A level consisting of nothing but death traps. Oh, Ed Boon, you are such a tease!
Help! I am being created by a man with no imagination and a poor grasp of color theory!
Its not everyday you get hit by a giant, flying, skeletal fist
If only real boob jobs had scroll bars
I am Generic Minion - fear me!
Sniff my armpit and despair!
Halle Berry got nothing on this chick
What an eccentric dance they are performing
Lets all just stand around and watch Billy get tossed around by his scrotum
If I were to make a list of all the panty shots I am least enthusiastic to see, Reptiles would be high up there
It looks like she wants to fight the menu. Really, cant blame her
Hey, if I punch you in the face I can make you poop blood!
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Finish Him! The first time you heard this phrase, you had probably just been beaten into a pulp by some white-clad 1870s Chinese railroad worker who, apart from subjecting you to the brutally repetitive pugilism of the kind favored by Jean Claude Van Damme, also happened to shoot lightning from his fingertips. What happened next blew your eleven-year-old mind out of its brain case, pulling your twitching, prepubescent spinal cord out along with it. Because that's precisely what happened: your bathrobe-clad lightning-summoner adversary grabbed your pathetically lolling head and tore it right off your shoulders, de-spining you and holding aloft the gruesome remains of your cool blue ice ninja dude. Your mouth dropped agape at the horrifying awesomeness of your avatar's mutilation, and in an awed whisper you intoned, "Rad!"
What you experienced so long ago was a groundbreaking scientific innovation known as a "Fatality". Fatalities killed Street Fighter. Fatalities propelled this otherwise unimaginative and restrictive 2D fighter to the forefront of the video gaming community and turned it into an instant classic. More than a decade later, Fatality technology has morphed more times than should be legal, experimenting with sundry linguistic variations such as "Animality" and "Brutality". Occasionally the MK team would blaze daringly past the blockades of rhyming mores, like that time they introduced the ability to fatality oneself and called it [guess now! - ed.] "Hara-Kiri".
Of course, the Mortal Kombat franchise has done more than that in recent history. MK Deadly Alliance introduced an interesting and nuanced three-style fighting system, which MK Deception improved upon (vastly) with a much needed breaker mechanic. Deception also introduced experimental mini-games that were equally entertaining in their own right, such as Chess Kombat (for the intellectual bruiser) and Puzzle Kombat, and also introduced interactive arenas that had level fatality traps. But by far the greatest contribution these two games provided to the legacy of the series was an incredibly compelling and complex canonical story grounded in a fully fleshed-out fantasy universe. Deception's brilliant Konquest Mode, which basically amounted to a condensed adventure game that could easily stand on its own, allowed you to explore this universe's rich history in an absorbing manner.
Get over here! And get on with it! Alright, alright, alright! Geez. Right, so this new game, Mortal Kombat: Armageddon, is supposed to be the defining MK game for its console generation, bringing together damn near every single Mortal Kombat character ever conceived, plus a few new ones, for a ludicrous 62 character roster. [Couldn't push it a little more to 69, eh? Whimps! - ed.] The title itself suggests it is the fighter to end all fighters, the pinnacle of digital martial art dueling, and heralds the end of the gaming world as we know it. Dubious? Well, you should be.
Armageddon moves away from the more grounded, tactical style of its recent predecessors and returns to the frantic high-flying arcade feel of the original games. The emphasis in this iteration is on the multiplayer experience over that of the single player - for better and for worse.
Ready...fight!
There are a couple of things that jump at you right off the bat. Like, for instance, your character, because your character can actually jump. I'm talking serious vaulting here, none of this useless infantile hopping all modern 3D fighters seem to adore. Your character still can't run, but the jumping ability alone does wonders for your two-dimensional nostalgia. It evokes those Gaussian-blur, sepia-tone childhood memories of sunshine setting dewdrops a-glitter in a springtime meadow, back in the days when jumping was a viable method for crossing an arena.
Jumping, as perky as it is, just wouldn't cut it if it simply amounted to a cosmetic nod to the days of arcade glory. Thankfully, Midway took the opportunity to introduce a spanking new aerial combat system where you can string together a fairly varied succession of combos and throws. Parrying and breaking are also incorporated into the air game, although the difficulty in successfully executing the maneuvers goes from relatively easy to nigh impossible if you don't happen to pull them off against the first hit. If you don't, well, good luck. It also has the potential to turn ugly if your opponent is savvy enough to pop you back up in the air as soon as the combo is finished and start the beating all over again, ad absurdum; breaking out of that kind of cycle can be aggravatingly difficult due to the slow recovery time one has after each hit. Still, despite its slurpy suck factor, it is undeniably hardcore and tons of fun.
