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

Re: The problem with fatalities...then and NOW

Umm.... What are these videos then?



Looks like CGI scenes to me man....

And if you mean the bobble head, pointing at each other cut scenes that are done in real time, I don't think that falls under 'impressive'. They've done that scene since MK4. lol.

Those clips look a lot better than the real time shit from GoWIII, and the "bobblehead intros" don't look much different from the real time GOWIII clips, so what's your point.

That's not my point anyhow. Most people on here couldn't even create a basic model, let alone rig and animate a DECENT fatality.
 
Re: The problem with fatalities...then and NOW

Those clips look a lot better than the real time shit from GoWIII, and the "bobblehead intros" don't look much different from the real time GOWIII clips, so what's your point.

That's not my point anyhow. Most people on here couldn't even create a basic model, let alone rig and animate a DECENT fatality.

LMAO. Um. O.k. So if people are unable to manufacture a car from scrap metal that means they shouldn't point out flaws in the new 2011 lineup from Ford?
 
Re: The problem with fatalities...then and NOW

LMAO. Um. O.k. So if people are unable to manufacture a car from scrap metal that means they shouldn't point out flaws in the new 2011 lineup from Ford?

That's not what's going on here. You guys are being condescending when you couldn't begin to do what they're doing. It's one thing to say this would be a cool fatality or offer way to tweak them to make them better, but calling them lazy is a whole different ballgame.
 
Re: The problem with fatalities...then and NOW

why is every one saying the game is unfinished?!?!?!? its DONE! its 4 months out from release and we have seen nothing NEW! NOTHING! because there is nothing, sure they make tweak things...but in terms of fatalities...this is it....:(
 
Re: The problem with fatalities...then and NOW

Did you ever think they're trying to conceal maybe some secrets for release? MAybe they're saving things to reveal closer to release to get people hyped? 4 months is plenty of time for change and revelation.
 
Re: The problem with fatalities...then and NOW

why is every one saying the game is unfinished?!?!?!? its DONE! its 4 months out from release and we have seen nothing NEW! NOTHING! because there is nothing, sure they make tweak things...but in terms of fatalities...this is it....:(

Ummmm... we haven't even seen all of the fighters, so this is a pretty ignorant statement.
 
Re: The problem with fatalities...then and NOW

That's not what's going on here. You guys are being condescending when you couldn't begin to do what they're doing. It's one thing to say this would be a cool fatality or offer way to tweak them to make them better, but calling them lazy is a whole different ballgame.

It comes from a long line of half-assed MK efforts ever since UMK3. A lot of people on here are fans of the older games, but see the 3D games as cheap knock offs or under developed product with MK logos on them. From crappy movies to less-than-stellar games released for over a decade, it is the fans wanting the VERY BEST MK experience team NRS has to offer. Not just a shiny skin on a tired and rehashed way of thinking. The term lazy is used properly, IMO when referring to the fatalities we've seen so far. Kung Lao's fatality for MK2011 was and has been a favorite not because it is simply gorier than the others, but because it's execution is intense. The build up and aftermath to the gore is what most of these fans who fall under the "NRS is being lazy" category (and correct me if I'm wrong guys) are referring to. If you just swing swords, fans, and arm blades all day and cut people up that starts looking repetitive ... aka... lazy. The fatalities of each of the combatants should have as much personality befitting them as their new intros, winning stances, voice overs, etc. NRS developed a system of 'cut points' discussed deeper here... http://www.trmk.org/forums/showthre...s-Fatalities-and-more...?highlight=cut+points ... to create a toolset that minimizes the amount of development time needed to produce a fatality. If you are unhappy with the exact adjective used to describe the monotony of the fatalities we've seen, then pick from several others.... cheap, un-creative, un-inspired, dull, repetitive, and so on.
 
Re: The problem with fatalities...then and NOW

i totally agree adjun

with the time an money that NRS have now being under WB the effort is pathetic to say the least.....

also...Am I the only one who doesnt want a trilogy game with a new skin? coz it seems like that is all this game is goin to be :'(
 
Re: The problem with fatalities...then and NOW

i totally agree adjun

with the time an money that NRS have now being under WB the effort is pathetic to say the least.....

also...Am I the only one who doesnt want a trilogy game with a new skin? coz it seems like that is all this game is goin to be :'(

While I completely agree with you on the fatality front, I do believe NRS are on the right track with the new fighting engine. They have implemented Frame Counting like other top fighters and have brought in the ability to super charge every one of your character's basic fighting moves which should breathe a much needed breath of fresh air into the fights. I'm happy they have focused a lot of effort on the fighting engine this time around, but am sad to see that MK always seems to sacrifice the left hand for the right and vice versa.
 
Re: The problem with fatalities...then and NOW

Did you ever think they're trying to conceal maybe some secrets for release? MAybe they're saving things to reveal closer to release to get people hyped? 4 months is plenty of time for change and revelation.

