Perhaps the problem with fatalities are the actual numbers
3D Kombat Klassics
Pages: 1
Perhaps the problem with fatalities are the actual numbers
0
posted01/20/2004 08:28 PM (UTC)by

About Me
Member Since
02/10/2003 01:32 AM (UTC)
It's been one week after I return to the MK6 section, and it appears the desire for multiple fatalities has only grown larger. The debate itself is quite one-sided, so I'll start by saying that I was pretty content with one fatality. What bothered me was the low-quality of some of the finishers, and that was unacceptable. Some were absolutely atrocious(Neck stretch, anyone?), while others were beautifully well thought-out and designed(Reptile's fatal was a large declicious spoonful of pure Nostalgia).
But enough talk, I'll get to the point. What is the advantage of having one fatality, you ask? Well, there weren't any in MK:DA. But... it doesn't have to be like that. The last mk was all about starting over, and I think that is exactly what we need to do with the concept of finishers. This is a bit weird, so bare with me.
Let's start by giving everybody one, and only one fatality. Each fatality will be designed through the same formula used for Rep's in MK:DA. Very knew/original, yet a kinda nostalgic. But this time, fatalities won't be an exact science. It'll be the same fatality, but depending where and at what angle you perform it will decide how it is executed.
Example: Say Subzero's fatality is a deep freeze(Nostalgia, eh?). If you do the fatality from the other side of the screen, he'll freeze you to the core and blow you up with an Ice Grenade. Now, let's say you do the fatality right next to the person. This time, he'll upper-cut your frozen body into a thousand pieces of oblivion. But what about half-screen distance? In this case, he'll perform a jump kick after the deep freeze and knock you off the ground, and then after break the opponent shatters to pieces on landing.
Get the idea? Great. Your thoughts? I'll post more examples if you guys want me to.
But enough talk, I'll get to the point. What is the advantage of having one fatality, you ask? Well, there weren't any in MK:DA. But... it doesn't have to be like that. The last mk was all about starting over, and I think that is exactly what we need to do with the concept of finishers. This is a bit weird, so bare with me.
Let's start by giving everybody one, and only one fatality. Each fatality will be designed through the same formula used for Rep's in MK:DA. Very knew/original, yet a kinda nostalgic. But this time, fatalities won't be an exact science. It'll be the same fatality, but depending where and at what angle you perform it will decide how it is executed.
Example: Say Subzero's fatality is a deep freeze(Nostalgia, eh?). If you do the fatality from the other side of the screen, he'll freeze you to the core and blow you up with an Ice Grenade. Now, let's say you do the fatality right next to the person. This time, he'll upper-cut your frozen body into a thousand pieces of oblivion. But what about half-screen distance? In this case, he'll perform a jump kick after the deep freeze and knock you off the ground, and then after break the opponent shatters to pieces on landing.
Get the idea? Great. Your thoughts? I'll post more examples if you guys want me to.
About Me
My Action Short Films:
http://www.youtube.com/playlist?list=PL_AJSvQq2bL3-GtOoCMTReaXAYX83SX3l
0
Yeah, you really have a point there. One Fatality with three variations. I think that's enough for a character. It's better one great, cool, exciting, bloody Fatality than 3 lame Fatalities, right? The MK team should put a little more work on the Fatalities since they are kind of MK's trademark.
Peace.
Peace.
0
The more i think about it, the more i'm actually happy with one fatality (though i must say it would have to be very good).
One fatality with different variations depending on distance is a brilliant idea, and i like it better than 2 or 3 seperate fatalities to be honest.
However finding one invariant (ie: sub zero's ice, scorpion's spear, kung lao's hat) for each character to base 2 or 3 fatalities off could be difficult, espeacilly for somebody like sektor.
One fatality with different variations depending on distance is a brilliant idea, and i like it better than 2 or 3 seperate fatalities to be honest.
However finding one invariant (ie: sub zero's ice, scorpion's spear, kung lao's hat) for each character to base 2 or 3 fatalities off could be difficult, espeacilly for somebody like sektor.

