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Hehehe. I'm back again... I like this thread.
Hi new person! Welcome to Mko, where us saddos plot and scheme...
...Have fun.
As for your idea:
It sounds gross, but actually I think Baraka should have a spine rip.
I know this is Sub-Zero's tradition, but I think Baraka's would be done differently.
Before you say it doesn't suit Baraka, have a look in your Kontent in Mk Deception. On one of the Baraka pictures, it explains that his armour is secured with the spinal columns of previous victims.
(This also could be another element here; how appropriate a Fatality is to a character.)
Sub-Zero just grabs the head and rips it off with attached spine, but Baraka would shove his blades through his opponent's back, out through their front and then lift them up as they squirm and scream. As the gore drips down, he would retract his blades, dropping the opponent. The opponent manages to land on their feet, but is quickly attacked again.
This time, Baraka shoves his bare hands into the gaping wounds his blades made. He grabs and twists, making the opponent scream. A loud snapping sound is heard and the opponent is silenced. Baraka rips the spinal column segment(minus the head) out of their back and they collapse. Baraka holds the spine at either end aloft, like holding a prize catch fish.
FATALITY
ewww...
Bye for now...
Hi new person! Welcome to Mko, where us saddos plot and scheme...
...Have fun.
As for your idea:
It sounds gross, but actually I think Baraka should have a spine rip.
I know this is Sub-Zero's tradition, but I think Baraka's would be done differently.
Before you say it doesn't suit Baraka, have a look in your Kontent in Mk Deception. On one of the Baraka pictures, it explains that his armour is secured with the spinal columns of previous victims.
(This also could be another element here; how appropriate a Fatality is to a character.)
Sub-Zero just grabs the head and rips it off with attached spine, but Baraka would shove his blades through his opponent's back, out through their front and then lift them up as they squirm and scream. As the gore drips down, he would retract his blades, dropping the opponent. The opponent manages to land on their feet, but is quickly attacked again.
This time, Baraka shoves his bare hands into the gaping wounds his blades made. He grabs and twists, making the opponent scream. A loud snapping sound is heard and the opponent is silenced. Baraka rips the spinal column segment(minus the head) out of their back and they collapse. Baraka holds the spine at either end aloft, like holding a prize catch fish.
FATALITY
Bye for now...
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Yeah, that was a good thing. "Gross!"
yeah I also thought that my idea was kinda nasty:P:P
but what you said about the baraka spine rip...not a bad idea..not a bad idea at all...but if they were to use that fatality for our bladeboy...they do have to make it right...with camera angles and wound openings caused due the blades. a touch of realism in a fatality . not that a tarkata is realism...but f*ck it...if the fatalities look realisic ( with the flesh etc etc ) they will be more in the " wtf :| factor "...wich is a good thing.
If someone prefers I can post a few other fatality ideas....let me know
Peace
but what you said about the baraka spine rip...not a bad idea..not a bad idea at all...but if they were to use that fatality for our bladeboy...they do have to make it right...with camera angles and wound openings caused due the blades. a touch of realism in a fatality . not that a tarkata is realism...but f*ck it...if the fatalities look realisic ( with the flesh etc etc ) they will be more in the " wtf :| factor "...wich is a good thing.
If someone prefers I can post a few other fatality ideas....let me know
Peace

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Your idea was a good concept, but a person wouldn't be able to scream when they have a blade through their head vertically. And if Baraka's blade is in the opponent's head, brain parts would have a hard time coming out of the lower part of the head. Make it more sadistic and gruesome though. :)


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I think the hallmark of a good fatality is that it will make the person watching it cringe - and you would hate for it to happen to you. The only really good examples of this in MKD, as far as I've seen, as Tanya's femur stabbing ones, both of Jade's fatalities, and Goro's "wishbone" fatality. Also, Sindel's Hara Kiri was hilarious and totally worth the price of admission.
What we need is some really brutal, really gory fatalities. Anyone remember how awesome Mileena's MK2 Sai Goring fatality was? More of that calibre. If you ever step in on a movie audience watching say, Saw or Se7en or some equally gory thriller, they'll always be cringing at the methods of death. That's what we need.
