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Mortal Kombat: Deadly Alliance

Developer: Midway
Publisher: Midway
Genre: Fighting
Players: 1-2
Similar To: Street Fighter EX3
Rating: Mature
Published: 12 :16 : 02
Reviewed By: Ryan Newman

Overall: 8.5 = Excellent

Screenshots

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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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