Warning: These initial impressions contain very minor spoilers. However, nothing you read here will surprise you after your first 15 minutes with the game, and no plot details are given.
I really wanted to like this game. Not even 12 hours ago, I wrote a cautiously optimistic blog entry about Mortal Kombat: Armageddon, hoping that Greg Kasavin's impressions wouldn't reflect my own. Unfortunately, after an 8 hour MK marathon this afternoon, I am entirely underwhelmed by Midway's latest effort.
Most of my time this afternoon was spent in Konquest mode. Unlike most Mortal Kombat fans, I whole-heartedly enjoyed Shujinko's story exposition in Deception. It touched on every character's history, encouraged nonlinear exploration, and provided some much needed training for what had become an overly complex fighting system. I've heard many people say that Armageddon improves upon the previous formula by bringing the gameplay more in tune with Shaolin Monks and, if that were the case, I'd be all for it. Unfortunately, Armageddon's Konquest mode plays nothing like Shaolin Monks. It's far too linear and repetitive, the story pales in comparison to Deception's, and your character controls horribly.
I also seem to be in the minority in that I enjoyed Deception's Krypt system. It was a bit convoluted, but having multiple koin colors and not knowing what each coffin contained made it that much more enjoyable when I found something I liked. Not only is there fewer in-game kontent to unlock in Armageddon, but you know exactly what you're unlocking when you choose an item. That, coupled with the fact that you can earn koins during nearly every aspect of the game from Motor Kombat and Konquest to vs. CPU victories or successful dial-a-combos results in almost no motivation to play through Konquest mode (aside from unlocking the 4 characters that are only available through completing the quest).
Characters, moves, sounds, and backgrounds have all been recycled from previous games, which, in this case, was understandably expected. The Kreate-a-Fatality system, however, amounts to little more than manic button pressing, as nearly any combination of pushes results in some kind of fatality chain. Since they've already recycled so much content from the previous two games, I almost would've rather had Midway recycle the fatalities as well. Coupled with, rather than in place of, the Kreate-a-Fatality system, classic finishers would have added a lot of personality.
Part of what I enjoyed most about previous Mortal Kombat games was beating them with each character to see their storyline's hypothetical conclusion. Most titles in the series told these stories with unspoken text overlayed on interesting storyboards. Armageddon ditches the storyboards in favor of an animatic of your character sparring, much like Scorpion's early teaser trailer for Deadly Alliance. Text is sparse and, as a result, so is the game's entire plot. That, coupled with the fact that even Blaze's death sequence has been lifted directly from Onaga's in Deception, makes completing the game very unsatisfying.
Motor Kombat and Kreate-a-Fighter are nice add-ons for when friends come over. To be honest, though, I still prefer Puzzle Kombat. Since I bought the Premium Edition, UMK3 came bundled on the disk, and a second DVD was included with a History of Fatalities featurette. The video was interesting, but it defnitely felt tacked on. Ultimate MK3 is also a nice touch, but I have a feeling I'll end up liking the Xbox Live Arcade version better.
It's been ages since I've been passionate enough about a game to write a review. I'm always unsure if I have enough to say or if I know enough about the game's history to give an educated point of view. Hopefully, once I've had more time to explore the game, I'll be able to provide an objective critique. The way things are looking now, though, it'll be touch to hide my disappointment.
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