Instead of a three-style fighting system, each character has been stripped down to two, one unarmed and one weapon. This may seem restricting, but it's actually not that bad. It simplifies and streamlines the fighting in a way that shortens the learning curve and makes for a faster, smoother game. The ground fighting in Armageddon has brilliantly managed to combine the tactical strengths of its recent predecessors with the seat-of-your-pants franticness of its 2D roots.
Witty transitional heading! Laugh at my inimitable brand of humor! However, the sheer number of characters lays bare [with downright uncomfortable nudity - ed.] the repetitiveness of the special moves they have. Often times the moves only have cosmetic differences, but other times characters blatantly share the exact same move (e.g. Jarek, Kira, and Kano all have the same cannonball move). Mortal Kombat is notorious for cloning (Sub-Zero and Scorpion were originally the same character model with different colors, for instance), and the trend has not stopped. Not enough effort was put into individualizing many of the characters, and this detracts from the power of the game's impressive roster.
Oh yeah, the roster. Sixty-freaking-two characters! It's still mighty, even if it does get a bit repetitive. They even bring back Sareena (!), a character that only shows up in the obscure Mortal Kombat Mythologies: Sub-Zero. Additonally, each player profile created can harbor one fighter each, adding even more fighters for as long as your memory cards and your sanity allow.
I have to say, though, that once you kreate your own character and go through the trouble of naming and painstakingly customizing your fighting styles to suit your desires, you will never play as a stock character again. There's no advantage to it; you can pretty much tweak every move and every combo your character can do until you reach a balance that is tailored to your gaming needs. Many parts of this character kreation are admittedly weak: only swords and axes are available for selection, axe weapons are few and have a paltry selection of moves, costume choices are either perfect for what you want or entirely unable to satisfy your basic desires, and most of the special moves are fire related, making it extremely difficult to make a character who isn't a flamer. Despite these shortcomings, no other game that I know of has a similar system, and this is certainly the only game in which I have found myself fighting (and, admittedly, losing to) Kofi Annan and Jack Thompson. This is also the only game in which I felt the impulse to kreate something as zany as a zombie Abraham Lincoln and was actually able to do so. This is without a doubt the funnest (yes, funnest) part of the game. Kreated fighters make the online experience almost as much fun as licking chocolate syrup off a hoo...um...a hookah. Yeah.
Speaking of chocolate, enough of the main course! Bring me dessert! Fine. Well, in terms of mini-games, puzzle kombat and chess kombat have been eliminated, but in favor of something far less thinkful and much lots more funwise. Get this: Motor Kombat. Scorpion on a raceway! It's Mario Kart with fatalities! "Eetza me, I'M DEAD!" Ha ha ha ha ha! *wipes tears of self-amusement from eyes* Aahh. Well. Anyway. While obviously nowhere near as deep as Mario Kart Double Dash, it's a much more balanced and unpredictable game, surprisingly. Literally anybody can win, at any point in time, from any position in the race. It's that freakin' balanced, and at times incredibly daunting to play. Motor Kombat is just sheer brilliance; all it needs is more playable characters and this thing could become a stand-alone game. Hooray for dumbing down!
Do the rest of the goodies taste that good? Sorry little Timmy, but no. You picked the wrong "every flavor bean", I am afraid. The deeper we delve into the game, the more sh*t-tastic it gets. I won't even bother talking about the story; to do so would be a waste of time. Remember the awesome-icity of Deception's storyline? Yeah, well, they took that storyline, shoved it up a diarrhetic elephant's sphincter, swirled it around a bit, and then took it out and packaged it with a bunch of ebola-ridden chew toys for padding and gave it to a premature incubator baby to play with. It's that awful. Maybe even more so. Also, tangentially [I said tanGENTIALly, not tanGENITALly! - ed.], I'm a terrible human being and I'm going to hell, first class.
Even more heartbreaking is what those scheissköpfen in charge of developing the Konquest Mode did to what used to be the franchise's newest and most glittering feature. The previous iteration of Konquest Mode encouraged the player to roam about freely, interact with the environment and with NPCs, and even to backtrack across dimensions to accomplish peripheral tasks that were nonetheless engrossing, varied, and rewarding. In Armageddon, Konquest mode has been relegated to a coin collection chore. You play an imbecilic character (whose name is not worth uttering) trapped in a world where all you can do is walk in a straight line, pick up coins and open chests [NOT belonging to Pamela Anderson - ed.], and wade through repetitive minions. Over and over and over and over and over again. Allow me to stress: you walk in a straight line. All the time. I'm so traumatized, I can't even finish this se
The unlockables in the Krypt are, for the most part, not worth the effort. The overwhelming pecentage is a bunch of worthless notes and koncept art that is of no use to anybody. There are unlockable secondary outfits (w00t, I guess), buyable new characters, and some new arenas, too many of which have no interactivity or level fatalities at all. Boring! There are some videos on different martial art styles, but all are way too short to be even mildly edifying.
