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Ok fatality idea...lets get real gritty.
I want a character to pull out a sheet of sand paper and scrub it across the characters face for like 10 seconds as fast as he can and then arms, legs, upper/lower back, neck, ankles and bottom of the foot. Then poor alcohol all over their body wait 8 seconds for the pain then set them on fire.
And yea...I got a lot more.
I want a character to pull out a sheet of sand paper and scrub it across the characters face for like 10 seconds as fast as he can and then arms, legs, upper/lower back, neck, ankles and bottom of the foot. Then poor alcohol all over their body wait 8 seconds for the pain then set them on fire.
And yea...I got a lot more.
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That Fatality sounds a bit silly to me...
Besides, this thread is for discussion of the elements of the fatality, not actual fatality concepts, unless you're using them as an example as I have.
Go here if you want to post random fatality concepts: http://www.mortalkombatonline.com/content/forum/showmessage.cds?id=65972&page;=3
Besides, this thread is for discussion of the elements of the fatality, not actual fatality concepts, unless you're using them as an example as I have.
Go here if you want to post random fatality concepts: http://www.mortalkombatonline.com/content/forum/showmessage.cds?id=65972&page;=3


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Ed boon said that you actually get to control the elements of the fatality and create it in your image. Like you can rip a guys heart out and then throw it in his face. Or you cand rip his or hers arms of and beat them till they die.
FUCKKKKKKKKKKKKKKKKKKKEN AHH MAN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!SONES A BITCHES IS FUCKEN WITH THE GOD DAMN MORTALCOMBAT HISTORY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!I SAY WE SHOULD ALL STICK A KNIFE THROUGH THERE FUCKEN DICKS, AND PUSSEYS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



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They should do a Fatality like this:
Sub Zero freezes their legs to the ground, beats the crap out of them, breaks their neck, stabs them with his sword, rips open their body with his bare hands, and then pulls out their organs and their spine from the front. And the person is still frozen to the ground. Then he freezes the rest of their body and then kicks them over, and they shatter.
Yeah.
Sub Zero freezes their legs to the ground, beats the crap out of them, breaks their neck, stabs them with his sword, rips open their body with his bare hands, and then pulls out their organs and their spine from the front. And the person is still frozen to the ground. Then he freezes the rest of their body and then kicks them over, and they shatter.
Yeah.


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Wow, this thread is deep. Nice job Tg. I can't believe i didn't come to this discussion forum till now :O Lots of great facts in here, i wonder if the mk team or scouting team or whatever it's called, is actually doing some homework and using any forum to make sure that they're doing it for their fans. If i put myself into their shoes, and i thought about it, i would probably want my own ideas in there, thinking as a midway staff member, and i wouldn't want to borrow people's ideas...but heck.. if that's how it is..then we might as well either keep waiting and submitting ideas or one of us actually joins the team and makes em listen or we could all take over the company and re-make whatever portions of the game that needs to be fixed and made cool again. Or, knowing Boon, the mk franchise would less likely be sent to another company for designing. I wouldn't mind if someone else tried to make the game on the next-gen consoles. I'd like to see the result.
I know many of this might have already been said, but since i'm late i'm gonna say what i need to say.
Anyways.
Back onto main topic; Elements of a fatality. Fatalities need to be gruesome, highlighting, stands out, brings a crowd, people with wide opened eyes, bulging eyeballs, shocked expressions, creative, painful, bloody, arena-interactive, character-matching, in between too realistic and too unrealistic, no pathetic attempts at a comedy, i mean...might as well make a new section called "Comedalities" cause fatalities are supposed to be fatal and not funny.... Camera Angles are a must, The black background..mm. should happen to only one characters' fatality in the whole game which would create that sort of shock being unexpected.
