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Mortal Kombat isn't shocking any more, but it could be
Chas_profile
Monday, March 21, 2011

It was all over for Scorpion. My Shadow Somersault left him in a daze, forcing him to watch in horror as I closed in and...paused to bring up the command list because I forgot how to do Johnny Cage's fatality?

Mortal Kombat

I eventually learned the command to decapitate the yellow ninja in the demo for next month's Mortal Kombat, but the fight's conclusion would have been boring even at the hands of a pro. That's because nearly 20 years have passed since the original Mortal Kombat shocked players with its over-the-top violence. It takes more than blood and gore to surprise us in 2011, but Mortal Kombat still uses its iconic fatalities as nothing more than drawn-out victory poses.

It doesn't have to be that way, though. Mortal Kombat can still use violence to surprise us like it's 1992 all over again.

 

Imagine you're nearing the end of a heated match. You and a friend trade blows back and forth. Both life bars indicate the fight will be over any second. Your buddy commands Scorpion to leap through the air with a flying jump kick, but you counter with Johnny Cage's Shadow Somersault. Instead of just knocking Scorpion to the ground, though, your kick rips him in half -- straight down the middle, showering Cage in blood. Your friend just stares at the screen, stunned.

Mortal Kombat needs to copy pages from Guilty Gear's and Soul Calibur 4's books and implement sudden death moves in the midst of battle, not after a player has already won. Today, there's no shock value in disecting your opponent when he's a sitting duck and the game literally tells you to do so. The key now lies in making fatalities a nearly constant threat.

The new Mortal Kombat features a meter that builds as you land and sustain attacks, similar to the one Street Fighter 4 uses. At certain increments, you gain access to different abilities like enhanced versions of special techniques, powerful counter-attacks, and brutal X-ray combos. The latter combine the gruesome spectacle of fatalities with Street Fighter's super combos, but they only deal damage. I think Mortal Kombat could recapture some of the series' early shock value if, instead of breaking a few bones and stealing a chunk of health, X-ray attacks ended in a sudden and violent death.

Of course, it would help if the ability was harder to execute and the meter illustrating how close you are to accessing it wasn't broadcasted for all to see. I'm sure developer NetherRealm Studios could think of an elegant solution, but a quick fix could be as simple as using the controller's rumble feature to silently clue the player to when he's nearing a fatality. By making the meter an invisible resource capable of ending the fight in an instant, Mortal Kombat could be more shocking than ever.

NetherRealm could tie unique fatalities to each special attack in a character's arsenal. In addition to halving foes with his Shadow Somersault, Johnny Cage could melt faces with his Green Orb, skewer torsos with a Shadow Kick, and neuter poor bastards with a Nut Breaker.

It would be a challenge to balance such a change, and we would lose the classic "Finish him!" line, but at least we would have a Mortal Kombat that made violence new again.

 
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Comments (7)
Robsavillo
March 22, 2011


If two other games have already surpassed Mortal Kombat's finishing mechanic, doesn't that mean the train's already left the station for the game?



Also, I'm not too cool with tying mandatory feedback mechanisms to rumble because not everyone has rumble-enabled controllers (I still primiarly use two, original sixaxis controllers for my PS3). And Mortal Kombat isn't the game to convince me to shell out an extra $55.


Photo3-web
March 22, 2011


Mortal Kombat will probably stand on brand-recognition alone. The developers have little incentive for the sort of "half-way innovation" that could confuse fans of the series. They'll just strive to more elaborate and gory fatalities.


Bitmob_avatar
March 22, 2011


I have one Dual Shock 3 and 5 old Sixaxises... Odds are I'm not using the Dual Shock most of the time. Tying that important of a game mechanic to peripherals should only happen if the peripheral was actually special.



I also don't see how the gore in MK9 isn't enough and why threatening with instant kills would somehow make them more shocking. Surprising with violence can happen through humor too (and most of the time MK doesn't take itself seriously). The violence was always meant to shock the elderly, which it will clearly do even this time around, and amuse the rest.



One more thing about the looming instant kill mechanic. It could be compared to Street Fighter 2 stun vs Street Fighter 3 stun. In SF2 you pretty much never know when you're going to be stunned.. Only the approximate moment (that you can measure if you took a lot of hits in a short time).  In SF3 you have a stun meter which clearly and plainly tells you when you will be stunned. There are also characters that attack stun meter better instead of dealing straight damage. One could argue that it's even more intense to see how close to the stun (almost certain death) you are and how will you deal with it because the opponent knows that you know too.


Chas_profile
March 22, 2011


The violence IS shocking (though not any more so than other recent games) and humorous the first time, but only the first time. After you've seen every fatality, what's the point if the match has already been decided?


Default_picture
March 22, 2011


I think you have some great ideas for further improvement, but I also think you're thinking a little too deep about the shock value.



Mortal Kombat will NEVER shock anyone as much as it did in '92 because no one had ever really seen something like that before.  It's easy to accept that I won't ever be slightly disturbed by a fatality ever again. However, my jaw will still drop and I will laugh in sadistic amusement when I see Kung Lao hold the severed halves of his opponent in the air like two fish he just caught, with blood, guts and bones hanging out.  I think with this game they wanted to focus on appeasing old fans more so than bringing in new ones (especially after MKvDC). That's not to say it was the entire focus with the new elements of tag team and X-ray moves added in.



This game is bringing MK back to it's roots. I'm sure that after this they will be looking for new ways to bring mroe shock and awe to the game.



 

Default_picture
March 23, 2011


What the author is suggesting sounds like those Brutalities from MK Trilogy (which I never bothered to try pulling off) only utilizing a setup similar to ending a combo attack in a Capcom vs. game with a Hyper Combo -- replace Hyper Combo with Fatality in this case. It's an intriguing concept, and even goes back to how in one of the most shameless ripoffs of Mortal Kombat, Time Killers, you could chop off limbs or decapitate an opponent before the round's end.



It's an interesting idea, though I think there should be at least some kind of stipulation on when it can be performed.



I'm not sure if the author or anyone else remembers Killer Instinct 2. In retrospect, it's not a great game, but it had three interesting ideas.



1. You could only use a finisher when an opponent's life bar was in the red, and there was no "dizzy" state like in the first game.



2. The character's second finisher could only be done mid-combo. Some of them (like Fulgore's) were a bitch to pull off, but implemented properly and with less frustrating controls, it could work beautifully.



3. In the same game, if you did or didn't kill certain characters, it affected the ending. I'd love to see something like that where if, say, Reptile would kill his master, Shang Tsung, and in his ending he and what was left of his race would be free from their older master's tyranny, or if you didn't kill Shang, he would backstab Reptile and kill him, but Reptile would, like, kill Shang at the same time. Something like that.



Just my two cents!


Default_picture
March 23, 2011


Fatalities aren't supposed to be a threat to your opponent they are a way of humiliating them further. There is also pressure on the winner to perform the fatality right. It's almost worse to win a match and whiff a fatality than to lose.


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