The Mortal Kombat games are about a lot more than just Fatalities.
When you first think of Mortal Kombat, you might think of Scorpion, Sub-Zero, or Sonya, but you’ll also think of Fatalities. The first fighting game, which came out in 1992, had the idea of an ending move, but the people who made it didn’t think anyone would find it.
Still, people did find it, and it changed the field for a while. Starting with the second game, there were more kinds of finishes, and this kept happening for the rest of the series. Some finishes change a lot from the first time they were used to the last time they were used.
Most ending moves are done by the person who won the fight after the fight is over. With the Hara-Kiri, which was added in Mortal Kombat: Deception, that is turned on its head. During the end process, the person who is losing can enter a combination to end the game for themselves.
It’s fun to pull off in versus play if your opponent is bad at using Fatalities and you can use Hara-Kiri faster. Some of them, like Sindel’s self-piledriver, are pretty funny. It’s strange that this idea for a finisher has never been used in another game.
Shaolin Monks for the PS2 and the first Xbox is one of the Mortal Kombat spin-offs that people remember. In this 3D beat-em-up, you can play as either Kung Lao or Liu Kang and face waves of enemies.
There are finishes here, and while it’s nice to quickly kill one enemy, it would be great to have a move that kills a whole group. Here is where multiples come in. You can kill all the enemies around you with this finisher, which is very helpful. In Shaolin Monks, there are a lot of tough fights, and this move can save your life.
Mortal Kombat 2 added two new types of finishing moves. The Babality is the most powerful one. Making your opponent look like a baby is the most rude thing you can do. Not only that, but you also have to meet some requirements first.
In the final round of MK2, you can only use high or low kicks, but in the final round of MK3 and MK9, you can’t press block. In later games, that’s a dangerous one-two punch because not only are you disrespected by turning into a baby, but your opponent didn’t even have to block.
The first Mortal Kombat caused a lot of trouble because of how violent it was. The ESRB rating system came about because of games like MK and Night Trap, but the second game has a really funny new ending. Instead of taking your opponent’s spine or heart out, like you see in so many news stories, you’ll give your opponent a lovely birthday cake or gift.
Given the debate, it’s almost like the finisher that a lot of people would have liked. You should love your opponent, not try to kill them with violence. It was a great feature, but it’s easy to see why it wasn’t used much after MK3, when the controversy was over. But Friendships came back in MK11, which was great, and those might be the best ones yet.
The first Brutalities were in the home ports of Ultimate Mortal Kombat 3, and they were very hard to do. To do it, you had to press a lot of buttons at once, and your opponent just blew up into bones, like most of the Fatalities in Tunnel Rush. But Brutalities came back in Mortal Kombat X and 11, and they were done much better.
Instead of doing the move when the fight is over, you have to meet certain requirements and then hit the opponent with a certain attack when they are almost dead. The brutality will happen right away after that. It’s strange, and it often happens by accident. Brutalities, on the other hand, feel great and are a good backup finisher.
Animalities has to be one of Mortal Kombat’s best-kept secrets. For this ending, which is in Mortal Kombat 3, you have to do a little more work than usual. You must do a Mercy when your opponent is beaten. This lets the opponent get a little bit of health back, and MK11 uses the same concept.
In MK3, unlike MK11, Mercy is useful because beating your opponent lets you do an Animality. Even though many of the Animalities are stupid, it’s fun to do them. In fighting games, you can come back with as little as one tiny pixel of life. For you to be so sure of yourself that you can do a Mercy, win again, and then do an Animality is a nice way to make your opponent feel bad.
Stage Fatalities are not like many other endings because they are in most Mortal Kombat games. They’re not as big and dramatic as core Fatalities, but they’re still nice. Since you can only do them on their own stage, you have even more reason to give it out over everything else.
A lot of them are well-known, like the Pit Fatality, which has been in a lot of games. Some, like the Kombat Tomb, have cool extras. You give your opponent a punch that sends them into the ceiling spikes. If both players hold down, they’ll both fall off the spikes and grunt in pain. That adds something nice. There have been a lot of great Stage Fatalities in the series, and the finisher should stay in future games.
Fatalities is the best way to end a fight in Mortal Kombat. The concept had such an effect on the industry that, in the 1990s, many people wouldn’t play a fighting game that didn’t have “finishing moves.” Plain and simple, if there weren’t any Fatalities, they weren’t playing it.
Even now, when a new Mortal Kombat game comes out, you want to see all the new Fatalities, even if you don’t play the game. Millions of people watch MK Fatality compilations on YouTube because many of them are cruel, creative, and even funny. It’s one of the most important parts of the series, which you can’t say about any other ending.