What we need is some really brutal, really gory fatalities. Anyone remember how awesome Mileena's MK2 Sai Goring fatality was? More of that calibre. If you ever step in on a movie audience watching say, Saw or Se7en or some equally gory thriller, they'll always be cringing at the methods of death. That's what we need.

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Fatality Element no.2 - The Camera
The camera is an important element in any game you play. It’s involvement within a game is one of the defining factors in whether or not the game is enjoyable or incredibly bad. In the case of the Fatality, effective use of the camera can showcase a Fatality in all it’s glory.
MK’s 1-MKT had no real camera involvement in the Fatality. On the odd Fatality, the camera would simply centerise the view or move slightly to the left or right. Given the 2D gameplay and view, there was not much that could really be done with the camera in these games.
MK4 and it’s new 3D gameplay saw a revolutionary change with camera involvement. The camera was free to zoom in, zoom out and swing around in full 360 motion. There were replays from different angles and even blood being splattered on the camera. All of this combined to make a fully involving camera. Tanya’s Twisted Kiss Fatality used many of these effects. The camera zoomed in further with each twisted limb of the opponents body until it was fully twisted and ready to explode. The camera zoomed back out suddenly as the body exploded and was splattered with blood after the triple replay happened. This was one of the games better and more enjoyable Fatalities, imo.
For me, MK4 produced the standard with camera work. Sadly, it was all to be forgotten upon arrival to MKDA. The camera didn’t zoom in or out as much and there no replays or 360 degree spins. There were close ups, or centerised camera shots but nothing to expand on the good stuff that MK4 had. In contrast, it was more of a step back.
MKD continued the stuff MKDA had. There were some interesting angles in the Fatalities however. Jades Body Split saw the camera looking over her as the opponents body fell apart in the background. Sindels Kwan Do Fatality sees the camera at a slant looking upwards from the ground. Again, however, there is nothing really new or revolutionary with the camera.
So which generation of MK had the best use of the camera? Surely the above speaks for itself. But then, technology would play a part in what can and cannot be done with the camera. The Fatalities themselves and how they look or are performed would be a defining factor in how the camera should be used for them.
What camera effects would you like to see? With MK4 as the standard, we have the zoom lens, the replays, the blood spattered camera, the multiple angles - all of these ensured the Fatalities never got boring. Should these come back? What could be added?
Given the Fatalities themselves, is there a specific time certain effects with the camera should be used? The replays in MK4 happened only with explosions. Zoom ins were there to show off physical damage upon the body. Zoom outs were done to showcase the entire arena after an explosion so you could see the carnage after the fight. Are there other times such effects can be used? And for any new camera effects, when should they be used?
And that is the camera within the Fatality. It’s a useful tool, which in the current games has not been used to its fullest potential. Hopefully MK7 will see the standards set by MK4 achieved and hopefully even bettered. Your thoughts and opinions are welcome as always.
The camera is an important element in any game you play. It’s involvement within a game is one of the defining factors in whether or not the game is enjoyable or incredibly bad. In the case of the Fatality, effective use of the camera can showcase a Fatality in all it’s glory.
MK’s 1-MKT had no real camera involvement in the Fatality. On the odd Fatality, the camera would simply centerise the view or move slightly to the left or right. Given the 2D gameplay and view, there was not much that could really be done with the camera in these games.
MK4 and it’s new 3D gameplay saw a revolutionary change with camera involvement. The camera was free to zoom in, zoom out and swing around in full 360 motion. There were replays from different angles and even blood being splattered on the camera. All of this combined to make a fully involving camera. Tanya’s Twisted Kiss Fatality used many of these effects. The camera zoomed in further with each twisted limb of the opponents body until it was fully twisted and ready to explode. The camera zoomed back out suddenly as the body exploded and was splattered with blood after the triple replay happened. This was one of the games better and more enjoyable Fatalities, imo.
For me, MK4 produced the standard with camera work. Sadly, it was all to be forgotten upon arrival to MKDA. The camera didn’t zoom in or out as much and there no replays or 360 degree spins. There were close ups, or centerised camera shots but nothing to expand on the good stuff that MK4 had. In contrast, it was more of a step back.
MKD continued the stuff MKDA had. There were some interesting angles in the Fatalities however. Jades Body Split saw the camera looking over her as the opponents body fell apart in the background. Sindels Kwan Do Fatality sees the camera at a slant looking upwards from the ground. Again, however, there is nothing really new or revolutionary with the camera.
