Mortal Kombat: Deadly Alliance

December 03, 2002

Platform: Nintendo Gamecube
Developer: Nintendo
Publisher: Nintendo
Reviewed by: search66

 

Gameplay: [7] Graphics: [8] Audio: [6] Replay: [9] Overall: [8.0]

 

I'm going to be bold enough to state that I'm probably one of the biggest Mortal Kombat fans that ever set foot on this green earth. It started off way back in the day at the height of arcade glory… This little hole-in-the-wall arcade called "Blazing Flippers" was the first in the area to get the stand-up Mortal Kombat. I remember specifically; it stood right in between Tron: Deadly Disks and some fancy white holographic game. Before "l33t" was "elite", I still remember pulling off my first finishing move.

forward-down-forward-high punch

That was my battlecry, and everyone drooled as Sub-Zero ripped the head and spine off of Kano.

As time progressed, I became even more obsessed with the series. When Mortal Kombat II was released, it quickly changed from a hobby to an obsession. My friend and I soon went on escapades where we would raid his Dad’s stash of antique quarters and went on "Mortal Tours" and racked up wins, easily in the high double-digits. Our system was flawless. I stuck with Sub-Zero and he was a master with Jax. We were unstoppable, and we breezed through tournaments and were driving farther and farther looking for more competition. We even had a little fan club, and one of the guys (a 30 year old bachelor) bought an MKII stand-up. We practiced for free, and learned every known fatality, babalilty and friendship this side of the screen.

All of this changed with MKIII, which was dismal to say the least. While my friend warmed up to MKIV, I simply couldn't bear to play a "combo" type game on the Mortal Kombat system. The same goes for console gaming. Most of the MK series was ported… but were these were nearly unplayable, and without an arcade stick you were all but toast.

Enter the tournament
When I first heard about Mortal Kombat: Deadly Alliance; I had mixed feelings. Were they trying to revive a dead legacy? Or was Midway simply trying to cash in on the holiday rush with a known name? I was impressed with the list of features as well as the cutting edge screen shots. When it comes down to it, no matter how beautiful a fighting game is; unless you have solid gameplay it is all done in vain.

My first hands-on experience with MK:DA came about six weeks ago at the local Cube Club. It easily stole the show, and people were lined up on the two machines like they were giving away Snapple (hey...they were giving away Snapple). I'll be the first to admit that I was semi-caught up in the moment, and thought this was going to be the game that redefined the next generation of fighters. Now that I've been playing different versions for a few weeks now; I think I'm ready to share my feelings about something that is so close to me.

As mentioned, gameplay is the biggest factor that can make or break any fighting game. I've also noticed over the years, that there are two types of fighter style gamers out there. I call them the Tek's and the Cap's. Tek games are more button-mashing types of fighters (a-la Tekken and Virtua Fighter), while Cap's are more movement based; such as: Street Fighter, Mortal Kombat and Soul Calibur. I always side with the Caps; which is why I've loved games like MK, Soul Calibur, Street Fighter and Killer Instinct (R.I.P.).

Bringing a good fighting game to a console is one of the toughest things a developer can do. If you are used to arcade style play and have to revert to a miniature controller, much can be lost in the crossover. Luckily, Deadly Alliance is a console-only release and never made it to the arcades. This is a good thing, for it didn't taint a mindset where controls were two-handed and independent.

My first impression of the controls was a good one. The physics are superb and the fluidity is unmatched by any other fighter I've grown to love. Let’s just get this out of the way now: The Nintendo Gamecube's D-Pad sucks. I re-wrote that last statement four times, trying not to use those words; but when it comes down to it.. it just sucks. The D-Pad feels more like a Gameboy than a meaty means of maneuvering. Not only was I dissatisfied with the D-Pad, I was even more shocked to see that there wasn't any analog support. Buying a Gamecube, you know what you are getting with the controller; which is why the analog stick comes into play so heavily. In my opinion, the only thing the Cube's D-Pad is good for is switching screens. If you have played Metroid Prime you’ve seen how the D-Pad is supposed to be used...

Feeling better having gotten that out of the way, let me encourage you not to let the inadequacies of the controller dampen the enjoyment of the game. Honestly, this is probably the best fighting game recently released on any system. While it is far from perfect (see last rant), it does pull off some spectacular feats. Probably the most affluent change in DA is the unique combat system. It is an odd blend of traditional 2D fighter with a hint of 3D involvement. If I had to classify it, it falls more under the 2D aspects rather than 3D. You are fairly limited in environmental movements, yet you can feign and parry as you would in a 3D game like the DOA series. What makes the combat system evolved compared to previous fighting games is the ability to switch fighting styles. While Capcom vs. SNK 2: EO hinted on the different "Grooves"; MK:DA truly masters it. By squeezing the left trigger button, you can switch between one to three different fighting styles. Each style is unique and includes every fighting style imaginable. Each character has two unique styles plus one weapon style. Switching styles on the fly not only makes for a whole new move set; it also keeps your opponent guessing. Switching from a hand-to-hand style, then quickly changing to more of a takedown style adds much needed depth to a dry genre. You can also count on the fact that most weapons are much slower and cumbersome than other fighting styles, yet pack much more of a punch.

