system and no fatalities. My proposition? Fatalities should have a purpose, you should feel inclined at all times to pull a fatality off. There's this Sega game nobody's ever played, ever (I assume), called Fighting Vipers. In it you fight inside this caged arena, and every character possesses a super knock out move that wins that character two rounds at once. (and thus the whole match if the rounds are set to best of 3) To pull off these moves your opponent's life bar must be almost empty, and you have ONE shot at getting it right once you perform it. This could easily translate into MK, though you'd obviously win however many subsequent rounds you've set the game to. Stage fatalities work alot like this in deception however, and therefore it feels like this idea is already implemented in some manner, but I still feel like fatalities could become a larger part of the actual game, and not just a throwaway novelty. |
Ah, I remember Fighting Vipers. I also remember Fighters Megamix.
Before I start, the goal isn't to make MK into Virtua Fighter, but to make it more along the lines of DOA. As you said, there are pick-up and play fighters, and then there are also technical fighters.
Onto Fatalities, they already serve their purpose. And that's humiliation for an opponent. Sure, it doesn't quite humiliate a CPU, but it does on another player. This time around though, you have Hari Kari as well. Fatalities seem to serve a better purpose when facing another player, but against the CPU it doesn't have a real motive other than to look cool.
Your idea is rather nice, and I wouldn't mind it being implemented myself for CPU purposes, but I think its best to leave it as it is for person vs. person competition.
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I don't know why everyone wants MKD to be exactly like Virtua Fighter and Soul Calibur MK is its own game if they wanted to be like another game they would by now they are doing the best the can and everything seems perfect so far.
I'm not saying Soul Calibur and Virtua Fighter suck... I love them but you can't keep wanting MKD to be like it because it has its own great and unique originality and they go above and beyond with opening new doors to every game they come out with and I give them great credit for doing so
KEEP IT REAL MKD workers
I'm not saying Soul Calibur and Virtua Fighter suck... I love them but you can't keep wanting MKD to be like it because it has its own great and unique originality and they go above and beyond with opening new doors to every game they come out with and I give them great credit for doing so
KEEP IT REAL MKD workers


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Wanderer, I very much see your point. A toggle perhaps? Some kind of "Klassic" setting, so to speak, and one where Fatalities act as the Super Knock Outs I described. I'd like that. :)
Sinduu, Fatalities ARE a gimmick. That's not even a criticism, that's just fact. It's the same deal as bouncing tits in the first DoA. They're features that define the game and try to set them apart from other games. My proposition above was to make the fatalities USEFUL besides being "that Mortal Kombatey thing". Go back and read it again, I think you had a blind fit of rage and went into Attack Mode when I mentioned Virtua Fighter.
Sinduu, Fatalities ARE a gimmick. That's not even a criticism, that's just fact. It's the same deal as bouncing tits in the first DoA. They're features that define the game and try to set them apart from other games. My proposition above was to make the fatalities USEFUL besides being "that Mortal Kombatey thing". Go back and read it again, I think you had a blind fit of rage and went into Attack Mode when I mentioned Virtua Fighter.
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Yeah I love the MK game feel but do get bored of the fatalities quickly.I'd rather they spent time giving us a customisable character option.
I love Tekken but it's never had the "manicness" of MK's speed (like on MK2 and 3).
And why did they mispell hara-kiri into "hari-kari"...which doesn't mean suicide(jisatsu) it refers to abdomen(hara) cutting(kiri) during the suicide ritual,commiting "seppuku".
Performing fatalites should effect the tournment progress.But I'd rather they focussed on the characters moves instead ,guess they have to cater for everyone.
I love Tekken but it's never had the "manicness" of MK's speed (like on MK2 and 3).
And why did they mispell hara-kiri into "hari-kari"...which doesn't mean suicide(jisatsu) it refers to abdomen(hara) cutting(kiri) during the suicide ritual,commiting "seppuku".
Performing fatalites should effect the tournment progress.But I'd rather they focussed on the characters moves instead ,guess they have to cater for everyone.


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The thing is, my mate suggested that you'd somehow be rewarded for pulling off the normal fatalities.. like for instance get koins and whatnot. But the thing is that the fatalities (though they once were) aren't even remotely skill based anymore. Pulling them off in your sleep is a quite viable option.
There is no punishment involved in not pulling one off or failing in some way, nor is there any interaction from the opponent. Like wanderer said, I guess it's humiliating to an extent, but when it's you and your mate, playing it on your Xbox or whatever in a room, alone, it gets old. Fast. Oh and it's hardly humiliating after a while.. more like.. painfully boring to sit through for the 30th time.
It would be nice if it actually affected something, if it was integrated somehow into play. Still though, a classic setting like mentioned would be a good way of not scaring away the more conservative players and those who appreciate it the way things work now.
There is no punishment involved in not pulling one off or failing in some way, nor is there any interaction from the opponent. Like wanderer said, I guess it's humiliating to an extent, but when it's you and your mate, playing it on your Xbox or whatever in a room, alone, it gets old. Fast. Oh and it's hardly humiliating after a while.. more like.. painfully boring to sit through for the 30th time.
It would be nice if it actually affected something, if it was integrated somehow into play. Still though, a classic setting like mentioned would be a good way of not scaring away the more conservative players and those who appreciate it the way things work now.
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