So which generation of MK had the best use of the camera? Surely the above speaks for itself. But then, technology would play a part in what can and cannot be done with the camera. The Fatalities themselves and how they look or are performed would be a defining factor in how the camera should be used for them.
What camera effects would you like to see? With MK4 as the standard, we have the zoom lens, the replays, the blood spattered camera, the multiple angles - all of these ensured the Fatalities never got boring. Should these come back? What could be added?
Given the Fatalities themselves, is there a specific time certain effects with the camera should be used? The replays in MK4 happened only with explosions. Zoom ins were there to show off physical damage upon the body. Zoom outs were done to showcase the entire arena after an explosion so you could see the carnage after the fight. Are there other times such effects can be used? And for any new camera effects, when should they be used?
And that is the camera within the Fatality. It’s a useful tool, which in the current games has not been used to its fullest potential. Hopefully MK7 will see the standards set by MK4 achieved and hopefully even bettered. Your thoughts and opinions are welcome as always.
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I think if Kira had a Fatality where she blew her dust in your eyes, you could have the camera give a first person viewpoint of the opponent's blurred vision. The opponent would then stumble around in pain, blinded. The camera would return to third person and we would see Kira step out of the darkness just behind the opponent grabbing them around the throat with her knives drawn. The camera zooms in on the opponent's realization and then cuts to a full body shot as Kira cuts their throat. The throat cut and the opponents gargling wail is replayed thrice(ala tekken) and the dead body is dropped as Kira poses.
This would basically be a simple blinding and throat cut Fatality shown through effective camera choices.
This would basically be a simple blinding and throat cut Fatality shown through effective camera choices.

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This is already in another thread, but I felt that it was misplaced the first time.
I wanted to plug in my input on fatalities. I know a hundred people have pointed out my stuff already, but I wanted to do it too.
IMO, fatalities should be believable and have decent execution.
Believability- An incomplete guide I bought once for MK4 clarified fatalities. "The use of a Kombatant's physical and magical abilities to kill an opponent." That's half of the key. Fatalities would rock if Kombatants used their skills in cool ways. I also believe in "weakening" the opponent as an aid to cool usage. If you name just about any crappy fatality in the MK series, some logic would make it better. Hell, believability would work with some good fatalities too.
We love Sub-Zero's spine rip, but would it hurt if he, before the rip, made a cut down the opponent's back somehow and froze the inside of that wound? The spine would be ripped out erect, and to me that's cooler (no pun intended).
In MKDA, Johnny had the weird brain rip. It would have been better if he hit the opponent in the head a bunch of times with fireballs before that rip. It would make sense while adding insult to injury.
Don't get me started on fatalities that should have just been switched around.
Execution- The way a fatality idea is done is the other half of the key. As with believability, better all around presentation of a fatality would have helped a lot of fatalities in MK. Better sounds, more believable reactions, organs, stuff like that. Maybe even different camera angles at certain parts. I had an example, but I forgot.
Also, it would be a neat little bonus if the fatalities had different versions for different final buttons. I'm talking a definite D-Pad input, but a remixed fatality for each button pressed at the end.
Example: On playstation, pressing square after F,F,D,F would get you Scorpion's original toasty. Pressing triangle would make him disappear and the opponent suddenly explode into flames. The cycle goes on.
That's my .02.
I wanted to plug in my input on fatalities. I know a hundred people have pointed out my stuff already, but I wanted to do it too.
IMO, fatalities should be believable and have decent execution.
Believability- An incomplete guide I bought once for MK4 clarified fatalities. "The use of a Kombatant's physical and magical abilities to kill an opponent." That's half of the key. Fatalities would rock if Kombatants used their skills in cool ways. I also believe in "weakening" the opponent as an aid to cool usage. If you name just about any crappy fatality in the MK series, some logic would make it better. Hell, believability would work with some good fatalities too.
We love Sub-Zero's spine rip, but would it hurt if he, before the rip, made a cut down the opponent's back somehow and froze the inside of that wound? The spine would be ripped out erect, and to me that's cooler (no pun intended).
In MKDA, Johnny had the weird brain rip. It would have been better if he hit the opponent in the head a bunch of times with fireballs before that rip. It would make sense while adding insult to injury.
