Posts tagged #mortal kombat

Injustice: Gods Among Us - Review

Note -This review is mostly an edit of my earlier IGAU: Demo Impressions article. Since this is a fighting game, the review format will be slightly different than other reviews. Sorry this thing is so late. I've been forgetting to post it. :P

Nearly a year and a half ago, Netherealm Studios revealed that their next game wouldn’t be Mortal Kombat 10. Instead, they chose to pursue a project which would completely abandon their beloved franchise. Most fans (including myself) were disappointed with NRS’ decision… until we saw actual gameplay of Injustice: Gods Among Us, a brand new fighter that featured famous DC superheroes as selectable characters. The footage looked pretty similar to Mortal Kombat, but the fighting game community all wondered if it actually played as such.

Being a fighting game fan and having put a considerable amount of time into fully learning MK9, Injustice has some similarities, so I’ll be comparing it mostly to that game. However, it’s a completely new game with mostly new mechanics, so there are a lot of things which work differently.
Console Differences: I purchased the PS3 Battle Edition and later got the Xbox 360 standard version, so that’s all I really have to go on. The Xbox version is superior, which doesn’t really surprise me, as MK9 was the same way - both Injustice and MK9 being developed for the 360. The graphics on the 360 are slightly better and the PS3 version has a sometimes quite noticeable lag on some stages. This usually happens on stages which have a lot going on in the background. The Xbox version also has significantly better load times. The PS3’s, however, are atrocious. Unfortunately I can’t comment on the Wii U version, though I assume it’s probably closer to the PS3 since it’s also a port.

With all that out of the way, let’s break everything down:

Controls:
In MK9, you controlled the character with 2 buttons mapped to punches and 2 buttons mapped to kicks (similar to Tekken). There was a dedicated block button (which was also used to enhance special moves), a throw button, and supers/X-Rays were done by pressing block and the 2 kick buttons (or just both triggers on a gamepad). Injustice uses a very different setup which is more akin to Street Fighter’s, but slightly simpler. There are 3 attack buttons: Light, Medium, and Hard. A fourth attack button, called “Trait,” (or “character power”) is used as a character-specific move which can do things such as change fighting styles, or in a specific case such as Batman, summon floating mechanical bats which can extend combos.
Blocking is now done by holding back (or down, while crouching) and is one of the hardest things to get used to when coming from MK9. The button that used to block still enhances special moves, but is now pressed during the special’s animation, as opposed to simultaneously. Another button (R1 on PS3, RB on 360) is dedicated to interactable objects in the various stages which can be used to inflict damage on the opponent. One example is a garbage dumpster that can be picked up and thrown. These interactables deal high amounts of damage, can be used during combos, and are unblockable, so the only way to get around them is to move out of their path. Each character interacts with these objects differently, so character-specific strategies on different stages will probably come into play heavily in a tournament setting.

Mobility:
This is perhaps the most initially noticeable difference when compared to MK9. Injustice feels a little bit stiffer. Personally, I don’t really have a problem with it, but it will affect spacing and zoning options over the life of the game. Previously, to get through an opponent’s zoning attempt (i.e. spamming projectiles to force you to move forward), the player could dash-block in order to close space, but now, since dashing forward is highly unsafe, severely punishable, un-cancelable, and you have to hold back to block, new methods will have to be figured out. One method is simply to walk. Walking in MK9 was viable for some characters, but dash-blocking was the quickest way to close distance between you and the opponent. Jumping is also a way to get in, but is also very risky. In this game, if the opponent anti-airs you, you could be looking at a severe amount of damage. Some characters can do anti-air combos in the 40% range. Once people get used to the new mechanics, however, this will become much easier to deal with.

Combos:
Combos work pretty much the same as in MK9: Each character has a set of chain combos (usually 3 button presses that lead into popups) which are “buffered” before the attacks actually land and can be chained together to extend damage. Something new to Injustice is the concept of “wall bouncing.” By holding back and ‘X,’ (PS3) or ‘A,’ (360), the character will charge the attack and when released, hit the opponent, bounce them off the corner of the screen, and leave them airborne for more combo potential. These moves can be extremely hard to time during combos (the timing is different on nearly every character), but highly effective once you get the hang of it and very necessary to get a higher damage percentage. These wall bounces, when in a corner, can also send the opponent through the wall, which transitions into a different part of the stage, all the while causing damage.

