| Intro
I was one of the millions bit by the Mortal Kombat bug way back in
the days when arcades were the place to be and gathering around the latest machine
was a ritual that was strictly adhered to. Certain machines, however, were constantly
crowded and Mortal Kombat, along with Street Fighter 2, was something
that gamers just couldn't get enough of. I was a huge fan of MK2 and spent
enough quarters on it to sustain a small country. I fanatically played the SNES
version and was shocked to see a third already out during a trip to an amusement
park. Quickly, my excitement went to disappointment. Even after trying to make
myself enjoy it on the PlayStation, I found little redemption on the Sega Saturn
with Ultimate Mortal Kombat 3, although that one at least fixed the travesty
of having Scorpion removed from the game. Still, it was apparent that the series
was losing its luster, despite a newfound love for combos and running, and MK4
quickly vanished from my mind as an acceptable means of spending time. Seeing
the series fall so hard was difficult, but with Deadly Alliance, it's like
watching a phoenix rise from the ashes as this latest Mortal Kombat is
not only an outstanding fighter, but is also a fantastic game.
Gameplay: 8/10 In a wise move, most of the filler characters from
MK3 and 4 were quickly done away with in favor of bringing back
some old favorites revamped for the new tournament, and some new characters that
are actually useful. Another wise move was to give players several modes to play
as the tournament mode is accompanied by the Konquest mode. This is a string of
10 missions that will teach gamers about the moves of the new characters and it
also serves as an important means of filling in the story as to what happened
from MK3 and 4. The intro displays Liu Kang, the previous champion
of the tournaments, getting killed and Shang Tsung and Quan Chi teaming up to
defeat Shao Koahn. Thankfully, Konquest's story portions fill in what happened
to all of the other characters like Sheeva and Kabal.
Each
accomplished mission in Konquest, as well as each successful match in tournament,
gives players various kombat koins. Using these, players will enter into the Vault
and have literally hundreds of koffins to pick from. Each requires a set amount
of coins to open, and contain simple items like sketches, photos of marquees and
promotional items, but they also contain some fantastic goodies. Not only are
there unlockable arenas, there are also videos that show either early game shots
or one that was a phenomenal montage of all of Mortal Kombat 4 Gold's endings
- along with a few stand-alone endings as well, like Scorpion's MK4 N64
ending and Baraka's demise in MK4 Gold. The cream of the crop has to be
the unlockable characters, which feature a full-blown reptilian Reptile, a female
apprentice to Sub Zero named Frost, and several more. Each come with their own
Konquest storylines as well, which makes them much more than just a cheap gimmick.
One problem with the Vault is that there is just so much that is pretty useless
material, even die-hard Mortal Kombat fans will get tired of playing endless
hours, only to unlock sketches of an arena or distant shots of the ugly toys that
came out for the first one. The Konquest
mode will also introduce players to Deadly Alliance's coolest and best
implemented feature: multiple fighting stances. Each character has two melee styles
and one weapon style. Now, the weapons here aren't useless as they were in 4,
now that certain players can impale their opponents, which continually drains
their life, or do some extremely snazzy acrobatic moves that result in blood gushing
from every inch of the opponent. To help counterbalance the potential devastation
of the weapons, the character who is using it will also take more damage when
hit. While it would seem that the weapon mode would be the one most used, it's
a testament to the developer's talent that all modes will be used. Each stance
is extremely fun to use and can be focused on by itself, as each is potentially
deadly on their own, or mixed with the other styles. The
combos are a bit of a letdown since they can be extremely tough to pull off, especially
when in Konquest mode and trying to do a string of moves that switch between all
styles, because the timing is crucial and everything has a set pattern; as a result,
the player can't really create their own combo like in Street Fighter.
The combos aren't bad in tournament, since a few moves can be focused on, and
pulling off such extended sequence of moves is extremely difficult with the computer
constantly on the assault, resulting in your hands forming into claws when they
go through a few characters in Konquest back-to-back. Deadly Alliance also
features juggling, which is prominent with the weapons; being on the end of these
is very aggravating. To help avoid being bounced around like a basketball, the
sidestep feature is used to great effect as it actually works as an effective
means of evasion, which is something quite a few fighters fail at. The
character roster is a who's-who of the MK universe with an older and more
gruff Sub Zero returning with his old counterpart, the beefed-up Scorpion, along
with Sonya, a Vanilla Ice-looking Johnny Cage, Kano, Shang Tsung, Quan Chi, a
revamped and badass Kung Lao, and new characters like Muvado, Kenshi, outworld
trainer Bo Lo Rai, and Li Mei. Unlockable characters are numerous and along with
the aforementioned Reptile and Frost, there's Katana, Jax, and more. I was a little
disappointed to see some signature moves taken out of the game. The one that is
most apparent is the classic MK uppercut, the ones that always seemed to
end a combo or stun move. Other moves taken out are Scorpion's teleport, all of
Sonya's, Reptile's invisibility, and even Johnny Cage's nut-cruncher. Counterbalancing
this is that the characters also gained some great moves; Sub Zero's slide now
has him turning the opponent into ice and sliding on them across the arena, Scorpion
summons hellfire to burn underneath his opponent, Sonya can blow a kiss of deadly
poison to gag her enemy, and Kung Lau can do a drill of in-air kicks. The martial
arts covered from the gamut from the popular to the lesser-known, with Karate,
Akido, Pai Gui, and even a large amount of Kung Fu, including the Snake, Crab,
and Crane stances, and these are just a handful of what's present. The
fighting arenas were also improved as they are a great deal better than those
found in MK3 and 4. Levels will range from fighting on a platform
with a portal to outworld sucking in debris past the fighter, to fighting in Shang