Don't get me started on fatalities that should have just been switched around.
Execution- The way a fatality idea is done is the other half of the key. As with believability, better all around presentation of a fatality would have helped a lot of fatalities in MK. Better sounds, more believable reactions, organs, stuff like that. Maybe even different camera angles at certain parts. I had an example, but I forgot.
Also, it would be a neat little bonus if the fatalities had different versions for different final buttons. I'm talking a definite D-Pad input, but a remixed fatality for each button pressed at the end.
Example: On playstation, pressing square after F,F,D,F would get you Scorpion's original toasty. Pressing triangle would make him disappear and the opponent suddenly explode into flames. The cycle goes on.
That's my .02.
Ah, the Fatality. One of the defining attributes of Mortal Kombat. Here's my take on what should be done.
Originally, Fatalities were sparse, simple, and to the point. They were imaginative without being too quick or too cartoony. They also were tied to the character who performed them by some way (so no other character could perform Scorpion's "Toasty" or Liu Kang's "Dragon"). Fatalities became redundant when most of them were reduced to moves that didn't seem that special to the the individual. I mean, a lot of them could have been given to a different character and you wouldn't be able to tell the difference.
MK:DA made a noble attempt to give most individuals Fatalities unique to themselves, and MK:D did as well. However, these "unique" fatalities weren't very believable or seemed outlandishly too cartoony. Not all of this was due to excessive cartoony blood, either.
The screams emitted by the characters during death just didn't seem to fit the bill. They seemed fake and forced. The characters performing the fatalities didn't seem like they were delivering a final blow (a few exceptions to that) and instead seemed more like a glorified regular super-move that ended in death. The key problem was that there was no real build-up besides the black screen of death and the pitiful moans of the character being killed. It seemed so sudden, too sudden, not giving the player time to savor the kill (I feel so blood-thirsty right now). Something like a slow-motion kill or a pause would be helpful, as well as better camera angles. The original game had only one camera angle, and it worked. With all the advances in technology, you'd think they could make the camera more interactive, maybe even so you could set it yourself (like many fighting games during replays or win poses). But, when you deliver a final blow, I want the sound to be appropriate (what they've had has been horrible. Silence would be better), the visuals to be graphic but reasonable, and the pace to be very cinematic.
That's not to say there hasn't been some good fatalities in the past few games. Jade's spear-head from MK:D and Sub-Zero's head-throw from MK:D were very good, IMO. They were long enough, showed enough, and had some nice ambience to them. They were over-the-top without being explotation.
Fatalities have to be more than cutting people's limbs off or making them explode (sometimes for no reason). Being frozen, fried, burned, crippled, blinded, broken, and THEN split into pieces is so much more rewarding than, "oh, I pulled his head off. Wow." Creativity vs. plausability. A balance must be found.
Originally, Fatalities were sparse, simple, and to the point. They were imaginative without being too quick or too cartoony. They also were tied to the character who performed them by some way (so no other character could perform Scorpion's "Toasty" or Liu Kang's "Dragon"). Fatalities became redundant when most of them were reduced to moves that didn't seem that special to the the individual. I mean, a lot of them could have been given to a different character and you wouldn't be able to tell the difference.
MK:DA made a noble attempt to give most individuals Fatalities unique to themselves, and MK:D did as well. However, these "unique" fatalities weren't very believable or seemed outlandishly too cartoony. Not all of this was due to excessive cartoony blood, either.
The screams emitted by the characters during death just didn't seem to fit the bill. They seemed fake and forced. The characters performing the fatalities didn't seem like they were delivering a final blow (a few exceptions to that) and instead seemed more like a glorified regular super-move that ended in death. The key problem was that there was no real build-up besides the black screen of death and the pitiful moans of the character being killed. It seemed so sudden, too sudden, not giving the player time to savor the kill (I feel so blood-thirsty right now). Something like a slow-motion kill or a pause would be helpful, as well as better camera angles. The original game had only one camera angle, and it worked. With all the advances in technology, you'd think they could make the camera more interactive, maybe even so you could set it yourself (like many fighting games during replays or win poses). But, when you deliver a final blow, I want the sound to be appropriate (what they've had has been horrible. Silence would be better), the visuals to be graphic but reasonable, and the pace to be very cinematic.
