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Mortal Kombat : Deadly Alliance for PlayStation 2
46 reviews   4.63 of 5

Product Description

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Rating

Reviewed By


Reptiledrummer2004

 (100+)

Review Date
04/20/2004

Overall Rating

 5 of 5

Value Rating

 0 of 5



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Summary

This is the best Mortal Kombat game yet. There are many different fighting styles and none of them are repeated. Each individual kombatent has three differen't fighting styles.There are also many great characters. Reptile is one of my favorites. But Subzero and Frost are my two favorite. I don't know why, I guess I really like the whole freezing thing. Anyway, there are differen't things you can do also, such as konguest, this is where you learn how to use each characters moves, the krypt, this is where you buy items, secret characters, etc. with the money you win from arcade mode and konquest. This game is just really great. The fatalities aren't too bad but there is only one for each character. Jax has the worst though. Besides that, this game kicks.

Sound

I don't really pay attention to the sound. I just concentrate on kicking butt!!!!

Gameplay

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Sound

Sound is what you'd expect out of a fighting game. Moans, screams, grunts, etc... And the music is cool too.

Gameplay

The gameplay is great. It has your basic Arcade and Versus modes, and has a Konquest mode that teaches you how to play the game and you earn Kurrency along the way so you can go into the Krypt and purchase things from the koffins in there. There are over 600 koffins. And there are some special features too. The making of the game, the history of MK, and the 'Immortal' music video by Adema. The game has a great selection of characters too. From your classic old characters such as Scorpion (My fav), Sub-Zero, Jax, and Cyrax and more classic ones, up to the newcoming characters such as Mavado, Drahmin, Hsu Hao, Li Mei, and Quan Chi. (Yes, I know Quan Chi was in MK4 but he's still pretty new.)
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Sound

I have always hated the music in a MK game. Hmmm....... That will stay the same until further notice. Yes I hate this game's music. Sound is okay though.....

Gameplay

The newest thing is 3 fighting styles for every character. 2 fighting and 1 weapon. For all you people that did not know, weapon's made their first appearance in Mortal Kombat.(Which was a huge disappointment.) I think it's great since all the fighting styles exist in real life. Character's now only have one fatality. What the hell is up with that?!!!? Sure they all are new fatality's but only one looks ridiculous. Jax, one of my favorite character's, has the worst fatality in the entire game. Maybe in the whole history of MK. Throws you on the ground and jumps on your head. WOW....(I was being sarcastic). Midway certainly could have done a better job with his fatality. Some however are hilarious when used on girls.(Kitana's "Kiss of Doom" fatality) Character movement is kinda slow to. And this game focuses to much on combos than special moves. They are hard to pull off at first but you'll get used to it. New modes such as Konquest, where you must go if you are a beginner. And the krypt, where you buy stuff. And the return of test your might, which is even harder than before, is back.....!!!!!!
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Summary

This is the best fighting game I have ever played.The best one out of all the mortal kombat games.Whats cool about this game is the new features like the krypt,(a huge room filled with 676 koffins and a special surprise under each one.You might find hidden characters,MK fighters,pics,bios,hidden arenas,sketches,videos,costumes,koins and more.),a video showing the making of mortal kombat deadly alliance,the history of mortal kombat video,and a music video by adema called Immortal,and konquest mode.Konquest mode is where you really learn how to play the game.You pick a fighter and go on a journey completing tasks and earn koins to purchase in the krypt.Not every game is 100 percent perfect every game has at least 1 thing bad about it.Let me mention the bad things about this game.Whats bad about this game is that there is only one fatality per fighter.No stage fatalities,no brutalities,no bablities,no friendships,and no animalities.Every fighters fatality was cool except Jax's.His fatality is so stupid it shouldnt even be a fatality.Midway should of been more creative with his fatality.In my opinion the best fatality is Cyrax.I also had a problem with some of the fighters.Some of them only have 2 special moves.PATHETIC.Each fighter should have at least 3 special moves.Also this game is a little unrealistic.The computer always blocks my moves that in real life couldnt be blocked like scorpions spear(when the computer blocks they use their arm and this is fake because when the spear touches their arm it should go right through it),subzero's ice freeze shouldnt be blockable and kenshi's telekentic slam,and reptiles acid spit and cyrax's slice and dice and much much more. Other than that everything in this game is cool.The moves are new and improved.There are so many moves to do with each fighter its impossible to memorize them all.The good thing about this game is every fighter has a wepon and if you get hit once you wont lose it unlike MK4.Also each fighter has 2 fighting stances and a weapon fighting stance.There are so many good things about this game I cant list them all so im gonna end this review.
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Sound

Nothing can surpass the booming voice shouting, "FINISH HIM!" as you move in to lay waste to your opponent. Very good sound. Fists smacking, swords banging, and a rather nice mixture of original Kombat background music and the techno style of the later games. Overall, well done.