New features:
Along with stage transitioning and interactable stage objects, come a couple of new features. One particularly interesting change from traditional fighting games is the lack of “rounds.” Much like the classic Killer Instinct, there are now 2 life-bars present which, after the first one is depleted, pauses the match briefly and puts the characters back to neutral ground. One thing that makes this a little odd is the fact that there is an extremely low “comeback factor.” If your opponent still has 1.5 life-bars and you only have .5, your chances of winning have gone down to about 15%. Especially if the player in the lead has more meter. This is manageable, sure, but it’s going to take a huge amount of skill to do so. The clash system, which takes the place of MK9’s combo breaker system, allows the player to spend 2 bars of their super meter to stop the opponent’s combo. This can only be done when you are down to your 2 nd life bar. Once executed, the match goes into a fancy animation, the characters say something witty to one another, and the players’ respective super meters are displayed. From here, the players “bet” their meter in an attempt to win the clash. This can range from gaining back health to dealing damage, depending on how much meter the players bet. For 1 bar of meter, you can push away an opponent if you’re blocking their attacks. This can kind of relieve some block pressure and stop your opponent from constantly being all over you. Needless to say, meter is highly important in this game and, just like MK9, should be used wisely.

Content:
Several modes and content exist for both the serious and casual player. For the tournament-goer, there is a robust practice mode which puts MK9’s to shame. Here, you can record your flashy combos, set and record the computer A.I. to different actions in order to practice setups and punishes, and check out frame-data (which you can also do in the pause menu during a match), etc. And for the casual player, there exists tons of unlockables such as concept art, challenge battles, and several other nifty elements to entertain. For anyone looking for a challenge, you can try out the S.T.A.R. Labs which offers mini-games that play out under a series of unfortunate conditions (such as, “fight Cyborg while dodging falling meteors). These become more challenging as you go along.

Online:
The online, while a bit better than MK9, still leaves a lot to be desired. The netcode is still not as good as games like SoulCalibur V and Tekken Tag Tournament 2, therefore there’s some noticeable input lag. It’s a shame, since there are some really interesting features such as an online practice mode that can’t really be realized because of lag. Hopefully, there will be some way that NRS can patch this to make it better.

For the fighting game enthusiast, this game was developed with the entire fighting game community in mind, as opposed to just MK players. The more you play, the more this becomes apparent, but there is definitely enough familiarity that MK players shouldn’t have a whole lot of problems getting used to it. It’s going to be interesting to see how the top players in the MK tournament scene measure up to the ones who will be crossing over from the various Capcom fighters such as Street Fighter IV and Marvel Vs. Capcom 3. For the casual player, Injustice offers a ridiculous amount of fun. With the stage interactions, single player features, a decent story mode, and tons of unlockable content, players will find themselves busy for quite some time.

Final Score: 9/10

-Josh
Screenshots will be added at a later time.

Injustice: Gods Among Us (Demo Impressions)

Nearly a year and a half ago, Netherealm Studios revealed that their next game wouldn’t be Mortal Kombat 10. Instead, they chose to pursue a project which would completely abandon their beloved franchise. Most fans (including myself) were disappointed with NRS’ decision… until we saw gameplay of Injustice: Gods Among Us, a brand new fighter that featured famous DC superheroes as selectable characters. The footage looked pretty similar to Mortal Kombat, but the fighting game community all wondered if it actually played as such. The game is not slated for release until April 16 th , but a demo has been released, finally letting us get a glimpse into what’s to come. So what are my impressions?

Being a fighting game fan and having put a considerable amount of time into learning MK9, Injustice has some similarities, so I’ll be comparing it mostly to that game. However, it’s a completely new game with mostly new mechanics, so there are a lot of things which work differently. Also, the demo (from what I understand) is based off of a several months-old build, so most of what is present in the demo may be very different in the final game.