I know it's a pain to ask for CG fatalities.. but they would really look neat and would probably wow a lot of people, but still there are many others who would like the 2d way of the fatalities. There's load time as well right.. considering midway..i would expect a bigger load time than normal if the fatalitiy was cg. Fatalities should also depend on where your character is, this means, that even standing behind an opponent would result in a different outcome. Fatalities need custom effects to make it even more enjoyable. Like mentioned, executing different commands would be neat, but if it was cg, then forget about this. Fatalities need that slow bloody drip feeling, and not that gush of blood that looked like paint was splashing all over the place like. In MK: D one of the fatalities had one of the characters lay on the floor dead, and i noticed that the blood still dripped normally as it would drip if the person was standing, i mean..c'mon.. it's supposed to fall straight onto the floor..and not straight down the legs..if they're lying down.
Camera angles need more 1st person, and 3rd person views, and could alternate between them as well. Camera angles could even black out for a second or two for a certain fatality, making people unaware of what happened. This may not be the best thing as you would want to see what happened, but it reminded me of an Akuma move. Blood could fill the camera screen as well when an opponent cuts an opponent, and then after the blood fills the screen, the camera could shift to another angle.
Many things can be done to make a fatality better, and not just plain guts and limbs removal...etc.. that is just "last generation" material. We want to be shocked once again.. Even my brother who watched me perform the fatalities was anxious to see what they were when mk:DA first came out...but after watching them... he said the fatalities just sucked... i wouldn't blame him.. I really think that from MK : D the way the characters get up after dying, the getting up stance is soo cool, something like that needs to be done to fatalities something new, and i really thought that those were even better to watch than watching most of the fatalities. I liked Scorpion's Spear the head and pulling the head off.. I got some more but someone else needs to use my pc... I'll Be Back "Fatality" lol.. that's about how a MK fatality might look like these days.
I know many of this might have already been said, but since i'm late i'm gonna say what i need to say.
Anyways.
Back onto main topic; Elements of a fatality. Fatalities need to be gruesome, highlighting, stands out, brings a crowd, people with wide opened eyes, bulging eyeballs, shocked expressions, creative, painful, bloody, arena-interactive, character-matching, in between too realistic and too unrealistic, no pathetic attempts at a comedy, i mean...might as well make a new section called "Comedalities" cause fatalities are supposed to be fatal and not funny.... Camera Angles are a must, The black background..mm. should happen to only one characters' fatality in the whole game which would create that sort of shock being unexpected.
I know it's a pain to ask for CG fatalities.. but they would really look neat and would probably wow a lot of people, but still there are many others who would like the 2d way of the fatalities. There's load time as well right.. considering midway..i would expect a bigger load time than normal if the fatalitiy was cg. Fatalities should also depend on where your character is, this means, that even standing behind an opponent would result in a different outcome. Fatalities need custom effects to make it even more enjoyable. Like mentioned, executing different commands would be neat, but if it was cg, then forget about this. Fatalities need that slow bloody drip feeling, and not that gush of blood that looked like paint was splashing all over the place like. In MK: D one of the fatalities had one of the characters lay on the floor dead, and i noticed that the blood still dripped normally as it would drip if the person was standing, i mean..c'mon.. it's supposed to fall straight onto the floor..and not straight down the legs..if they're lying down.
Camera angles need more 1st person, and 3rd person views, and could alternate between them as well. Camera angles could even black out for a second or two for a certain fatality, making people unaware of what happened. This may not be the best thing as you would want to see what happened, but it reminded me of an Akuma move. Blood could fill the camera screen as well when an opponent cuts an opponent, and then after the blood fills the screen, the camera could shift to another angle.
Many things can be done to make a fatality better, and not just plain guts and limbs removal...etc.. that is just "last generation" material. We want to be shocked once again.. Even my brother who watched me perform the fatalities was anxious to see what they were when mk:DA first came out...but after watching them... he said the fatalities just sucked... i wouldn't blame him.. I really think that from MK : D the way the characters get up after dying, the getting up stance is soo cool, something like that needs to be done to fatalities something new, and i really thought that those were even better to watch than watching most of the fatalities. I liked Scorpion's Spear the head and pulling the head off.. I got some more but someone else needs to use my pc... I'll Be Back "Fatality" lol.. that's about how a MK fatality might look like these days.