0
It's a great idea, but as previously said, for some characters, it will be a problem. I think the problem with the Fatalities isn't their number, but the approach given to them.
They wanted a more realistic approach to them, which ended up with there being only one Fatality. Before, when they were having fun and making more humourous Fatalities, they had 2 each. What they need to do, is combine both of these factors and create several Fatalities and maybe incorporate your idea of distance or angle -which is similar to SC2's throw system. Then we'd gain different Fatalities from one variation or several different ones that are all unique due to distance and angle.
However, in making the Fatalities more realistic, they need to stray away slightly from decapitations since the majority of MKDA was decapitations for Fatalities! And also, they need to pay a little attention to the special moves and styles each character have and maybe include style Fatalities (death moves from a certain stance) and special move Fatalities activated by a special move, hence Sub-Zeros Deep Freeze as you said.
They wanted a more realistic approach to them, which ended up with there being only one Fatality. Before, when they were having fun and making more humourous Fatalities, they had 2 each. What they need to do, is combine both of these factors and create several Fatalities and maybe incorporate your idea of distance or angle -which is similar to SC2's throw system. Then we'd gain different Fatalities from one variation or several different ones that are all unique due to distance and angle.
However, in making the Fatalities more realistic, they need to stray away slightly from decapitations since the majority of MKDA was decapitations for Fatalities! And also, they need to pay a little attention to the special moves and styles each character have and maybe include style Fatalities (death moves from a certain stance) and special move Fatalities activated by a special move, hence Sub-Zeros Deep Freeze as you said.
0
I agree 100%. Fatality variations would be EXCELLENT. Lets not forget that Midway is PROMISING stage fatalities, and judging from Tournament Edition, there will most likely be weapon fatalities as well.
When it all comes down to it, multiple fatalities is always better. The problem is not the quantity, but the quality, and only midway can determine that.
When it all comes down to it, multiple fatalities is always better. The problem is not the quantity, but the quality, and only midway can determine that.
About Me
www.amishrakefight.org/gfy - A site for people who didn't like MK:DA
0
I think that while this idea is quite innovative, it is simply flawed as a concept. I don't believe that having identical button combinations for different fatalities will make any steps towards improving fatalities on the whole scale level. I refuse to believe that using different button combinations for fatalities serves any purpose other than allowing the player the choice of which fatality to perform. Using variations creates issues of spacing (which they removed in DA) and fatality choice. Midway also made MK's fatalities much easier to perform with the innovation of the fatality stance, which I love. Variations just isn't that great.
The solution to the fatality dilemma is something I think that most people could agree with- two finishing moves per character. This is outside of any stage fatalities that they might throw in the game; each character should have two individual fatalities that can be performed on any level (duh).
The solution to the fatality dilemma is something I think that most people could agree with- two finishing moves per character. This is outside of any stage fatalities that they might throw in the game; each character should have two individual fatalities that can be performed on any level (duh).
0
As usual, Temp is da man!! I like this idea a lot. For example, Scorpion could have all his fatalities be 'Toasties!', lifting his mask to blow some fire.
Do it from far away, and a straight 'Flame-Thrower' type flame comes from his mouth.
Do it from sweep and it's the classic burn'em'up.
Do it from right next to the opponent, and maybe something like he grabs their face/head and just sprays em with fire..
Do it from far away, and a straight 'Flame-Thrower' type flame comes from his mouth.
Do it from sweep and it's the classic burn'em'up.
Do it from right next to the opponent, and maybe something like he grabs their face/head and just sprays em with fire..
0
If I may take this concept a step further. Have 1 fatality per fighting style (based on distance and angle) along with the possibility of a weapon fatality per character. It could be the same button combination for each BUT based on what fighting style your in and distance from opponent would determine which fatality is performed.