THIS +1 REP!!11one
 
Re: The problem with fatalities...then and NOW

It comes from a long line of half-assed MK efforts ever since UMK3. A lot of people on here are fans of the older games, but see the 3D games as cheap knock offs or under developed product with MK logos on them. From crappy movies to less-than-stellar games released for over a decade, it is the fans wanting the VERY BEST MK experience team NRS has to offer. Not just a shiny skin on a tired and rehashed way of thinking. The term lazy is used properly, IMO when referring to the fatalities we've seen so far. Kung Lao's fatality for MK2011 was and has been a favorite not because it is simply gorier than the others, but because it's execution is intense. The build up and aftermath to the gore is what most of these fans who fall under the "NRS is being lazy" category (and correct me if I'm wrong guys) are referring to. If you just swing swords, fans, and arm blades all day and cut people up that starts looking repetitive ... aka... lazy. The fatalities of each of the combatants should have as much personality befitting them as their new intros, winning stances, voice overs, etc. NRS developed a system of 'cut points' discussed deeper here... http://www.trmk.org/forums/showthre...s-Fatalities-and-more...?highlight=cut+points ... to create a toolset that minimizes the amount of development time needed to produce a fatality. If you are unhappy with the exact adjective used to describe the monotony of the fatalities we've seen, then pick from several others.... cheap, un-creative, un-inspired, dull, repetitive, and so on.

Hector Sanchez has said that even the Kung Lao fatality isn't finalized, and I would bet they're holding back a lot since revealing everything would ruin the fun of seeing of the fatalities one the game drops. The stuff we've seen may be all we're getting, but I doubt it.
 
Re: The problem with fatalities...then and NOW

Hector Sanchez has said that even the Kung Lao fatality isn't finalized, and I would bet they're holding back a lot since revealing everything would ruin the fun of seeing of the fatalities one the game drops. The stuff we've seen may be all we're getting, but I doubt it.

I believe Hector said that we haven't seen anything if people are impressed by what they've seen at some interview I recall. I also assume there are better things to come, unless Hector is just lying. (I doubt it, no matter what spader says)
 
Re: The problem with fatalities...then and NOW

I believe Hector said that we haven't seen anything if people are impressed by what they've seen at some interview I recall. I also assume there are better things to come, unless Hector is just lying. (I doubt it, no matter what spader says)

That's true. 4 months is more than enough time to finish everything they have to do and polish the fatalities before shipping the game. The problem is, I'm sure there'll be fatalities with more than decapitations and slicing, but these others with explosions, melting, burning and stuff may be only DLC. They are gonna abuse DLC fatalities, and I don't like that. I think the game should have the best on disc already.
 
Re: The problem with fatalities...then and NOW

Put scorpions firebreath fatality that one was Sick.. and I agree with that guy 1,000% the fatalities are just Shitty.. they ALL look the same. I'd rather them just Go back to the other MK Games and recreate those.. Although Some of them look Incredible IMO, But that just Takes it away when they ALL look exactly the same..
I Really hope NRS doesnt disappoint the Fans.. I'm planning to go to the Midnight Realease And the last One I went to was Halo 3..
 
Re: The problem with fatalities...then and NOW

My lord, can anyone be happy that we have a M rated MK game again? Like even MK VS DC was good for me, but the problem with that game was that it lacked so much of the fun factor like secrets, more characters, a really freaking good story mode, and basically a good fighting engine and not sharing moves (Have you guys seen some kick Batman does, Sub-Zero does that same kick in MKD lol). MK will always be MK as long as it is violent but in my opinion, MK needs to fix their engine and this new MK game is looking really good on fixing it. So far I like most designs except Ermac, so the game looks like it will be kickass!
 
Re: The problem with fatalities...then and NOW

oh God, stop complainting there's variety such as Scorpion will have his toasty fatality and bet most of you probaly wont even win anyways to be able to perform a fatality.
 
thank god for DLC because they may have some freshly made fatalities for download like they expressed before so maybe that might make us happy for a little while:)
 
Re: The problem with fatalities...then and NOW

It comes from a long line of half-assed MK efforts ever since UMK3. A lot of people on here are fans of the older games, but see the 3D games as cheap knock offs or under developed product with MK logos on them. From crappy movies to less-than-stellar games released for over a decade, it is the fans wanting the VERY BEST MK experience team NRS has to offer. Not just a shiny skin on a tired and rehashed way of thinking. The term lazy is used properly, IMO when referring to the fatalities we've seen so far. Kung Lao's fatality for MK2011 was and has been a favorite not because it is simply gorier than the others, but because it's execution is intense. The build up and aftermath to the gore is what most of these fans who fall under the "NRS is being lazy" category (and correct me if I'm wrong guys) are referring to. If you just swing swords, fans, and arm blades all day and cut people up that starts looking repetitive ... aka... lazy. The fatalities of each of the combatants should have as much personality befitting them as their new intros, winning stances, voice overs, etc. NRS developed a system of 'cut points' discussed deeper here... http://www.trmk.org/forums/showthre...s-Fatalities-and-more...?highlight=cut+points ... to create a toolset that minimizes the amount of development time needed to produce a fatality.

I agree and disagree with you on some points. Agree that yeah I think that we all can say that there have been a lot of lazy efforts on their part in past: MKA(Annialation), MKA(Armagedon), Fatalities throughout multiple games execpt 1 and 2, unoriginal moves also throughout(except 1 and 2), and lazy plot elements(ditto). I disagree with saying that every mistake was being lazy. It was a lot easier making the first 3 2d games opposed to the newer 3d games. In reguards to technically what they had to do with animating, rigging, modeling, etc.. Lets remember that the 2d games were just motion capture. We can say that not every mistake was made is due to laziness, did you ever think that some things they personally thought might have been good changes? Everybody does not agree on everything, whether us fans or the development team.
 
I went ahead and merged this with the existing thread since we probably don't need a new "what the ****'s with the fatalities?" thread every week. Carry on.
 
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