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Ok i'm back. :P
They could even add blur effects to cameras when characters get dizzy as well, spinning camera angles to show confusion. Fatalities are hard work, especially when creating them on paper and putting it into works, and especially when there's a lot of characters in a game. I think that if they want to succeed in making good fatalties, they need a game with only fan favourite characters and a smaller amount of characters and go from there, so that they have more time to focus on fatalities. But, given that midway's main focus was on gameplay this time around.. mkda and mkd, and now mka with the aerial attacks, i doubt that they will improve on the fatals. like mentioned.. the create a fatality idea was thrown in to avoid extra work for all 60 characters.. At least if possible, they could have made fatalities downloadable while playing online as well. This would make the game even better, and downloadable content is always an extra bonus and would make the game even better. This way midway can keep working on new ideas on the game. And MK:A would be a decent choice, since it has tons of characters. And not just fatals right, all the rest of the stuff as well.
I think that returning fatalities would still not excite many people. That's why fresh new ideas need to be made and not just simple ones as well.. Even if i had to watch the old fatalities over again on the next gen consoles.. i wouldn't be amazed..unless it was done in cg. So, the only way to do it in game like mentioned again and again...creativity and hard work. Fatalities need to be kept secret and not given away so easily in strat guides and books.. this way it'll keep the game fresh for a little while longer.
Fatalities need that camera angle to go to the extra mile, it needs to take everything to the extra mile, even though parents may not like it.. but at least the game can have an A rating if it's that good and gory. Camera angles that follow the blood and bones shattering etc in bodies, camera angles showing pulsating hearts and exploding hearts and organs and spinal cracks, and muscle tears and viscious sound effects of crackling and burning and intense pain. And one thing they really need is good voice acting..and please no.... childish screaming..otherwise that'd ruin the fatality..
Another element could be Lighting and Sound Ty. If you haven't considered it.
Environment,Lighting and Sound:
Even though turning the background completely pitch black isn't always such a good idea, for it gives me the feeling that they're ignoring everything in the background.. Lighting should change slightly or modified just about the right amount to change the look of the arena into a more evil one or a more annihilation feel. For eg; When a fatality takes place, the lighting if it's during daytime, changes to night, and if it's night time, there's extra lightning or thunder added in to give that extra excitement to the players. And not just those, there should be more added to the different types of arenas as well. For eg; if the arena is an " evil cathedral" there'd be louder noises of church bells, and louder caws made by crows and quick rapid movement of wind and whistling and leaves flying everywhere. Fatalities need that extra enviromental effect as well.
They could also use a Test your Might feature in here like shown in concepts before to put a fatality to its best. This way it'd make users want to redo the fatality if they missed it. More to Come Later.
They could even add blur effects to cameras when characters get dizzy as well, spinning camera angles to show confusion. Fatalities are hard work, especially when creating them on paper and putting it into works, and especially when there's a lot of characters in a game. I think that if they want to succeed in making good fatalties, they need a game with only fan favourite characters and a smaller amount of characters and go from there, so that they have more time to focus on fatalities. But, given that midway's main focus was on gameplay this time around.. mkda and mkd, and now mka with the aerial attacks, i doubt that they will improve on the fatals. like mentioned.. the create a fatality idea was thrown in to avoid extra work for all 60 characters.. At least if possible, they could have made fatalities downloadable while playing online as well. This would make the game even better, and downloadable content is always an extra bonus and would make the game even better. This way midway can keep working on new ideas on the game. And MK:A would be a decent choice, since it has tons of characters. And not just fatals right, all the rest of the stuff as well.
I think that returning fatalities would still not excite many people. That's why fresh new ideas need to be made and not just simple ones as well.. Even if i had to watch the old fatalities over again on the next gen consoles.. i wouldn't be amazed..unless it was done in cg. So, the only way to do it in game like mentioned again and again...creativity and hard work. Fatalities need to be kept secret and not given away so easily in strat guides and books.. this way it'll keep the game fresh for a little while longer.