0
I agree 2 the X-Treme that they should add fatality variations for the fighters & not come out with a retarded fatality like they did for Quan Chi On Mortal Kombat:Deadly Alliance. If they have Quan Chi on the next game they better not put a retarded fatality like they did on MKDA & same for the other fighters or Me & My Brother won't play as them. Quan Chi use to be 1 of My Brother's favorite characters on a MK game until they ruined him on MKDA. I think that his fatalities on MK4 is way better then the 1 he has on MKDA.
| TemperaryUserName Wrote: It's been one week after I return to the MK6 section, and it appears the desire for multiple fatalities has only grown larger. The debate itself is quite one-sided, so I'll start by saying that I was pretty content with one fatality. What bothered me was the low-quality of some of the finishers, and that was unacceptable. Some were absolutely atrocious(Neck stretch, anyone?), while others were beautifully well thought-out and designed(Reptile's fatal was a large declicious spoonful of pure Nostalgia). But enough talk, I'll get to the point. What is the advantage of having one fatality, you ask? Well, there weren't any in MK:DA. But... it doesn't have to be like that. The last mk was all about starting over, and I think that is exactly what we need to do with the concept of finishers. This is a bit weird, so bare with me. Let's start by giving everybody one, and only one fatality. Each fatality will be designed through the same formula used for Rep's in MK:DA. Very knew/original, yet a kinda nostalgic. But this time, fatalities won't be an exact science. It'll be the same fatality, but depending where and at what angle you perform it will decide how it is executed. Example: Say Subzero's fatality is a deep freeze(Nostalgia, eh?). If you do the fatality from the other side of the screen, he'll freeze you to the core and blow you up with an Ice Grenade. Now, let's say you do the fatality right next to the person. This time, he'll upper-cut your frozen body into a thousand pieces of oblivion. But what about half-screen distance? In this case, he'll perform a jump kick after the deep freeze and knock you off the ground, and then after break the opponent shatters to pieces on landing. Get the idea? Great. Your thoughts? I'll post more examples if you guys want me to. |


About Me
0
I think I left this thread sit long enough for replies. Now to answer some comments.
Quasimoto: Good idea, but it would be very important that the stances would fit the fatality. I guess it would be better two have two fatalities in this case, with six variations total(3 per fatality). I'm assuming there are only two stances, but I don't remember all that well.
Anyway, the common answer so far is that some fatalities wouldn't be flexible enough to work with variations. But the thing is, we don't have any idea what the fatalities are, except that they're nostalgic... kinda. You see, the whole nostalgia thing can be bent a little to make the fatalities work. And to prove that this may be able to work, I'll take the characters you people suggested and I'll use them as examples.
-------------------------------------------------
Sektor: Key Theme: Missile
Up Close: picks you up and raises you above his head, and slams you against the ground. His chest opens up, and he shoots a missile at the ground towards you, and debris and guts fly all over the place, leaving a burning hole in the ground.
Mid-Range: Being a bit farther, Sektor releases his flame-thrower and lights up his opponent. The opponent starts running around screaming in pain, and Sektor puts him out of his misery in one sleek shot with a missile. Only this time, burnt flesh and cinder flying everywhere instead of blood.
Across Stage: This is my favorite by far.
Sektor does some weird salute, then does a teleport uppercut, which knocks his enemy WAY high into the air(off screen). Immediatly after, Sektor shoots a missile in the sky and you hear an explosion. Seconds after you see burning body parts fall to the ground.
------------------------------------------------
Kung Lao - Key Theme: Hat Slice
Up Close: Pretty simple. He does his mid-body slice from MK2. For those who don't know, he takes his hat and cuts his opponent right down the middle from head to toe, making him officially two people.
Mid-Range: Another one I'm proud of.
Kung Lao hurls the hat into his opponents stomach. The enemy falls on his knees, barfing up blood and fluids. Kung Lao then walks up and grabs the hat, and pulls it out of his opponent at an upward angle so that it slices through the guy's upper body(signicantly his face).
Across Stage: Pretty simliar to the previous, only this time when Lao throws the hat, it goes completely through his opponent's chest, taking some bowels with it.
--------------------------------------------------
Raiden - Key Theme: electricution(duh!)
Up close: Raiden holds you up in the air by the neck, and shocks the crap out of you. Thus, a bloody explosion.
