The Lazyiness of MK9's Fatalities and more...

With all those sections of the body that can be sliced off as showed above, why didnt cyraxs net fatality slice the other player in more pieces? I hope its a work in progress like hector said
 
Can you provide the link?

I've seen it too, but I don't remember the exact source. I think it was in an interview with some hyperactive black guy.

He said that the fatalities that have been shown are not the final version and some of them may even get combined. Video was out way before the Cyrax/Kitana reveal, so they've probably finished a lot of them. I haven't seen any new Fatality demos in a couple of months, tho.
 
Pushing the release date back is dangerous. That's how games get into development hell. Honestly MK9 looks great right now, 2-3 months should be enough time to polish the game.
 
I've seen it too, but I don't remember the exact source. I think it was in an interview with some hyperactive black guy.

He said that the fatalities that have been shown are not the final version and some of them may even get combined. Video was out way before the Cyrax/Kitana reveal, so they've probably finished a lot of them. I haven't seen any new Fatality demos in a couple of months, tho.

here is the interview

http://www.youtube.com/watch?v=ICcOMKzeg7c
 

Thanks a ton for finding this interview! It was more insightful than most others I've seen. I will certainly look forward to the polished version of this game now!

FRAME COUNTING!!!!!
I don't know if many know what this means for MK, but it is HUGE! Frame counting will allow for perfectly timed hits and combos as well as reduce, if not eliminate, the "how in the hell did THAT happen?" bull from previous MK's. I'm so friggin stoked about this!!!
 
Thanks a ton for finding this interview! It was more insightful than most others I've seen. I will certainly look forward to the polished version of this game now!

FRAME COUNTING!!!!!
I don't know if many know what this means for MK, but it is HUGE! Frame counting will allow for perfectly timed hits and combos as well as reduce, if not eliminate, the "how in the hell did THAT happen?" bull from previous MK's. I'm so friggin stoked about this!!!

But you should be concerned if they put in to many 1 frame links that online if the latency is a hair on the high side your going to have trouble pulling them off, one of the biggest issues with SSFIV online.
 
But you should be concerned if they put in to many 1 frame links that online if the latency is a hair on the high side your going to have trouble pulling them off, one of the biggest issues with SSFIV online.

With no frame counting, the game wouldn't be tournament worthy. It's a double edged sword. Frame counting is what gives SSFIV, Soul Calibur, and Tekken it's extreme technical fighting edge. Besides, I'd rather have my fight foiled by latency than a sloppy fighting engine.

Hopefully they will add command buffering as well.
 
I pray that the netcode for the game is adequate. Can you explain what frame counting is to someone who doesn't play any other fighters?
 
I agree with the OP 100%

it is just totally lazy on their behalf considering my self, and pirahna soldier have managed to come up with alot better ones them the team!

the fatalities so far ****ING SUCK! I mean its 2011 now! which means we have the tech, so it just confirms my suspicions.....the team is still just lazy....Every thing is a torso rip, some ridiculous over kill, or it ends with the legs on the floor from a torso related kill! I mean are they goin for comedy ? seems so...*sigh* so much for the serious mk boon promised....

also where the **** is this gore tech engine they keep speaking of?

I have heard countless interviews with them saying, they have an engine where the organs will spill out, toungues are flapping, when heads are severed at the jaw line...But I mean we have seen NOTHING of this!

and for any one saying "oh the game is still early and its in development" no...just no....We have seen 3 builds of the game and NOTHING has improved...least of all the fatalities....we are 4 months out of the games release now...and if you think were goin to get any thing in the fatalitie department other then what we have seen, your goin to be dead wrong....Thats what always makes mk fall short....the effort....its never quiet there.....

Another thing bothering me is the internal modelling....are you telling me they put all that time an effort to creat the innnards, and skeletons for all characters only to use it for 2 seconds of xray? I mean why has this not bean implemented into a fatality? like I said above with the innards an shit spilling out?

I would also put money on it that when we see scorpions toasty....It will be EXACTLY how it is done in mkvdc....Which infuriates me...Because WE HAVE THE SKELETONS MODELED! wouldnt you think they would take the time to make toasty any way? so we could see the fire burn the skin away and expose the skeleton underneath they have modeled? with out it being a special bonus, only to look like the mkvdc one? I man come on....even with reptiles, why havent we seen acid melting skin off to the bone? its just pathetic...

and I think people are judging this game based on its comparison to mkvdc...instead of its own merit...

there is also still too mich mkvdc stuff in this game in terms of animation....which again is lazy on their part....
 
I pray that the netcode for the game is adequate. Can you explain what frame counting is to someone who doesn't play any other fighters?