Fatalities need that camera angle to go to the extra mile, it needs to take everything to the extra mile, even though parents may not like it.. but at least the game can have an A rating if it's that good and gory. Camera angles that follow the blood and bones shattering etc in bodies, camera angles showing pulsating hearts and exploding hearts and organs and spinal cracks, and muscle tears and viscious sound effects of crackling and burning and intense pain. And one thing they really need is good voice acting..and please no.... childish screaming..otherwise that'd ruin the fatality..
Another element could be Lighting and Sound Ty. If you haven't considered it.
Environment,Lighting and Sound:
Even though turning the background completely pitch black isn't always such a good idea, for it gives me the feeling that they're ignoring everything in the background.. Lighting should change slightly or modified just about the right amount to change the look of the arena into a more evil one or a more annihilation feel. For eg; When a fatality takes place, the lighting if it's during daytime, changes to night, and if it's night time, there's extra lightning or thunder added in to give that extra excitement to the players. And not just those, there should be more added to the different types of arenas as well. For eg; if the arena is an " evil cathedral" there'd be louder noises of church bells, and louder caws made by crows and quick rapid movement of wind and whistling and leaves flying everywhere. Fatalities need that extra enviromental effect as well.
They could also use a Test your Might feature in here like shown in concepts before to put a fatality to its best. This way it'd make users want to redo the fatality if they missed it. More to Come Later.
Something I just thought of while reading this thread made me laugh so hard. Someone mentioned something about fatalities being used to humiliate your opponent. What I though would be, not only YOU would humiliate them but the game itself would too. It would probably only be after a brutality and they would have to change the brutalities to be the way they were in UMK3(having to hit A LOT of buttons) but afterwards the BRUTALITY word would flash over the screen and the announcer in the game would be like "You just got owned!" That would be totally hilarious. If they want funny stuff in the next MK, thats where they should start.


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i rekon a good fatality would be for reptile gouge their eyes out then they wont see so they run round wildly n then reptile wraps his tongue around them pulls them towards him then he bites the head then he shows a toothy grin and brain and stuff are on hes teeth
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The Armageddon Presentation has shown the first glimpse of the new Create-a-Fatality system and as I suspected it looks played for laughs rather than shocks. It also seems very generic and some of the moves involved are too fast. Scorpion has his skull ripped out at the speed of light, before being torso ripped... Prior to this, he had organs and leg bones removed at a similarly ridiculous pace.
I think we can say goodbye to the hopes of having cinematic fatalities; the camera doesn't change during the new fatalities and there's no build up for tension, it's just a relentless comedy ripping fest. Some of the best fatalities have been one move affairs, Kung Lao's DA Fatality for example; the fatality starts having only brief pause before he throws his hat into their head. He then walks slowly up to them, and stomps the hat out of their skull, catches it and goes into a winning pose. Now that's a tense fatality. It's minimalist but cool. I don't think this new system can live up to the past. These are just first impressions, though.
I think we can say goodbye to the hopes of having cinematic fatalities; the camera doesn't change during the new fatalities and there's no build up for tension, it's just a relentless comedy ripping fest. Some of the best fatalities have been one move affairs, Kung Lao's DA Fatality for example; the fatality starts having only brief pause before he throws his hat into their head. He then walks slowly up to them, and stomps the hat out of their skull, catches it and goes into a winning pose. Now that's a tense fatality. It's minimalist but cool. I don't think this new system can live up to the past. These are just first impressions, though.


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Yes, i believe you're right nobrainer, yea after watching the brief fatalities, i was un-amazed. It's nice to have custom fatalaties...but not very fun when it's a combination of the old crap that we had to deal with since mk1 came out.. by that i mean..that we're just watching oldschool fatalaties when it's the new age already. Hopefully cg fatals can make it to the ps3. And they did make the background fade in pitch black again didn't they?