Mid-Range: Raiden generates his wooden staff, lunges it into his opponent's chest and holds him high into the air. Then about a billion lightning bolts strike the enemy and he's burnt to a firey skeleton(no explosion this time). To finish things off, Raiden Slams the corpse on his staff into the ground, shattering it's pieces everywhere.
Across Stage: Raiden manifests his flesh into pure electrical energy. He enter the body of his opponent, and at first he only shakes a little. But then his eyes start glowing and electrical energy starts to surface from his pores. Short after, his head explodes, and blood and electricity come surging out of it. Of course the energy contracts back together forming our favorite god of thunder.
If you guys want anymore examples. Just name the character(only a few at a time, please).
Quasimoto: Good idea, but it would be very important that the stances would fit the fatality. I guess it would be better two have two fatalities in this case, with six variations total(3 per fatality). I'm assuming there are only two stances, but I don't remember all that well.
Anyway, the common answer so far is that some fatalities wouldn't be flexible enough to work with variations. But the thing is, we don't have any idea what the fatalities are, except that they're nostalgic... kinda. You see, the whole nostalgia thing can be bent a little to make the fatalities work. And to prove that this may be able to work, I'll take the characters you people suggested and I'll use them as examples.
-------------------------------------------------
Sektor: Key Theme: Missile
Up Close: picks you up and raises you above his head, and slams you against the ground. His chest opens up, and he shoots a missile at the ground towards you, and debris and guts fly all over the place, leaving a burning hole in the ground.
Mid-Range: Being a bit farther, Sektor releases his flame-thrower and lights up his opponent. The opponent starts running around screaming in pain, and Sektor puts him out of his misery in one sleek shot with a missile. Only this time, burnt flesh and cinder flying everywhere instead of blood.
Across Stage: This is my favorite by far.
------------------------------------------------
Kung Lao - Key Theme: Hat Slice
Up Close: Pretty simple. He does his mid-body slice from MK2. For those who don't know, he takes his hat and cuts his opponent right down the middle from head to toe, making him officially two people.
Mid-Range: Another one I'm proud of.
Across Stage: Pretty simliar to the previous, only this time when Lao throws the hat, it goes completely through his opponent's chest, taking some bowels with it.
--------------------------------------------------
Raiden - Key Theme: electricution(duh!)
Up close: Raiden holds you up in the air by the neck, and shocks the crap out of you. Thus, a bloody explosion.
Mid-Range: Raiden generates his wooden staff, lunges it into his opponent's chest and holds him high into the air. Then about a billion lightning bolts strike the enemy and he's burnt to a firey skeleton(no explosion this time). To finish things off, Raiden Slams the corpse on his staff into the ground, shattering it's pieces everywhere.
Across Stage: Raiden manifests his flesh into pure electrical energy. He enter the body of his opponent, and at first he only shakes a little. But then his eyes start glowing and electrical energy starts to surface from his pores. Short after, his head explodes, and blood and electricity come surging out of it. Of course the energy contracts back together forming our favorite god of thunder.
If you guys want anymore examples. Just name the character(only a few at a time, please).
Mileena:
Close range: She takes off her mask and reviels the Baraka like teeth again, she walks smiling up to the person who is to be done in. She simply bites off their face.
Mid Range: Undecided.
Far Range: Mileena takes her mask off smiles at the camera, throws her sais at the opponet who gets slammed with them in their forearms, then all of a sudden we see them carried back by the force of the blow, into none other than Mileena's husband, Baraka ( play MK2.. If you beat the game with Baraka, he takes Mileena as his Queen. ) who slices and dices the opponet, then hands the Sai's back to Mileena.
Close range: She takes off her mask and reviels the Baraka like teeth again, she walks smiling up to the person who is to be done in. She simply bites off their face.
Mid Range: Undecided.
Far Range: Mileena takes her mask off smiles at the camera, throws her sais at the opponet who gets slammed with them in their forearms, then all of a sudden we see them carried back by the force of the blow, into none other than Mileena's husband, Baraka ( play MK2.. If you beat the game with Baraka, he takes Mileena as his Queen. ) who slices and dices the opponet, then hands the Sai's back to Mileena.