With all that out of the way, let’s break everything down:

Controls:
In MK9, you controlled the character with 2 buttons mapped to punches and 2 buttons mapped to kicks (similar to Tekken). There was a dedicated block button (which was also used to enhance special moves), a throw button, and supers/X-Rays were done by pressing block and the 2 kick buttons (or just both triggers on a gamepad). Injustice uses a very different setup which is more akin to Street Fighter’s, but slightly simpler. There are 3 attack buttons: Light, Medium, and Hard. A fourth attack button, called “Trait,” is used as a character-specific move which can do things such as change fighting styles, or in Batman’s case, summon floating mechanical bats which can extend combos.
Blocking is now done by holding back (or down, while crouching) and is one of the hardest things to get used to when coming from MK9. The button that used to block still enhances, but is now pressed during the special’s animation, as opposed to simultaneously. Another button (right bumper on a controller) is dedicated to interactable objects in the various stages which can be used to inflict damage on the opponent. One example in the demo is a garbage dumpster that can be picked up and thrown. Each character interacts with these objects differently, so character-specific strategies on different stages will probably come into play heavily in a tournament setting. Supers are executed the same way as X-Rays were in MK9.

Mobility:
This is perhaps the most initially noticeable difference when compared to MK9. Injustice feels a little bit stiffer. I’ve heard that in the final version, this has been slightly tweaked to be more fluid, but that’s pure conjecture and may not be the case. Personally, I don’t really have a problem with it, but it will affect spacing and zoning options over the life of the game. Previously, to get through a zoning attempt, the player could dash-block in order to close space, but now, since dashing forward is highly unsafe, severely punishable, un-cancelable, and you have to hold back to block, new methods will have to be figured out. One method is simply to walk. Walking in MK9 was viable for some characters, but dash-blocking was the quickest way to close distance between you and the opponent. The problem that I see with Injustice is that there is so much distance to be covered and the walking speed is rather slow for the 3 characters available in the demo (Batman, Wonder Woman, Lex Luthor). But again, I feel that once people get used to the new mechanics, this will become much easier to deal with.

Combos:
Combos work pretty much the same as in MK9: Each character has a set of chain combos (usually 3 button presses that lead into popups) which are “buffered” before the attacks actually land and can be chained together to extend damage. Something new to Injustice is the concept of “wall bouncing.” By holding back and one of the attack buttons (depending on which character you’re using), the character will charge the attack and when released, hit the opponent, bounce them off the corner of the screen, and leave them airborne for more combo potential. I found these moves extremely hard to time during combos, but highly effective once you get the hang of it and very necessary to get a higher damage percentage. These wall bounces, when in a corner, can also send the opponent through the wall, which transitions into a different part of the stage, all the while causing damage.

New features:
Along with stage transitioning and interactable stage objects, come a couple of new features. I’m not exactly sure on how the new Clash System actually works, so I won’t comment on it too much. All I know is that you bet your super meter against the opponent’s and are rewarded with either health boosts or physical damage if you win. That’s my extent of knowledge on the subject. I’m not entirely sure as to the purpose of the whole thing, but it is what it is. Push-block, however, is something that I do understand. For 1 bar of meter, you can push away an opponent if you’re blocking their attacks. This can kind of relieve some of the block pressure and stop your opponent from constantly being all over you. One particularly interesting change from traditional fighting games is the lack of “rounds.” There are now 2 life-bars present which, after the first one is depleted, pauses the match briefly and puts the characters back to neutral ground. One thing that makes this a little odd is the fact that there is an extremely low “comeback factor.” If your opponent still has 1.5 life-bars and you only have .5, your chances of winning have gone down to about 15%. This is manageable, sure, but it’s going to take a huge amount of skill to do so.

My personal opinion of the game so far:
I like it, but it’s going to take a lot of getting used to. Not to toot my own horn, but my skill level in MK9 was to a point where I could probably take a few games off of any top player in a casual setting (and have taken in a tournament), but Injustice is another story completely. I’ll have to practice just as hard as I did for Mortal Kombat to get that good at another fighter, but that’s part of the fun in playing these kinds of games. As of right now, the only way I can practice is by setting the game up for 2 players to get the hang of combos, which is severely frustrating since I can only do so much before the opponent is knocked out and I have to go back to the character select screen to try again. Once I get my hands on the final game and training mode is available, I’m sure my enthusiasm will increase greatly.