And Boon did mention that specific characters would have some of their key fatalties, like Scorpion Subzero etc, i really hope this isn't exactly the same fatality as before... For they have a ton of characters to deal with.. and way too many fatalties to work on.. and by looking at the custom fatalities option they had to go through with, there aren't too many new fatalities in this game other than the custom ones. And i believe the custom fatalaties was also an addition to accompany the create a character section as well. But still, i really hope that they work on some new fatalities for the characters.
And Boon did mention that specific characters would have some of their key fatalties, like Scorpion Subzero etc, i really hope this isn't exactly the same fatality as before... For they have a ton of characters to deal with.. and way too many fatalties to work on.. and by looking at the custom fatalities option they had to go through with, there aren't too many new fatalities in this game other than the custom ones. And i believe the custom fatalaties was also an addition to accompany the create a character section as well. But still, i really hope that they work on some new fatalities for the characters.
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There are eleven finishing options shown in the four examples we see in the presentation. This is how they played out...
The four Fatalities shown in the MK Armageddon presentation are as follows:
Example 1: Organ Rip, Head Rip
Example 2: Double Rib Rip, Skull Rip, Head Rip
Example 3: Gut Punch, Kick, Hook Punch, Knee Kick to the face, Skull Rip, Organ Rip, Femur Bone rip, Torso Rip
Example 4: Organ Rip, Hook Punch, Femur Bone rip, Gut Punch, Knee Kick to face, Skull Rip, Spine Rip
I think a better way to have done the fatality system would have been to allow players to pick the moves they would like to chain together during the making of their custom fighter. This would mean that you could not only change the order of your finishing attacks, but also pick entirely different moves to go in your set. This would lead to alot more variety and online, people would be able to see what fatalities other people have chosen, rather than just re-ordering generic moves.
The four Fatalities shown in the MK Armageddon presentation are as follows:
Example 1: Organ Rip, Head Rip
Example 2: Double Rib Rip, Skull Rip, Head Rip
Example 3: Gut Punch, Kick, Hook Punch, Knee Kick to the face, Skull Rip, Organ Rip, Femur Bone rip, Torso Rip
Example 4: Organ Rip, Hook Punch, Femur Bone rip, Gut Punch, Knee Kick to face, Skull Rip, Spine Rip
I think a better way to have done the fatality system would have been to allow players to pick the moves they would like to chain together during the making of their custom fighter. This would mean that you could not only change the order of your finishing attacks, but also pick entirely different moves to go in your set. This would lead to alot more variety and online, people would be able to see what fatalities other people have chosen, rather than just re-ordering generic moves.


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Yea, anyways, back onto topic. They really should have moved the camera around during this time period. Maybe even slow down the fatalitiy to show the victim's pain and at that time rotate the camera so that we can get a better view and understanding of the scene. But instead, it's a fatalitiy fest.. quick fast paced brutatlity which is supposed to make us laugh in one camera angle point.
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-[And threw his eyes, death looks upon the earth}- ..... then you get erection
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So , Mortal kombat has the best finishing system in all of the fighting games in my opinion but NEVER anything sexual ... lets think about this for a minute, we have all used the Green sexual conquest mode hack for the game Tekken 4 so why not a secret sexual stage for mortal kombat where scorpion has (
with jade.... I think its what more than half of the mortal kombat players are waiting for ... and remember the point of the thread , fatalities.. *Sexalities*
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Sub-ZeroX-Machine Wrote:
So , Mortal kombat has the best finishing system in all of the fighting games in my opinion but NEVER anything sexual ... lets think about this for a minute, we have all used the Green sexual conquest mode hack for the game Tekken 4 so why not a secret sexual stage for mortal kombat where scorpion has (
with jade.... I think its what more than half of the mortal kombat players are waiting for ... and remember the point of the thread , fatalities.. *Sexalities*
So , Mortal kombat has the best finishing system in all of the fighting games in my opinion but NEVER anything sexual ... lets think about this for a minute, we have all used the Green sexual conquest mode hack for the game Tekken 4 so why not a secret sexual stage for mortal kombat where scorpion has (
You are really disturbed. No one wants to see that... You perv!
