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In the Mortal Kombat series of fighting games, a Fatality is a special finishing move that can be used against one's opponent at the end of the final match. When the announcer (usually Shao Kahn) says "Finish Him/Her," the player can choose to kill him or her through a very violent fatality move. Unlike special moves, a fatality may require certain distances and quick button sequences in order to achieve the desired result (for example, in Mortal Kombat 3, Sub-Zero's Break Down Fatality requires that he stands close to the opponent and quickly execute Block, Block, Run, Block, Run). Every character has their own special fatality that must be performed at a certain distance from the opponent. The number of fatalities varies depending on the game; while characters in Mortal Kombat and Mortal Kombat: Deadly Alliance had only one, Mortal Kombat II and its updates featured as many as four. Traditionally for the main and important characters of the games (such as Sub-Zero, Raiden, Scorpion, etc.) their fatalities are usually a reflection of either their storyline or their special abilities- eg, Sub-Zero's fatalities have traditionally involved the use of his powers of ice (though his spine rip was found to be the most infamous of the fatalities), whereas Scorpion's storyline of a hellspawn ninja spectre involves the use of setting someone alight or using his famous spear in a fatality.
[edit] OriginWith the Street Fighter II series dominating arcades, Mortal Kombat co-creators Ed Boon and John Tobias wanted to create a fighting game that retained Street Fighter's gameplay without being a complete copy. Originally, the project revolved around actor Jean-Claude Van Damme[1][2]. This idea was eventually dropped and Mortal Kombat was born. Tobias and Boon started with the idea of Street Fighter II's system and retained many of its conventions (fireball-style projectile attacks, one on one matches, minigames, etc.), but tweaked others (the block button, special endurance matches, juggling, etc.). The most notable additions were graphic blood effects, more brutal fighting techniques (such as the twisting of body parts), and fatal finishing moves. Traditional fighting games ended with the loser knocked unconscious and the victor posing for the players, which meant that characters never actually died during a match. The idea of a fatality proved very popular with fans, resulting in Mortal Kombat's success. [edit] Variations
[edit] Stage fatalitiesStage fatalities brought a new level of environment interaction within the series. A stage fatality occurs when a player uses a part of the stage or map to execute a fatality that is not a standard character fatality. Some examples of stage fatalities are having the victim fall into a pool of acid or a pit of spikes, or to be run over by a subway train. Stage fatalities are present in the series from Mortal Kombat through Mortal Kombat: Shaolin Monks and Mortal Kombat: Armageddon, though are absent from Mortal Kombat: Deadly Alliance. The stage does not darken in stage fatalites. Mortal Kombat: Deception features more stage fatalities than any previous Mortal Kombat game. Renamed "Death Traps", there are more stages that allow death by stage interaction than not. No longer is a special button combination required as the opponent only needs to be either standing or hit in a particular spot on the stage. Unlike previous stage fatalities, "Death Traps" can be initiated anytime during a round and only require the opponent be hit into them, meaning an instant victory. However, if they are not executed in the decisive round, the fight does not end, going on to the next round. This action acts as a ring out. [edit] Hara-KiriAnother kind of fatality is the Hara-Kiri. The Hara-Kiri (which is Japanese for a certain type of ritual suicide, and literally means belly cut; even though Kenshi is the only character who uses the Hara-Kiri in this form) is a move in which the losing player kills him/herself upon defeat at the end of the last match, rather than be finished off by his/her opponent. It is the first and only time in the Mortal Kombat series in which the defeated player is allowed to perform a finishing move. The move Hara-Kiri made its debut in Deception and Unchained and seems to be a popular feature with the fans, although is not included in Mortal Kombat: Armageddon due to the new Kreate-a-Fatality feature. Although it was called a fatality in-game, the first example of a suicidal finishing move in Mortal Kombat was Cyrax's "self-destruct" move from Mortal Kombat 3 and Mortal Kombat Gold; Cyrax, a cyborg, enters a code on to his arm panel and moments later explodes along with his opponent in a manner reminiscient of the ending of the first Predator movie. Smoke went farther with his fatality, since he destroys the whole planet (and every living being on it) with giant bombs. In Mortal Kombat Gold, Cyrax adopted this Fatality together with his own while Smoke adopted Cyrax's self-destruct as his Hara-Kiri in Deception. Some examples of Hara-Kiris are Sindel performing a back flip but landing badly, breaking her neck and Liu Kang internally combusting. [edit] Heroic BrutalityHeroic Brutalities appear in the Midway/DC Comics crossover game Mortal Kombat vs. DC Universe as exclusive finishing moves for the DC heroes. While they are similar to Fatalities, a Heroic Brutality doesn't kill an opponent, since normally the DC heroes don't kill people. These can range from somewhat gruesome like Green Lantern's, in which he crushes his enemy in a bubble of green energy breaking all of their bones, to the Flash's where he lifts the enemy into the air with a tornado and simply punches them down. Another example would be Superman's Heroic Brutality, where he repeatedly pounds his enemy into the ground. Brutalities are easier to do then the Brutalities of Mortal Kombat 3, requiring hit combos identical to the normal Fatality hit combo and are noticably less violent, probably being the least violent non-parody finishing moves in Mortal Kombat history. [edit] Kreate-A-FatalityFor Mortal Kombat: Armageddon, the fatality concept was completely revised. In all previous games, fatalities and finishing moves were in the form of a button combo, activating a scripted animation sequence. For MK:A, the old system was replaced with a new Kreate-A-Fatality, or "kustom chain-fatality" system. After defeating an opponent in two rounds (with default settings), players are given a limited amount of time to perform one of several violent moves (such as ripping an organ out) attributed to a button and direction combination. The time then resets and the player can perform a second move, but the timebar decreases more rapidly after each move. The longer a player is able to continue the chain, the higher ranking his fatality receives:
It is possible, with practice, to pull off a fatality of up to twelve moves. It is also possible to "fail" the fatality by running out of time before performing a final finishing move (such as ripping the opponent's head off). If time runs out before the player can end the chain with a final fatal move, no rank or reward is given and the fatality is not counted, regardless of how many moves were completed. Once the player reaches 12 chains, he/she must use a finisher or else the fatality sequence will stop and the player will not receive a rank or reward. This has been met with a mixed reaction, with some fans and critics preferring the more interactive nature and freedom of the Kreate-a-Fatality system, and others missing the previous games' character-specific ending moves and alternatives to killing the opponent. Also, originally, there were individual character-specific Kreate-a-Fatality moves for each character, but this feature was dropped, reportedly due to such a feat's infeasibility (especially in regards to the Kreate-A-Character option, which individual moves would not translate to). [edit] References
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