Overall, this game was developed with the entire fighting game community in mind, as opposed to just MK players. The more you play, the more this becomes apparent, but there is definitely enough familiarity that MK players shouldn’t have a whole lot of problems getting used to it. Once the final game is released, it’s going to be interesting to see how the top players in the MK tournament scene measure up to the ones who will be crossing over from the various Capcom fighters such as Street Fighter IV and Marvel Vs. Capcom 3.

Hopefully, I’ll have an actual review of the final game shortly after its April 16 th release. For now, the demo is available on both PSN and Xbox Live!

-Josh

!!! The Nerd Apocalypse Is Here (San Diego Comic-Con News) !!!

It is finally here. The biggest geek, nerd, and dork convention in the world. So far it's been pretty good. Within the first three days, it's already beat E3 for big announcements and it doesn't appear that will change. Since there has been a lot going on both there and here (my life got a little crazy this week) I decided to put all the Comic-Con news in one post (at least the first three days). I've also got my review of Spider-man coming so keep checking back for that. Also my computer's decided to go on vacation this week, so I will try my best with what I got. Here. We. Go.


Like I said, Comic-Con is punching E3 in the bejewels and giving us more cool things to be excited about than the Punisher in a wise guy factory (come on admit it, you laughed). First up is the king of superhero movies, Marvel (DC doesn't count because Batman's just one hero and they screwed up Green Lantern). Marvel is kicking on all cylinders following the total domination inflicted by "The Avengers" (that's 1.5 billion dollars for everyone keeping count) and the "Amazing" (I so funny) numbers that "Spider-man" is putting up. But not content to rest, Marvel went full tilt at their Marvel Studios' panel and can I just say, "excelsior". This is some crazy stuff that their attempting. This is like over the top, i just bought the USS Flag off of eBay in it's original box for a ungodly amount of money crazy (I don't actually have to buy it off of eBay because I still have mine from when I was a kid, but you know that kind of crazy). Marvel announced that they will be making two more movies to go along with the already announced, Iron Man 3, Thor, and Captain America films that they intend to release between now and the second Avengers flick. So, Todd, what might these two movies be? Well, I'm glad you asked. It looks like we'll have "Guardians of the Galaxy" on August 1st, 2014 (art below). You heard that right, we will have a movie that has a gun-toting raccoon in it. If that doesn't get you excited, I don't know what will. Raccoons with guns, good golly miss Molly (not to mention a full on butt kicking tree or Ent for all you LOTR fans). Marvel eased the audience into the whole otherworldly stuff by going from the "grounded in reality" vibe of Iron Man, to the "magic is just what we know as science" in Thor (you know plus gods and ice giants and Asgard), to the Tesseract and Super Soldier Serum of Captain America (not to mention the Gamma irradiated man who turns into a giant green monster), then, BAM, aliens and flying aircraft carriers and Scarlett Johansson's breasts (well we already knew about that last one) and of course "Thanos". Now it appears they trust you, the audience, to go wherever they want to take you (and you know you will). Congratulations, audience, you passed suspension of disbelief 101 and may now move on to the advanced course, "Gun Carrying, Explosive Expert Raccoons and You". This is gonna rock.

Second, they showed a logo and test footage for Edgar Wright's "Ant-Man" (again, see below). No firm date for when we'll see it but it's coming. Henry Pym on the big screen, who would have thought. Here's hoping we get some Janet Van Dyne to go along with my order of Pym. An Ant-Man movie from the maker of "Shawn of the Dead" and "Hot Fuzz" sounds like a hot Krispy Kreme doughnut (happy 75 years best doughnut in the world). Can't wait.

Marvel also gave us a very vague hint at what we can expect from the next Thor movie with a new title and logo. "Thor: The Dark World" will be headed to theaters on November 8, 2013. I have absolutely no idea what that title could mean and I'm sure there will be a lot of speculation over the next year and a half, but hey, I'm in.