Now we get to interface and performance. I'm wondering if Mortal Kombat is actually a reference to the struggle that I have to go through to get the game to do anything. Dialog boxes spawn like zombified jackrabbits all over my screen, swamping me with redundant and awkwardly worded warnings and proclamations that reduntantly tell me in an awkward fashion that I am intending to accomplish a task that the game is freaking out about. Profiles need to be loaded and unloaded practically whenever I navigate to a different screen, load times are abysmal across the board, and the interface for online play is perhaps the most obtuse and frustrating system I have ever encountered.
Hey Raf, you're starting to whine a little. Yeah, you're right. Okay, let's wrap it up: Mortal Kombat Armageddon does not deliver on what it promises. It often feels more like a beta version of a game, full of glitches and underdeveloped segments. That being said, the main aspect of the game, the ability to beat the turd out of somebody else, is quite well done. It also has a few truly entertaining gems, like Motor Kombat and a rough but versatile Kreate a Fighter mode. This is enough to make the game worth your time and worth purchasing. But be warned: it'll prove to be a troublesome brat of a child at times.
...
Rafael Gamboa
as I notised, Armageddon only has a poor fatality system with no anemality fiture, only a fatality and "brutality" like finishes.
please tell me I'm wrong (and yeh, telling me I'm wrong while I'm write will be concider a lie...)
great article, not so great game (and I'm sopposed to be a fan).
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Summary: A fun but flawed 3D fighter, equally suited to venting rage or sparking it.
Already played it? Trade it for another game at
Systems: PS2, with slightly different versions for the Xbox and Wii
Genre: Arcade fighter.
Setting: Who cares?
Mood: Competitive ire.
Story: All the kung-fu fighting by the Kombatants over the centuries is, bafflingly, threatening to tear the universe apart. So the gods have made a tournament to end all tournaments, which is certainly the logical thing to do.
Graphics: Crisp character models and environments accompanied by cartoony gore. Like tortilla chips and salsa, and about as tasty.
Music/Sound: A strangely entertaining form of cliché Asian flutes and drums rearranged for the fighting spirit in all of us.
Voice Acting: Hahahaha! Oh, man.
Script/Dialog: Marginally more enjoyable than taste-testing animal urine for texture and body.
Similar Games: Soul Calibur, Virtua Fighter, Tekken.
Gameplay: MK Deception smooshed together with MK Trilogy.
Strengths: Great brutal fighting, a nicely customizable kreate-a-fighter feature, and a surprisingly awesome Motor Kombat mini-game.
Weaknesses: The story was written by a baboon with a feather duster impaled through its neurocranium, and Konquest Mode is about as fun as waiting in line at the DMV with an itchy anus plugged with a jalapeño.
Depth: For a fighting game, not too shabby. You could probably drown your kneecaps.
Length: Indefinable. Beating the arcade ladder on all difficulties doesn't take more than ten hours, but there is much more to the game than just that.
Pace: Fast, and tensely tactical.
Difficulty: Just hard enough to keep you playing. Wow, that wasn't sexual at all, was it?
Control: Like wielding nunchaku; even when you're awesome and know what you're doing, you still hit yourself in the balls somehow.
Learning Curve: About forty minutes to figure out with some degree of competence what it is you're doing. Downhill from there.
Replayability: It'll take more than those little pills to reach this high.
Will keep you up until (a.k.a Fun
Factor): Your roommate gets riled up and performs a twelve move Fatality on you - in real life.
Notable Features: Motor Kombat! It's Mario Kart with Fatalities!
Fav. Character: Sub-Zero. Always has been and always will be.
Instant Classic: No, sadly.
Publisher: Midway
Developer: Midway
Release Date: 2006-10-11
Players: 2 for versus, up to 8 for Motor Kombat. Online play as well.
Multiplayer: Seeing as the multiplayer experience is the only reason fighters were invented, it's good to know they haven't forgotten how to make this fun.
ESRB: M
Target Audience: Thirteen year old boys. And me.
Recommended For: People who like to have fun and have some leanings towards misogyny and sadism.
Not Recommended for: Feminists, Jack Thompson, and Phyllis Schlafly.