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I did not have time to go through and read everyone's post, obviously that could take a real long time. So with that being said my ideas would be:
1) Make the fatality suit the character, this is a must
2) aim for the type of fatalities used in MK2. MK2 and most of MK3's fatalities were good. Simplistic and realistic is good. (you may say look at the dragon morph fatality from MK2 (not realistic) , but for Liu Kang and his meditation abilities it seems like it could be fairly realistic to me. Believable is good, so it kind of goes with my first point.
I guess that's it for me, I guess the most important thing is for the fatality to suit the character, Thought and creativity must really go into this process. No rush jobs. Not just, hey lets have him/her break so and so's neck, sounds good lets put it in. real thought.
1) Make the fatality suit the character, this is a must
2) aim for the type of fatalities used in MK2. MK2 and most of MK3's fatalities were good. Simplistic and realistic is good. (you may say look at the dragon morph fatality from MK2 (not realistic) , but for Liu Kang and his meditation abilities it seems like it could be fairly realistic to me. Believable is good, so it kind of goes with my first point.
I guess that's it for me, I guess the most important thing is for the fatality to suit the character, Thought and creativity must really go into this process. No rush jobs. Not just, hey lets have him/her break so and so's neck, sounds good lets put it in. real thought.
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Are you referring to the press conference, because that was only for one character and an early demo on what the character could do.
As for create-a-fatalitiy, I want a lot of imagination put in to do combinations that would truly find brutal. For example, Scorpion could rip off the opponent's arms, light them on fire THEN beat the living crap out of them (while they are on fire) and THEN rip off the head.
I like the idea of gaining previous fatality ideas and turn it into a part of a possible fatality. Like Fujin could lift the opponent in the air through a massive tornado. Then using his powers, rips off their legs, then arms and then compress the remaining body parts in the tornado to create a massive blood+guts explosion.
As for create-a-fatalitiy, I want a lot of imagination put in to do combinations that would truly find brutal. For example, Scorpion could rip off the opponent's arms, light them on fire THEN beat the living crap out of them (while they are on fire) and THEN rip off the head.
I like the idea of gaining previous fatality ideas and turn it into a part of a possible fatality. Like Fujin could lift the opponent in the air through a massive tornado. Then using his powers, rips off their legs, then arms and then compress the remaining body parts in the tornado to create a massive blood+guts explosion.
For me a fatality has to have climax. An example of a TERRIBLE Fatality would be Scorpion's neck snap... He rips off their leg, rips of their arm, and then....snaps their neck!? That's bloated and has no climax. If he ripped their head and Spine out through their stomach at the end, it would be climactic, but honestly, The Neck Snap is the least visually brutal move of that three part fatality.
To me a great fatality is concise and bloody; the best fatalities imo only require one motion from the character (The Spine Rip, Kung Lao's hat slice. etc)

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It may seem bizarre to say but fatalitis have lost ther edge to the quicness and short dark themed music that has disappeared.
You come to expect what the character is about to do because you know them so well you don't need the dramaticleading up to moments before they finish someone off.
Part of what makes drama interesting is that itis used at a proper moment to escalate some form of feeling. You can't overdo it.
You come to expect what the character is about to do because you know them so well you don't need the dramaticleading up to moments before they finish someone off.
Part of what makes drama interesting is that itis used at a proper moment to escalate some form of feeling. You can't overdo it.
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Anybody has ani idea about how many finishing moves will be in this game? In the Interwiev with Ed Boon i've read that are more than 2 fatality.
Is possible???
Is possible???

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yeah i think 2 also
I think create a faraility could work if they had a large list of stuff you could set for indiviudal fatalities. To make the create a fatality system work, they would have to have 4 things(and by the way i'm trying to be realistic here).