Then, Marvel gave us a gigantic hint at what we will see in the next "Cap" film. "Captain America: The Winter Soldier" tells you everything you need to know about what the "man out of time" will be doing next. If you don't want to be spoiled in anyway, that's fine. For everyone else, if you have never read Ed Brubaker's run on the Captain America comic book (that will soon come to an end, "tear"), do yourself a favor and pick it up. You'll not only find out the general storyline for the next Captain America film but get some of the best stories Marvel has put out about the premiere Super Soldier and his greatest "friends" and "foes". This is the right way to go and I applaud Marvel for taking us there. The Winter Soldier arrives in theaters on April 24, 2014.

Tony Stark's new Iron Man suit for Iron Man 3 was on display at "the con" surrounded by the suits from all the previous films and the Avengers. Less red, more gold, maybe Downey Jr. wants everyone to know that he made so much money off the Avengers that he had the suit gold plated (that's just rubbing it in).

Extra Marvel stuff included, Jessica Biel may be playing "Viper" (Madame Hydra, for you comic nerds) in the new Wolverine film, Josh Trank (the director of "Chronicle" of which you must watch if you haven't) has signed on to direct the Fantastic Four reboot (this is very good), David Slade is out as director of the Daredevil reboot (not good, you know for Fox, but maybe for Marvel), and a fairly candid interview from ComingSoon.net with Simon Kinberg who is one of the writers on the X-Men: First Class sequel which you can check out "here". He's surprisingly forthcoming for someone who, "can't breath a word" about the film. There's also a little short film on the Avengers home video release called "Item 47". It's good from what I've heard. Fun stuff.

The Marvel news is huge, but that's not all we got in San Diego. A new clip from "Dredd" (cause Judge Dredd is too long) debuted and it is certainly not for the timid. Consider it "Red Band" material and know that you have been warned before you trot off to watch it "here". From the reviews that have been popping up on the "world wide web" (yeah, old school, right?), this is going to kick some serious tail. So that means, you people need to get off your mama's couch and go see this movie, cause if it make 50 million we get a sequel, according to producers. Go, watch, be amazed.

For all you Mortal Kombat freaks out there (yes, you too, Josh), if you have never see the "Legacy" web series you can check it out now on Blu-ray (my personal preference) and you can still find it online for free. It was written and directed by Kevin Tancharoen, who directed a short Mortal Kombat film called "Rebirth" (also online) that was a more gritty realistic take on the franchise. NetherRealm and Warner Bros. were so impressed that they green lit the Legacy web series, and what a web series it is. With the likes of Michael Jai White, Jeri Ryan (yes, Seven of Nine), and Tahmoh Penikett, this little gem is like an intimate fatality to the face. It takes place before the original tournament and serves as a prequel. So, it's with no small amount of joy that I found out that a second season of Legacy has been given the go ahead. Tancharoen announced it himself at San Diego via a video clip "here" that also gives us a look at which characters we can expect to see. But the best news of all is that the second season will be about the tournament itself, fraking cool. I'm a Kombat fan from way back (I remember playing the first one in the arcade, shut up, I know I'm old) and I've had every version of the game on every system. I can't play for crap, but I love the story and characters. And who doesn't like to see Sub-Zero rip a guy's head off his body with the spine still attached, dripping blood, ah, good times. The first series was very popular so we may be seeing the future of small budget cinema right here. Web series that bring people in for free, then move to big budget mega films with a ready made fan base sounds like a plan to me.