About Me
0
lol, I just finished Mileena's fatalities and I find someone did it for me. That's cool, though. Thanks for the helping hand, man. But I'll post them anyway since I took the time to make them.
Mileena - Key Theme: Sai blades
Up Close: Mileena removes her mask and reveals her hideous complexion. She then kisses her opponent, who screams in protest(who would want to be frenched by Mileena anyway)? After she's done, the opponent starts to look incredibly ill and starts screaming in agony. Mileena uses one of her Sai Blades and slashes open the opponents stomach, and rusted iron nails pour out of his body.
Mid-Range: Old school, here. Mileena does a ground role which knocks the opponent off his feet and makes him land face down. She then leaps on his back and does a frenzy of a hundred downward stabs with her Sais.
Across Stage: Mileena summons a glowing portal about five feet over her opponents head(imagine an orange swirly thing). Predictably, sais rain down upon the opponent repeatedly, leaving him unrecognizably bloody afterwards.
I'll do Sonya's tomorrow. I do appreciate those who have submitted their own examples so far. Thank you.
Mileena - Key Theme: Sai blades
Up Close: Mileena removes her mask and reveals her hideous complexion. She then kisses her opponent, who screams in protest(who would want to be frenched by Mileena anyway)? After she's done, the opponent starts to look incredibly ill and starts screaming in agony. Mileena uses one of her Sai Blades and slashes open the opponents stomach, and rusted iron nails pour out of his body.
Mid-Range: Old school, here. Mileena does a ground role which knocks the opponent off his feet and makes him land face down. She then leaps on his back and does a frenzy of a hundred downward stabs with her Sais.
Across Stage: Mileena summons a glowing portal about five feet over her opponents head(imagine an orange swirly thing). Predictably, sais rain down upon the opponent repeatedly, leaving him unrecognizably bloody afterwards.
I'll do Sonya's tomorrow. I do appreciate those who have submitted their own examples so far. Thank you.
About Me
www.amishrakefight.org/gfy - A site for people who didn't like MK:DA
0
Lets just clarify something, these "themes" truly mean nothing. The work required to make each fatality is just as much work with a "theme". Having a different fatality for each distance just creates new problems, especially when its with the same button combination. Could somebody please acknowledge this very legitimate criticism instead of ignoring me?
0
| SolidSnake18 Wrote: Lets just clarify something, these "themes" truly mean nothing. The work required to make each fatality is just as much work with a "theme". Having a different fatality for each distance just creates new problems, especially when its with the same button combination. Could somebody please acknowledge this very legitimate criticism instead of ignoring me? |
There, you happy now?
Temp those are some tight ass ideas, I hope someone from the mk team will read this thread, because there are a shitload of good ideas in here.
I don't agree. I think that it should be three different fatalities per character. Your idea is good, but saying like Sub-Zero always freezes the guy. Mileena would always use her Sais or whatever on the guy. They would all be the same fatality in a different way.
My personal opinion is this:
People returning from MK:DA should have the fatality from MK:DA, an old one, and a brand new one. New characters from MK:DA have 2 new ones and the one from MK:DA.
People from previous MK's should have one old one(if it's good) and 2 new ones, or just three new fatalities. I think they should do it like that. The fatalities wouldn't be lame, and more than likely wouldn't get old.
No offense but your idea, would get old after a while, watching the same fatality preformed differently.
My personal opinion is this:
People returning from MK:DA should have the fatality from MK:DA, an old one, and a brand new one. New characters from MK:DA have 2 new ones and the one from MK:DA.
People from previous MK's should have one old one(if it's good) and 2 new ones, or just three new fatalities. I think they should do it like that. The fatalities wouldn't be lame, and more than likely wouldn't get old.
No offense but your idea, would get old after a while, watching the same fatality preformed differently.
Pages: 1
© 1998-2025 Shadow Knight Media, LLC. All rights reserved. Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.