That's not to say there hasn't been some good fatalities in the past few games. Jade's spear-head from MK:D and Sub-Zero's head-throw from MK:D were very good, IMO. They were long enough, showed enough, and had some nice ambience to them. They were over-the-top without being explotation.
Fatalities have to be more than cutting people's limbs off or making them explode (sometimes for no reason). Being frozen, fried, burned, crippled, blinded, broken, and THEN split into pieces is so much more rewarding than, "oh, I pulled his head off. Wow." Creativity vs. plausability. A balance must be found.
About Me
ARNOLD SCHWARZENEGGER...................
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al fatalities from MKSM sucked
i hope this time it wont
i hope this time it wont
That's a bit debatable... but back on the subject, I don't mind if the fatalities are unrealistic as long as they are original i.e. if Kitana used her fans to hurl a person into the air, throwing one up, impaling them in the stomach, then another to shove the first one through, catching on as it falls, then the other as the body halves fall in front and behind her. To me, that is a good fatality. 
i wish that theyd bring back some of the moves from the old school mk games like subs power slide or scorps air throw and old school teleport. and bring back the "deep freeze" that would be awesome sub would deep freeze his opponent and then either power slide into their lower half causing it to shatter, then as the top half falls, uppercut it so that all shatters but the head and sub has a new mixed nut bowl for the frozen catacombs.
or scorp uppercuts his opponent into the air only to jump and throw them in mid air teleporting right behind their flying body causing their back to break or possibly in 2? what do u guys think?
or scorp uppercuts his opponent into the air only to jump and throw them in mid air teleporting right behind their flying body causing their back to break or possibly in 2? what do u guys think?
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Well, apparently we’ll be getting custom fatalities in Mk Armageddon(At least according to Game Informer). Perhaps, this is a chance for us to set our own camera angles among the other choices.
Bear in mind though that Boon promises and doesn’t always deliver.
Bear in mind though that Boon promises and doesn’t always deliver.
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Since this element is dealing with the camera, I have another idea.
Remember the Mk: DA cinema and TV spots?
In the TV spots, when Scorpion throws his spear, we get a camera view following the actual spear head into Quan Chi. When I saw that, it made my jaw drop. I want to see this implemented in a Fatality. They could have used this in his DA head spear to spice it up. In addition, this would be a good thing to see in a Nightwolf tomohawk throwing Fatality where we track the whirling axes through the air.
We need to make the whole thing generally more cinematic and have things like point of view shots.
Unfortunately, I have a gut feeling that this Mk: A Fatality Control buisiness is going to bring the end of the preset Fatalities.
Remember the Mk: DA cinema and TV spots?
In the TV spots, when Scorpion throws his spear, we get a camera view following the actual spear head into Quan Chi. When I saw that, it made my jaw drop. I want to see this implemented in a Fatality. They could have used this in his DA head spear to spice it up. In addition, this would be a good thing to see in a Nightwolf tomohawk throwing Fatality where we track the whirling axes through the air.
We need to make the whole thing generally more cinematic and have things like point of view shots.
Unfortunately, I have a gut feeling that this Mk: A Fatality Control buisiness is going to bring the end of the preset Fatalities.


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Fatalities Now a day are becoming weak and have no purpose behid them Fatalities need to be taken back to the old days such as when Sub-Zero Had his spine rip dont get me wrong it looked incredible in MKDA but its starting to lose its flare what im imposing is that they mix in the new and the old like Liu Kang's Dragon eat that was a classic if they were to bring it back im sure many people would be quite happy and also if u try to bring in u fatailities please please!! don't make them comidic because they come out looking just plain stupid for Instance Reptile's MKDA Fatality the skull animation just looked way off from the rest off the body they need to go back to the day's where he just eats your head off clean simplicity is what is needed when creating a fatality please don't try to make a fatality to flarish cuz then it jus comes out stupid as
its already been said so please midway hear our beg's n take in the advice because advice doesnt come better then from your fan's

its already been said so please midway hear our beg's n take in the advice because advice doesnt come better then from your fan's


About Me
just tell master raiden you couldnt win the mortal kombat tournament and save earthrealm because you were high...he'll understand
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i sure do, that was the one thing i thought when i first saw mortal kombat and wished it would stay!! Something like...ripping the skin from the opponents face as they scream,then yelling "SHUTUP" as they break his/her lower jaw,sending them to the ground. and finishing them with a snap of the neck. Brutal,Disgusting,My kind of fatality.