1. Special attacks such as fire and sonic screams. You should also be able to have delay effect mini fatalitys. It would be nice if these fatalitys that you enter the command for in the beggining, but dont take effect til you stop entering mini-fatalitys. Here's a example. For my KAK character i would like to be able to have a delay effect mini fatality where i (forcefully) shove a grenade in there rib cage. This is the first or second mini fatailty.. However, it doesn't explode till i stop entering mini fatalities. Even if the opponent is dead. This would allow the particulary sadistic players to desecrate there opponents dead body. Fatalities aren't supposed to be nice. ALso, with speicals included as mini-fatalitys, players could create fatalities somewhat reminescent of animalities(Morph specials) and brutalities( fast combo specials).
3. Have some mini fatalities alter the camera angle. I'm not asking to turn into 1 person or anything crazy like that. Just a slight tilt can mae the world of difference. This woulld be good for fatalities that taget the oppnents back for side. An example of this is Sub zero's infamous spine grabber. Even if Sub zero doesn't use spine rip anymore, someone is bound to use it for there KAK character. If the camera tilted a bit to the side of the oppnent, then this would really enhance the fatality. I haven't seen the fatality video yet, so if this is in there, please tell me. 4. Mini fatalitis that show struggle and build tension. In the spine rip in MK.DA, SUb-Zero didn't immediatley rip it out. He tried it a few times before actulley doing it. It also showed the victim in pain(plus the opponent screamed in pain) each time Sub Zero tried(until of course Sub Zero succeded and the oponent was put of of his or her misery). Can SOMEONE give me some feeback PLZ!?!
1. Special attacks such as fire and sonic screams. You should also be able to have delay effect mini fatalitys. It would be nice if these fatalitys that you enter the command for in the beggining, but dont take effect til you stop entering mini-fatalitys. Here's a example. For my KAK character i would like to be able to have a delay effect mini fatality where i (forcefully) shove a grenade in there rib cage. This is the first or second mini fatailty.. However, it doesn't explode till i stop entering mini fatalities. Even if the opponent is dead. This would allow the particulary sadistic players to desecrate there opponents dead body. Fatalities aren't supposed to be nice. ALso, with speicals included as mini-fatalitys, players could create fatalities somewhat reminescent of animalities(Morph specials) and brutalities( fast combo specials).
3. Have some mini fatalities alter the camera angle. I'm not asking to turn into 1 person or anything crazy like that. Just a slight tilt can mae the world of difference. This woulld be good for fatalities that taget the oppnents back for side. An example of this is Sub zero's infamous spine grabber. Even if Sub zero doesn't use spine rip anymore, someone is bound to use it for there KAK character. If the camera tilted a bit to the side of the oppnent, then this would really enhance the fatality. I haven't seen the fatality video yet, so if this is in there, please tell me. 4. Mini fatalitis that show struggle and build tension. In the spine rip in MK.DA, SUb-Zero didn't immediatley rip it out. He tried it a few times before actulley doing it. It also showed the victim in pain(plus the opponent screamed in pain) each time Sub Zero tried(until of course Sub Zero succeded and the oponent was put of of his or her misery). Can SOMEONE give me some feeback PLZ!?!

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I think the real reason why fatalaties suck these days is because none of them have their signature fatalaties anymore. I haven't seen Scorpion pull his mask off since MK4, and sub-zero did do something close, like pull a head off, but he follows it with a stupid thing like throwing at a body and making it explode.
I think since MK7 might have a chance at being a game for the next-gen consoles, and this being the last game, they should have new fatalaties followed by one of their old school classics. They can then go wild with the animation, like when Liu Kang does his Dragon morph, they can make it really gruesome when it bites the body in half. And when Scorpion does his toasty, u can actually see the flesh burning and melting down to the bone. This will give us the familiar shock we first felt when the original game came out.
I think since MK7 might have a chance at being a game for the next-gen consoles, and this being the last game, they should have new fatalaties followed by one of their old school classics. They can then go wild with the animation, like when Liu Kang does his Dragon morph, they can make it really gruesome when it bites the body in half. And when Scorpion does his toasty, u can actually see the flesh burning and melting down to the bone. This will give us the familiar shock we first felt when the original game came out.
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