Speaking of web series, not all of you guys out there like "Halo". I tend to be one of those few people (Halo is an indie game after all) who does. Again, I'm very much about story as opposed to the playing of the game itself (love to play, but still suck at it). I was super excited when we were told that Peter Jackson was producing a live action version of the game. He decided to get an unknown director by the name of Neill Blomkamp. The studios all said, "no thanks" to Peter because he had an unproven director at the helm (even though Blomkamp and Weta had put together a kick butt demo reel of what a live action Halo would look like and it was "Boo Yow", and can still be found online "here"). Big mistake Hollywood, because Neill Blomkamp went on to make "District 9", great film, and his new film "Elysium" that's getting very good buzz from everyone who has seen footage. So, here we are a few years later and 343 studios is finally giving us the live action Halo we've been longing for. But guess what Hollywood, it'll be free on the Internet in a web series prequel to Halo 4. Put that in your pipe and flush it down the toilet (cause, the police just pulled up outside), Hollywood. You can watch the first trailer "here" and it starts out pretty good. We get to see a Warthog very briefly, and some cadet training. Then things get crazy, everyone is looking up in the sky in fear (of the Covenant, more that likely) then everyone is running away in fear (we see a shot of a puddle of water in the foreground and a bunch of blurry cadets running in the background, then invisible feet splash in the water, the Elites have arrived), everyone huddle into a room and the door starts to be broken down. We think it's the bad guys but when the doors blows inward, guess who standing there to rescue those scared little cadets. The Master Chief, boyee, come to stop your grinning and drop your linen. We just kicked it up a notch, Emeril. Maybe this will get the wheel turning and maybe we get a real big budget movie out of the deal. Looks promising so far.

Alright, now for some odds and ends. The Robocop remake showed off some viral images this week and went a good ways to make me more excited to see it. They showed off the "ED-209" and it looks like an advanced version of the original, not bad I say. We'll definitely keep an open mind on this one. Check out the picture below, and the synopsis for the film "here". We got our first look at "Q" in the new James Bond film "Skyfall", played by Ben Wishaw (see below). He looks like a young Desmond Llewelyn, perfect. The Trolls from "The Hobbit" are on display at the Weta booth and are full size, cool. To promote the Blu-Ray release of the "Indiana Jones" films they put up a Well of Souls complete with live snakes (why did it have to be snakes).

That what I got for now, I'll be back tomorrow with more news from Comic-Con including the Warner Bros. panel with news and previews of "Pacific Rim", "The Hobbit", and "Man of Steel". Also, a little "Hellboy 3" news that ties into my post the other day, very cool stuff. As always, you can check out all the cool stuff from the experts on ComingSoon.net. Until then, "live long and prosper" dorks!!!

Todd "now preparing for the zombie apocalypse" B.

[ComingSoon.net]







Mortal Kombat (2010) - Review (Xbox 360, PS3, PS Vita)

In April of 2011, Netherealm Studios released a remake/reboot of the immensely popular fighting game, Mortal Kombat for the Xbox 360 and Playstation 3. The game was fairly well received by fans and critics alike and sold approximately 2 million copies in its first month of release. For this reviewer, Mortal Kombat, or MK9 as most people refer to it, the game would become a constant in his Xbox 360, Playstation 3, and now Playstation Vita’s disc drive/card slot.



I began playing Mortal Kombat back when the original game was released in the early 90’s, so yes, I’m a fan. Unlike most people, the violence and fatalities were never what appealed to me about the franchise. Instead, I was drawn to the backstory of the game. Also a fan of Jean-Claude VanDamme movies such as Bloodsport and Kickboxer, the similar story in MK was right up my alley. Instead of relying on the simple concept of a tournament, MK threw a unique spin on the concept by adding in such things as different realms that exist alongside our own (Earthrealm). The story in a nutshell: Shao Kahn, the leader of Outworld, is determined to take over Earthrealm by use of the Mortal Kombat Tournament. If he wins, Kahn is allowed to invade and rule. Raiden, an “Elder-god” is charged with gathering up Earthrealm’s strongest warriors in order to defend our world. We don’t find out about Shao Khan until MK2, but that’s the story of the franchise all the way up until the most recent reboot.


Mortal Kombat also included, in my opinion, a more colorful cast of characters than fighting games such as, say, Street Fighter. A few in the franchise have been palette swaps - a process in which developers recolor the same character to produce a new character with different moves – as with Street Fighter, but MK’s characters were finely crafted into the story and were always presented as distinct individuals rather than mere recolors.