Gameplay

Gameplay has come a long way from the original. With three fighting styles per character you will have to spend a good bit of time getting familiar with each before you conquer all. But, the fighting styles are a double-edged sword. The learning curve is a bit high for those who just want to leave a few bruises in their wake.
The variety of game modes is also a welcome addition. There are standard Arcade and Versus modes along with a practice mode and the new Konquest mode that takes you through the storyline of each character while showing you the basics of their fighting styles. A very nice twist on tutoring.
Also new is the Krypt. this is a giant vault of koffins that you can 'purchase' with earned koins. How do you earn coins? Glad you asked. Koins are earned through completion of konquest missions, arcade matches, and can even be wagered in versus bouts. The krypt hold all of the goodies. Everything from secret characters to storyboards and design sketches.
All in all a good variety, but it still lacked the ability to keep me coming back for more.

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Summary

It’s hard to believe that it’s been 11 years since Midway first introduced Mortal Kombat to the gaming masses. The over-the-top Street Fighter clone (and be honest, that’s exactly what it was) was noteworthy because of its inclusion of blood and gory (if not ridiculous) fatalities, and over the years, the series spawned six sequels, two spin-off titles, two feature films, a cartoon and a live-action television series and a slew of MK-related merchandise.

Unfortunately, after MKII, the series went downhill. A lack of originality, coupled with a ludicrous basket of pointless moves and storylines meant gamers were starting to lose interest in Midway’s flagship franchise. While SF maintained popularity and other titles, such as Tekken and Dead or Alive, took center stage, MK fell by the wayside.

But Midway declared at E3 2002 in Los Angeles that its new fighter, Mortal Kombat: Deadly Alliance, would return the series to its roots, offering an experience that would rival that of the more prominent games in the fighting genre.

Lo and behold, Ed Boon and company delivered. MK: DA is a solid, enjoyable fighter, and a marvelous alternative to the unimpressive Virtua Fighter 4 and the all-too-familiar Tekken 4.

At its heart, MK is a struggle between Earth and Outworld. The realm of Outworld has tried for years to gain control of Earth, but in order to do so, it has to win the tournament of Mortal Kombat. This plot is expanded upon a bit more in the first MK movie (the decent one), and MK: DA finally gives the admittedly thin plot the push it so desperately needed.

Liu Kang, the New York Yankees of the MK tournament (read: he keeps winning it!), is killed by Quan Chi (MK4’s main baddie) in the opening cinema, with new partner and Mr. Why-Don’t-You-Just-Die himself, Shang Tsung watching with glee. Then, the two overthrow Shao Khan (finally!). Together, Tsung and Chi run the tournament in hopes of overthrowing Rayden and his forces. Rayden, the Thunder God, relinquishes his Elder God status to help Earth Realm win the tournament and (yet again) save the planet from almost certain doom.

Okay, so plot’s still a bit thin, but the developers at least tried to spice things up a bit, and to be honest, I’m glad Liu Kang was on the receiving end of a flaming skull. Fortunately, games (especially fighting games) don’t survive on story alone. The thing that makes MK: DA such a success is the fact that it throws out a good deal of what was wrong with the series over the past few installments. While there’s nothing truly innovative, the game is enough of a departure from the rest of the series that the game feels fresh.

The underlying premise of the series—over-the-top violence, buckets of blood and messy fatalities—is still intact, but the execution is radically different than the series’ seven previous efforts. Each character (12 to start with) has three distinct fighting styles: two martial arts styles and one weapon. This in itself lends a wonderful sense of depth to MK: DA, but the real treat comes in the execution. Each character has at least two dozen moves per style and more experienced fighters can find ways to switch between styles to implement strategies and string together impressive, dangerous combinations. Novice players may struggle at first with the prospect of dealing with more than one fighting style, but with some practice (and a bit of time spent in Konquest mode), you’ll get the hang of it.