Tsung's abode with souls flying all around and in-between the combatants. Some
will feature breakable objects like statues and columns that don't really affect
gameplay, but they do look undeniably cool when they are shattered from a successful
blow. The acid level from MK2 makes a return, but now statues spit it out
from the sides, which hurts the fighters and serves as a means of keeping the
combatants paranoid and in the middle. Just about all the arenas are nice to look
at and are designed well, which as I said is a far cry from previous installments. MK's
traditional gore is back, with blood pouring from parts of the body that it would
seem unlikely for blood to even come out of. It can be toned down, or even off,
so if it's too gimmicky for you, it won't be a distraction. A feature missed from
the original is also back: Test Your Might, along with Test Your Sight, are both
fun mini-games that can lead to more koins and serve to break up the pace of constant
fighting, and can also be altered in their frequency in which they appear - definitely
a smart move to include these. Another wise move from the developers were tossing
out the Animalities, Babalities, Friendships, and whatever horrible ideas that
MK3 introduced. Characters now have one fatality move per person, and just
about all of them are satisfying. Deadly Alliance does a great job of treading
the fine line between being a serious fighter that takes time and skill to perfect,
and one that includes over-the-top gore and head splatters to keep the traditionalists
happy. Aside from my complaints with
extended and stance-switching combos, the only other problems I had was that the
endings weren't nearly up to par with those from MK4, not to mention that
they're heartbreakers for long-time fans of the series. Even the Vault's filler
material wasn't all bad since gems like the Cooking with Scorpion video made the
endless sketches worth getting - but still, if this makes another appearance in
a future installment, toning down on the marquee and arena sketches wouldn't hurt.
My other complaint, and one that is
more along the lines of relevance with the combos than the goodies in the vault,
is that the tradition of including a mediocre and overly difficult mini-boss is
back and is one of the traditions they could've dumped. Goro was amazingly effective
as a scary and intimidating monster that could bash brains out, but since then,
the mini-bosses have been unimaginative and bogged the game down by making completing
them too difficult as the actual bosses aren't nearly as difficult. Unblockable
moves, repeating mini-intros and endings, along with exaggerated blows turns what
could've been an interesting addition into a large source of irritation. In
the end, Deadly Alliance is still an exceptional fighter with a wealth
of moves and characters that present a huge array of combat styles. Whether the
player wants to commit fully and subject themselves to hand cramps by continuously
practicing the stance-switching combos, or if they just want to take a more leisurely
approach and learn a few moves per stance and intertwine them as they see fit,
the choice is theirs and it's a refreshing change of pace for the series. This
is a new day for the Mortal Kombat series and it definitely proves that
change isn't always a bad thing.
Graphics: 8.5/10 What's noticeable from the get-go is that most of
the characters have bulked up. It seems as though the gang has hit the gym during
their time off, and it actually carries over well in the designs. Seeing a stout
Sub Zero looking aged with gray hair, but still showing his power as his hands
freeze with ice is an image far improved from the odd gigolo fellow in 3. Some
characters have a glossy shine to them, which is weird, but it isn't on everyone.
The character models for everyone are fantastic, and small touches like facial
damage at the end of a fight is great: after a particularly grueling bout, the
camera will zoom up to show a variety of cuts and bruises adorning the victor's
face. The 'fall down stiff' move is back, though not nearly as exaggerated in
3, and it's offset by a cool animation of the characters getting back up after
losing round. The rest of the animations are also done nicely. I did encounter
an anomaly with a character floating in the air after a round, but that was an
extremely rare occurrence and did little to deter from the overall highly-polished
appearance.
Sound: 8/10 One thing I am
glad that was kept was the announcer's traditional bassy tone. "Flawless
victory" and "finish him" were brought back and with good form.
Scorpion's "Get over here!" makes a return, but is one of the few sound
bytes from the characters. I do wish they were given more to say so that their
personalities could really come through. The music is traditional rock fare, but
it fits in well with the series and the action. Control:
7/10 Ever had your hand stop responding? That happened more than a few times
in Konquest mode when I was trying to pull off a string of stance-switching combos
and it became extremely aggravating as they become progressively worse. The dial-a-combo
method works, but only in limited means, and there could've been a better way
to implement chain attacks. A significant cut in special moves means that most
fights will deal with traditional attacks without anything too extravagant, and
that works in the game's favor. Side-stepping was implemented well, as were evasive
moves and reverses, which are only on selectable characters. While I'm not sure
exactly what method could've been used to link the different stances together,
the timing and memorization is a pain and the payoff isn't all that great, considering
a string of smaller and much easier to perform moves will take off just as much.
This is a personal gripe though, and in actual combat, I chose to not do them
and that did fine for me. Overall:
8.5/10 With Mortal Kombat: Deadly Alliance, fans of the series will
really eat up how well the developers filled in the plot holes and explained what
happened to all the characters in the series, which isn't a small feat by any
means. Sure, the combos, mini-boss, and questionable vault content does bring
the game down some, but the nearly-perfect implementation of so many fighting
styles for all the characters was a phenomenal achievement and definitely brings
the series up to a higher level. Those who never thought much of the series to
begin with should still give Deadly Alliance a try as the variety, gameplay,
and replayability are all here, and in spades. A fantastic return to form and
one not to be missed. [
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