I had forgotten about this thread, sorry T. But it looks like Im just in time for the new updated element.
You practically took the words out of my mouth with the whole âCamera systemâ? in Mk. And there is absolutely no point in denying that mk4 had the best use of this material then any of the other Mk games.
The new introduced system not only worked excellent in the Fatalities (I will get to that after this), but also in the very same game. For some reason the way the camera plays with the characters movement it feels more âfunâ? then in MKDA-MKD.
For example, I was super hyped back then when I first executed a roundhouse, I mean, wow, the kick-blow looked fantastic! It made the victim spin like mad towards the screen before hitting the ground, and the camera moved nicely along side the victim to give the game a nice touch.
Bone breakers also had fantastic angles, though MKDA and MKD play excellent in this department as well, but in throws. I loved for example the way Kitanas/Qaun Chis MKDA throw worked, how the camera got a new perspective from the ground and you saw them falling down the victims.
Mk4 had a great use of it too, and maybe even better, the way it zoomed in and out with such speed made it fun to watch and play. I still remember Raydens knee crusher for example, how it zoomed to show the skull of the victim being crushed, and Sonyas spinning neck snap was superb, I loved how the camera took a new perspective from above ad twisted down along side her as soon as she started to descend. Another excellent bone breaker was Sub-zeros I think, the arm breaker (or was it Scorpion?). The camera just worked well.
But in terms of Fatalities, they really made the magic work.
The 3 times repetitive sequence for example was fun and excellent, it never gets old, it actually makes the fatality less tiring to see all the time. Some of the best examples are Raydens electricity shock, wow, the way he exploded 3 times with different camera angles was amazing!
I must also add other great examples such as Scorpions fire, though simple, the camera played nicely moving around getting far (and sometimes close) making it interesting to watch.
Liu Kangs was awesome! The throw and fireball destruction was great, it added variety to all fatalities, makes it fan. Same with Johnny Cages torso rip, moving from angle to angle showing more then just the front view. Another great one was Fujins wind, it was different, and we cant obviously forget Shinnoks amazing hand clap, the fan fatality (far-close-far-close views), the way the camera changes views for Sonyas leg grab and no doubt, the dragon and scorpion transformations. Awesome.
I really love the way the Mk4 camera was implemented and should most definitely return. MKDA and MKD used it but very little in the throws, Mk4 did much more and actually implemented it in the gameplay, the throws, bone breakers and finally, fatalities.
Im guessing MKA will sort of use a camera system with the Air kombat, it definitely has toâ¦
Awesome ideas. Hopefully the mk team hears all our wishes. There is most definitely hard thinking going around in many threads, and no doubt we, the fans, create and go deeper with many of the ideas that they have ignored or donât know about that can improve the game in so many levels.
You practically took the words out of my mouth with the whole âCamera systemâ? in Mk. And there is absolutely no point in denying that mk4 had the best use of this material then any of the other Mk games.
The new introduced system not only worked excellent in the Fatalities (I will get to that after this), but also in the very same game. For some reason the way the camera plays with the characters movement it feels more âfunâ? then in MKDA-MKD.
For example, I was super hyped back then when I first executed a roundhouse, I mean, wow, the kick-blow looked fantastic! It made the victim spin like mad towards the screen before hitting the ground, and the camera moved nicely along side the victim to give the game a nice touch.
Bone breakers also had fantastic angles, though MKDA and MKD play excellent in this department as well, but in throws. I loved for example the way Kitanas/Qaun Chis MKDA throw worked, how the camera got a new perspective from the ground and you saw them falling down the victims.
Mk4 had a great use of it too, and maybe even better, the way it zoomed in and out with such speed made it fun to watch and play. I still remember Raydens knee crusher for example, how it zoomed to show the skull of the victim being crushed, and Sonyas spinning neck snap was superb, I loved how the camera took a new perspective from above ad twisted down along side her as soon as she started to descend. Another excellent bone breaker was Sub-zeros I think, the arm breaker (or was it Scorpion?). The camera just worked well.
But in terms of Fatalities, they really made the magic work.