After 8 games, spanning across nearly every console from arcade to original Xbox, Mortal Kombat began to run out of steam and popularity over the years due in part to changing game mechanics. Rather than keeping the traditional 2D gameplay, MK, starting with MK4, adopted a similar play-style popularized in 3D fighting games such as Dead Or Alive, Virtua Fighter, Tekken, and Soul Calibur. This proved to be unpopular with fans of the series, so a change was in order. The team at Netherealm decided to create a game that went back to its 2D roots and in April of 2011, the completely barebones titled, Mortal Kombat was released.


I always enjoyed fighting games, but was never actually good at them. I was also vaguely aware of the fact that there was a scene in which people actually played fighting games in a competitive tournament setting. After watching several tournament matches online, in an effort to learn some simple combos to perform, I figured that actually taking the time to learn the game and play it competitively wouldn’t be a complete waste of time. I spent hours, days and months in the game’s training mode learning combos and strategies for use against another human opponent. Doing this, I was compelled to dip my toe into the tournament scene in March of 2012 and took a trip about 3 hours away to Atlanta, Georgia and ended up placing 33rd out of 127 at Final Round, a major tournament (which means the winner actually gets a pretty decent amount of money for winning).


Now why did I just give a “life story” of being an MK fan and one-time competitive player? Because I’m about to give the most honest review of a fighting game that one will ever get! Bold words, I know.


Next time you go into a store to buy a fighting game, ask yourself, “Why do I want this? Do I want it to play around within the game’s single player modes? Do I want it just to have some sort of party game to have fun with friends? Do I want an online fighting game? Or do I want to actually learn the game and be good at it?”


“I want to play Mortal Kombat’s single player modes, Josh!”
 MK9’s single player modes are quite good, actually. The player is given the option of playing a ladder style mode in which he or she will face computer controlled opponents at varying levels of difficulty, culminating with fighting the last boss, Shao Khan. There is also a challenge tower mode in which the player climbs up yet another ladder in which they are presented with progressively more difficult challenges. These challenges are usually presented as mini-games such as fighting a character with no arms, only using special moves, etc. The Vita version offers even more challenge tower levels and features for single player that aren’t present in the console versions.


“I just want the game to have fun with friends, Josh.”
 This is what versus mode is for. The game offers 1v1 combat, as well as a tag-team feature that allows the player to control either 2 characters at once, or 4 players controlling 1 at a time. The fighting mechanics are simple and smooth enough to be accessible to players that just want to have fun with the game in a casual setting.


“I want to beat people down online!!!”
 Good luck. The console versions of the game have terrible netcode that makes it impossible to play the game online with the same fluidity as playing offline. Also, the player will be met with frequent disconnects, rage-quitters and unnecessary trash talking from people who actually don’t know how to play the game, but are able to exploit the game’s bad netcode to put the match in their favor. The Vita version, however, has nearly perfect netcode and is much closer to offline play.


“I want to get good at the game, go to tournaments and win some money!!”
 And here we get into what the game was designed for. MK9, while having issues, is one of the simplest fighting games to pick up and be competent. That’s not to say you will be instantly good. You actually have to put in hard work, research and practice. It also helps to play offline with players who are either already good at the game or are trying to be good at it as well. I played the game in training mode and with friends for nearly a year before I felt comfortable enough to enter a major tournament. But if competition is your goal, MK, and most fighting games, contain tools in-game that will help you become a more competent player. Just remember, you will never get better at the game and able to stand toe-to-toe with other well-versed players by playing against computer opponents.


In closing, I strongly recommend this game. It’s a great game and can be played with lots of different goals in mind, but the game really shines if you take the time to learn it and be good at it. If you’re trying to decide on which version of MK9 to get, it really depends on what system you have and nothing else. The Xbox360 and PS3 versions are pretty much identical, but have terrible online. The Vita version has some extra features, costumes for characters and better online, but takes a slight dip in graphics quality to maintain a smooth, 60 frames-per-second and identical fighting mechanics to the console versions on the handheld.


Basically, if you like fighting games, or are attempting to get into them, you can’t go wrong with Mortal Kombat. On any system.
Posted on May 27, 2012 .