THEFINISHER
Every round ends on a brutal signature kill, from any distance. The beaten victim bleeds out in a weak state, the killer gets to them one of four ways, picked at random, then the kill plays in slow motion: blood, severed limbs, heads off, bodies in pieces, in the game’s own stick look. Then EXECUTION! slams in.
WHEN IT HAPPENS
Only on the round-ending K.O., so nobody is left to interrupt it. Today the game already does this, but only inside 7 m, on the same floor, with a straight run. Everything else gets a normal K.O. and the kill cam. The four reach styles fill that gap.
Core/Finisher.cs ReachBlock).
REAL CAPTURE · TODAY OVER 7 MTHE FLOW, BEAT BY BEAT
K.O. blow → weak state → reach → signature kill → K.O. card. Pick a reach style, a distance and a kill, and the scene rebuilds. The opening beats and the kill are one timeline: the kill is the same script the library plays.
THE WEAK STATE
The blow that would K.O. them leaves them on 1 HP instead (as today), the game slows down, the HUD slides out and FINISH IT! slams across. How should the beaten fighter look while the killer comes? All three bleed. Each phone plays the real opening, looping.
HOW “RANDOM” PICKS THE REACH
All four styles are in. The question is how the game rolls them. Press ROLL 10 ROUNDS on each: the distances come from real round ends (most close, some across the map), and you see which style each round gets.
EDGE CASES
Thirteen situations, each with our answer, most of them playing live. Everything is OK unless you flag it: tap CHANGE on any answer you don’t like and it goes into your picks.
THE BLOOD
Gore stays on and the toggle stays hidden (your call, 20 Oct). The game already sprays, splats, pools and severs (Render/Gore.cs, Ragdoll.Sever). How should it look in the finishers? The same kill plays three times, in sync. The pick also sets the look of every scene on this page.
THE KILL LIBRARY
Every weapon has at least two: its execution from the game today (EXISTING: the 34 per-weapon ones, the fists’ set, and today’s class finishers like IMPALED, BEHEADED and BOOMSTICK, each given to a weapon) plus a NEW one. All 76 are animated. Pick a weapon on the rail; its kills play on the stage. Everything is KEEP unless you flag it CHANGE.
OUR PICKS
What we’d build, in one place. The KILLS tab in Customize (where players equip these) is on the next page.