The 3 times repetitive sequence for example was fun and excellent, it never gets old, it actually makes the fatality less tiring to see all the time. Some of the best examples are Raydens electricity shock, wow, the way he exploded 3 times with different camera angles was amazing!
I must also add other great examples such as Scorpions fire, though simple, the camera played nicely moving around getting far (and sometimes close) making it interesting to watch.
Liu Kangs was awesome! The throw and fireball destruction was great, it added variety to all fatalities, makes it fan. Same with Johnny Cages torso rip, moving from angle to angle showing more then just the front view. Another great one was Fujins wind, it was different, and we cant obviously forget Shinnoks amazing hand clap, the fan fatality (far-close-far-close views), the way the camera changes views for Sonyas leg grab and no doubt, the dragon and scorpion transformations. Awesome.
I really love the way the Mk4 camera was implemented and should most definitely return. MKDA and MKD used it but very little in the throws, Mk4 did much more and actually implemented it in the gameplay, the throws, bone breakers and finally, fatalities.
Im guessing MKA will sort of use a camera system with the Air kombat, it definitely has toâ¦
Awesome ideas. Hopefully the mk team hears all our wishes. There is most definitely hard thinking going around in many threads, and no doubt we, the fans, create and go deeper with many of the ideas that they have ignored or donât know about that can improve the game in so many levels.
eddygordo Wrote:
al fatalities from MKSM sucked
i hope this time it wont
al fatalities from MKSM sucked
i hope this time it wont
not all of them, Kung lao's buzzsaw fatality was great.
But back on subject, yeah the camera has to been in the right place for the fatality to look good.
I have no idea how the angle is going to be like in MK:A with the new style of doing fatalities.
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From what we've all said together, the camera innovations are put simply:
Mk1-UMK3: Blackout, Change of perspective
MK4: Rotation, Things flying at the camera, Multiple replays, Zoom ins and outs, angles
MKDA-D: Facial emphasis, angles
MKSM: Slo-Motion and pauses, angles
But, things we haven't seen are:
Point of view shots (third person)
Weapon Tracking ( As I've said before: Almost like the point of view of a thrown weapon. Would work great with Scorpion's spear.)
Really Cinematic shots (Like Ermac raising an opponent high into the air and the camera looking down from the height as the person struggles, really making you know the drop is going to hurt. Or a western showdown shot before a Fatality)
Advance facial emphasis and close-ups (Basically, making it movie like in these aspects)
Quick changes of camera position during attacks (adds ferocious speed to the assaults. Also, enhances the "Cinematic feel)
Suprise shots where things quickly jump into frame (Like if Scorpion, after beating up the opponent, decides that they've had enough punishment and walks off frame.
The opponent thinking it's over, gets up and staggers away. As the opponent is limping away, a spear shoots into view, stabbing the opponent, they are then dragged off frame as Scorpion shouts; "Get Over Here!")
Mk1-UMK3: Blackout, Change of perspective
MK4: Rotation, Things flying at the camera, Multiple replays, Zoom ins and outs, angles
MKDA-D: Facial emphasis, angles
MKSM: Slo-Motion and pauses, angles
But, things we haven't seen are:
Point of view shots (third person)
Weapon Tracking ( As I've said before: Almost like the point of view of a thrown weapon. Would work great with Scorpion's spear.)
Really Cinematic shots (Like Ermac raising an opponent high into the air and the camera looking down from the height as the person struggles, really making you know the drop is going to hurt. Or a western showdown shot before a Fatality)
Advance facial emphasis and close-ups (Basically, making it movie like in these aspects)
Quick changes of camera position during attacks (adds ferocious speed to the assaults. Also, enhances the "Cinematic feel)
Suprise shots where things quickly jump into frame (Like if Scorpion, after beating up the opponent, decides that they've had enough punishment and walks off frame.
The opponent thinking it's over, gets up and staggers away. As the opponent is limping away, a spear shoots into view, stabbing the opponent, they are then dragged off frame as Scorpion shouts; "Get Over Here!")
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eddygordo Wrote:
al fatalities from MKSM sucked
i hope this time it wont
al fatalities from MKSM sucked
i hope this time it wont
I actually thought those fatalities were great. uting Sub-Zero's MK2 fatalities to 3-d was pretty cool to see
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