The basics surrounding control are solid and veterans should warm up to the movements like cold sheets on a hot day. All moves can be done via the "Cap" method. So, all of your "back-back-forward-buttons", "half-circles" and "dragon-punches" will all work somehow with some character. In addition to the normal moves we've come to expect, Midway also introduced a "special" move, which is assigned to that tiny "Z" button. The special move can be used for either offensive or defensive purposes, depending on which stance you are using at the time. Offensively, you can (on most characters) use your weapon and impale you opponent. Playing with a variety of people, most claim that the "impale" move is a bit over the top. It is blockable but it cannot be countered. Once impaled, the weapon cannot be removed and your life counter drops dynamically. Your opponent could simply block the rest of the game watching the other bleed to death... I found the impale feature to add urgency to a stagnant, blocking type game. This forces your opponent to act or die. Defensively, the "Z" button is basically used to counter; thus upping the ante of the gameplay pile.

While I was never a huge fan of combos in MK games, they finally get it right here. I've always felt that most fighters focused more on showing how brilliant your counters were, instead of how great the gameplay is. MK:DA balances the aspects of tight gameplay with the additional bonus of having a light combo structure. Most will agree that it compliments the game more, instead of bombarding you with enigmatic combo nonsense and huge text flashing. It is very subtle, soft and complimentary. Kudos, Midway.

The biggest asset to Mortal Kombat: Deadly Alliance has to be its extended replay value. I was playing fighting games while most of you were still playing with your Lite Brites, and never have I seen the amount of extras that MK:DA has. Not only is the storyline strong, it also sports some amazing unlockable features. My favorite feature is the arcade style stat counter that keeps every imaginable stat available to you at the main menu. It's fun to track not only your wins and losses, but fatality and combo counts as well. All of this data is saved on your memory card, and "koins" that you can collect can be used as wagering items when playing with a friend. There are over 600 unlockable extras that range from additional player animations to costumes. By entering the "krypt" area, you can purchase these extras with your "koins" and just keep unlocking a seemingly unlimited amount of secrets.

What would Mortal Kombat be without fatalities? The original hook of the game is back and badder than ever, although one of the most secretive portions of the game. I'll admit that I know nothing about the extent of the fatalities. As of now, the fatalities are limited to one per character right?  Wrong.  Expect to see leaks coming out, with multiple fatalities per player. A welcome addition to a fatality ending is how it is performed. If you are lucky enough to pull off one of these awesome moves, the screen starts to darken and you are treated to an almost cinematic performance. Never before have finishing moves been so darn rewarding.

In retrospect, looking back at the different modes of play; this happens to be one of the few fighting games where the single player is as enjoyable as the multiplayer. Still, there is a lot to be said about pummeling your friend into mush and laughing as you pull out his brain...

I feel pretty... oh so pretty
Looking at the game from a visual standpoint, one will notice the extreme differences in the quality of graphics. First, the game is darn pretty. The environments are gorgeous and look almost pre-rendered and the ambient effects are mouth watering. I was a bit let down in the actual character models themselves, they seemed almost antiquated when compared to their surroundings. This doesn't mean that the graphics are bad, but they didn't focus enough attention to the modeling of the players. What's more "head scratching" is the amazing details involved with the characters. Lighting effects are brilliant and weather affects the game just as much a punch to the head would. Even tiny details like seeing the players’ breath, really make the game a visual feast, save the modeling...

Another thing, which showed the black and white differences in style, has to be the "ongoing damage" to the face. Getting stabbed in the face produces a nice mauled look that sticks with you the entire match. I like the effect, but here comes big annoyance #2. The blood. What gives here folks? I'm all about over gratuitous violence and bloodshed, but this is ridiculous. It's almost embarrassing on how much blood is involved in the game. They should have named the game: Mortal Kombat: Lots of Blood. Putting it into perspective, an elephant couldn’t bleed this much in a two-minute period. To me, it did take the game down a slight notch. I'm not expecting realism here, as a chop to the face is usually unrecoverable in real life, but I was hoping for a bit more realistic blood spray and not big oozing blobs of plasma...

The audio and soundtrack were well done and fit snugly into the ambience of the game. I was hoping for a few more "classic" grunts and whip sounds from previous games; but for the most part the sound effects were quite solid and Midway was on top of their game. The same goes for the soundtrack, which had a nice industrial type feel to it.

66 Says:
Do you know how badly I wanted this to be game of the year? It was so close, yet so far away. I could almost taste it. What has been an anthem for the Gamecube since its inception is still running strong. The small D-Pad dooms this game (as well as other fighters) from being a "Game of the Year" title. While it took me some time to get used to the controls, even now it is still difficult to consistently pull off signature moves. Pulling off these moves as well as combos, is the heart of any fighter and not doing so consistently nearly renders the game useless.

Even with the problematic D-Pad, I was still able to enjoy the game more than I expected. It is a sure-fire rental, and most would benefit from a purchase. Add in the unique playing styles, amazing finishing moves and never ending replay makes MK: DA still one of the best games of the season.

 

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-search66

MORTAL KOMBAT DEADLY ALLIANCE
MORTAL KOMBAT DEADLY ALLIANCE

MORTAL KOMBAT DEADLY ALLIANCE OFFICIAL STRATEGY GUIDE
MORTAL KOMBAT DEADLY ALLIANCE OFFICIAL STRATEGY GUIDE


I'd buy that for a dollar!

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