Frame counting is why it was so important NRS made the new MK run at a solid 60 frames per second. In 1 second there are 60 frames of animation. When programming a fighter, frame counting is used to balance characters and create a unique fight for each distinct character. And example of this is;

Let's say Scorpion and Raiden are standing in front of each other within jab distance. If you press the same attack button at the same EXACT time for both chacters, which character would hit which? In order to program this correctly and create a unique fight, they can assign the 30th frame of 1 second of animation for Scorpion's jab and the 35th frame of 1 second for Raiden's jab to be the 'connecting' frame, meaning when the hit actually lands. This means that if both characters jab at the same EXACT time, Scorpion's jab would connect and cancel out Raiden's jab. NOW, most likely they would then program Raiden's jab to do slightly more damage to BALANCE out the two character's moves. This setup allows for you to learn your character on a deeper level, knowing what moves cancel out other fighters' moves and so on. Because of this effect, you can rely on your moves each and every time to do EXACTLY what you expect them to WHEN you want them to.
 
Frame counting is why it was so important NRS made the new MK run at a solid 60 frames per second. In 1 second there are 60 frames of animation. When programming a fighter, frame counting is used to balance characters and create a unique fight for each distinct character. And example of this is;

Let's say Scorpion and Raiden are standing in front of each other within jab distance. If you press the same attack button at the same EXACT time for both chacters, which character would hit which? In order to program this correctly and create a unique fight, they can assign the 30th frame of 1 second of animation for Scorpion's jab and the 35th frame of 1 second for Raiden's jab to be the 'connecting' frame, meaning when the hit actually lands. This means that if both characters jab at the same EXACT time, Scorpion's jab would connect and cancel out Raiden's jab. NOW, most likely they would then program Raiden's jab to do slightly more damage to BALANCE out the two character's moves. This setup allows for you to learn your character on a deeper level, knowing what moves cancel out other fighters' moves and so on. Because of this effect, you can rely on your moves each and every time to do EXACTLY what you expect them to WHEN you want them to.

Understood - thanks for the explanation. But how is the average player going to know this stuff? I guess that's why you said it was more for tournament plays.
 
Great find on the interview man, I knew I saw that somewhere. Lol. As for the frame counting, I think it's going to provide for a deeper fighter engine than just seeing who can execute the most combos first. Also I like the fact that the fatalities are still being tweaked. I hope the NRS team doesn't release anymore fatality vids to save some room for surprise. I rather go the next 3 months in the dark then be shown everything so by the time you get the game, you would of have seen everything. What they have shown now is about 85% of what they should show which leaves the next 90 days of final polish, IMO.
 
hmmm I really dont think were goin to get that much of an improvement on the fatalities...its pretty obvious they are just focussing on the slicing points....which sucks.....I mean why model all the organs an skeletons just to have lame ass cut points on EVERY fatality....even then 70% we have seen are all torso related..
 
I hope the NRS team doesn't release anymore fatality vids to save some room for surprise. I rather go the next 3 months in the dark then be shown everything so by the time you get the game, you would of have seen everything. What they have shown now is about 85% of what they should show which leaves the next 90 days of final polish, IMO.

I... disagree. If you don't want to see too much, then you should just not go around looking for MK news. But most of us want something. I'm not saying everything needs to be revealed, but we should know what we're getting when we buy the game.
 
I... disagree. If you don't want to see too much, then you should just not go around looking for MK news. But most of us want something. I'm not saying everything needs to be revealed, but we should know what we're getting when we buy the game.
Yeah you'r right. I was just speaking about the fatalities particularly. I don't mind some more gameplay vids and arenas. I still want to get the game and be surprised to as what fatalities I'm going to see.
 
Yeah you'r right. I was just speaking about the fatalities particularly. I don't mind some more gameplay vids and arenas. I still want to get the game and be surprised to as what fatalities I'm going to see.

Oh, then I misunderstood. Of course I don't want to see most of the fatalities before I get the game aswell. On that point, I agree. :P
 
So far, Kung Lao's is the best. Others' look good too but hopefully the other fatalities will be better and not so half-ass.
 
hmmm I really dont think were goin to get that much of an improvement on the fatalities...its pretty obvious they are just focussing on the slicing points....which sucks.....I mean why model all the organs an skeletons just to have lame ass cut points on EVERY fatality....even then 70% we have seen are all torso related..

Can't you see you are answering your own questions? Why would they create a whole internal model? Obviously they are going to use them in fatalities. I just think they do not want to show this yet, maybe not to spoil the experience when we finally get the game. And totally agree with it, I'd rather see most of the fatalities myself on the game when I get it.
 
the only fatalities I think look half assed so far are nightwolf's kitana's and scorpion's second. the best so far look like kung lao and sektor's. I think that we haven't seen nothing yet. these fatals were probably just teasers. they' gonna get better by launch.

I'm posting this from my phone. htc is the shit.
 
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