The gamecock. (Columbia, S.C.) 1908-2006, December 06, 2002, Page 7, Image 7
Classic characters return for ‘Kombat’ sequel
“MORTAL KOMBAT: DEADLY
ALLIANCE”
For GameCube, PlayStation2
and XBox
out of ☆☆☆☆☆
BY BEN ANGSTADT
THE (iAMECOCK
“Mortal Kombat,” the game
that started the debate over video
game violence, is back once again.
We all remember the commer
cials from years ago, in which lone
youths ran through the streets,
simply crying the words, “ ‘Mortal
Kombat’!”
But now, mention the series to
the average gamer, and the reac
tion is more like, “‘Mortal
Kombat’?” After a strong start fol
lowed by two weak showings in in
stallments three and four, plus a
pitiful venture with “Mortal
Kombat Advance” for the Game
Boy Advance this past year, a new
“Mortal Kombat” hardly seems ex
citing.
The story is simple: Series sta
ple bad guy Shang Tsung is back
from the Netherrealm, and has
killed Liu Kang, the Earthrealm’s
greatest warrior. He’s teamed up
with newcomer Quan Chi, a sor
cerer with a desire to conquer the
world, and together they want to
start a new Mortal Kombat tour
ney to eliminate the rest of the
world’s greatest warriors.
Thankfully, things are a bit dif
ferent this time around. “Deadly
Alliance” is the first game in the
series to attempt a 3-D fighting
arena, which is a nice change of
pace. Additionally, each of the 12
fighters available at the beginning,
plus the 12 unlockables, feature
three distinct fighting styles that
players can switch between dur
ing a match by simply pressing a
button.
The multiple fighting styles are
a much-needed touch of original
ity; the rest of “Deadly Alliance”
borrows heavily from its contem
poraries: the combo-heavy game
play of “Tekken,” the weapons
fighting of “Soul Calibur,” the “re
alistic” female-body physics of
“Dead or Alive,” plus the level de
sign of “Virtua Fighter.”
Even with the game’s copycat
aspects, however, one thing sets
“Deadly Alliance” apart: it’s
“Mortal Kombat.” Most of the clas
sic characters, such as Scorpion,
Raiden, Sub-Zero and Jax, return.
(But where are Goro and Baraka?
Shameful.) Plus, all the fatalities
that fired up U.S. Sen. Joe
Lieberman so many years ago are
back and as over the top as ever.
The character designs are smooth
and detailed, and the level designs
are beautiful and varied, so the
overall game-play looks better
than ever, less a few buggy fight
ing animations.
“Mortal Kombat: Deadly
Alliance” also includes an inno
vative system of unlocking extra
features and hidden characters.
Credits are earned each time a
match is won, and additional cred
its are earned through completing
training missions, which actual
ly gives the player some incentive
to play through the training and
learn the basics. These credits can
be cashed in to retrieve one of the
more than 650 bonuses.
Unfortunately, all is not peifect
in the Earthrealm. Like all of its
“Mortal Kombat” predecessors,
“Deadly Alliance” has a separate
button for blocking, so players
don’t simply push back on the coh
trol stick like they do for every
other fighting game in the world.
This feels completely unnatural,
and while this technique is hard
to master, it is nearly impossible
to win a match at the higher-diffi
culty levels without effectively
blocking attacks.
The handful of awkward ani
mations and the ridiculous diffi
culty of some of the combos get an
noying, but fortunately, even with
these few shortcomings, “Deadly
Alliance” still succeeds because
of solid game play and the classic
“Mortal Kombat” atmosphere.
So pull out the controllers and
round up a few friends, because
“Mortal Kombat” is back and bet
ter than ever. .
Comments on this story?E-mail
gamecockmixeditor@hotmail. com
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