These styles are the real thing, too; Tae Kwon Do, Tai Chi, Karate, Drunken Fist…every style in this game is authentic. While this won’t matter a hill of beans to most people that may get their hands on this game, the fact that the developers went through the effort of researching and implementing all these styles speaks volumes.

Weapons are not new to the series (they made their debut in MK4), but they’re utilized much better in MK: DA. Rather than just leaving a weapon on the arena floor to be picked up and used, each character is given a weapon (ex: Johnny Cage has a pair of nunchukas, Li Mei uses sais, etc.). Using weapons can give your character a distinct advantage in certain situations—Kano is brutally fast with his butterfly swords—but can also be weaknesses. The key is finding when it’s best to use a weapon and when to leave it be. Some characters, like Sub-Zero, can jab their weapon into their opponent. The weapon stays there for the remainder of the match, slowly draining the fighter’s life bar. An interesting and realistic, if not cheap and frustrating, addition.

One would think that, give the series’ arcade roots, MK: DA would make use of the PlayStation2 controller’s analog sticks. However, it doesn’t; the game uses the standard D-pad for movement. I honestly don’t know why Midway didn’t bother utilizing the DualShock2’s analog capabilities, and while it’s nothing major, the game does sort of feel a bit dated as a result.

Despite this ultimately meaningless flaw, MK: DA controls well. Combos can be a chore at first, as you work on timing your button presses (too slow, the combo stops; too fast, some hits won’t register), but with enough play, it’s no longer an issue. It’s interesting to note that some of the series’ most recognizable moves (like Scorpion’s spear) have been revamped for MK: DA; back-back-low punch will no longer throw the spear. Some MK veterans may complain on alienation, but I think it helps separate this installment from its troubled roots.

The game’s AI is the best it’s ever been in the series, with fighters quickly learning your tendencies and countering accordingly. Even better, some of the “cheaper” fighters don’t go uber-cheap on you; Sub-Zero and Scorpion only use their projectile attacks under the most dire of circumstances. MK: DA is just challenging enough without turning off gamers as a result of frustration. Of course, the best cure for a tough AI is practice, practice, practice.

As was stated earlier, 12 characters are selectable at the start. Some are old favorites—Sonya, Kung Lao, Kano, Johnny Cage—while new faces, such as the blind ninja Kenshi and the Liu Kang-esque Mi Lei, are introduced. While the initial cast of warriors is a bit small by today’s standards, others, such as the female ninja Frost and cyber-ninja Cyrax, can be unlocked through play. The final cast is somewhere in the mid-30’s, which is respectable. Thankfully, Midway is no longer padding its roster by using the same body model and painting it a different color (remember all the ninjas in MK Trilogy?).

As has been the case with many games in the fighting genre over the past five years, MK: DA is loaded with various fighting modes and features. There’s the typical Arcade and Versus modes (duh), but the real meat of the game comes in other modes, most notably Konquest. Konquest pits you up against 218 different missions. The beginning missions teach you the basics of MK fighting, along with the basics of whatever fighter you choose. You learn different moves for your particular fighting styles, combos and other fighting techniques. By completing these missions, you receive Koins, which you can spend at The Krypt to unlock the game’s 676 secrets.

You can also obtain Koins by winning battles and completing over various tasks, such as the Test Your Might and Test Your Sight mini-games. These mini-games are nice touches, especially for those of us that remember the Test Your Sight mini-game from the original MK back in 1992. With these Koins, you unlock, secret characters, concept sketches, behind-the-scenes videos and other MK-related goodies. Depth and replay value are two things the series has always lacked, but MK: DA finally delivers. You’ll be playing for a long time just to unlock everything.

Visually, MK: DA is vibrant and gruesome at the same time. The series began its shift to 3D with MK4, but the transformation finishes with this game. The arenas almost live, as the detail and care given to them is amazing. Character models are more realistic (neck bones and other anatomical features!), though some joints are still kind of out of sorts. And I think Midway’s been taking cues from Tecmo, because the “jiggle-factor” on the female fighters is just insane. I mean, their breasts still jiggle even when Sub-Zero freezes them!

Seriously, this is easily the most beautiful, fluid MK yet. Animation is smoother than ever (Midway finally figured out how to perfect its use of motion-capture animation), and there’s hardly any slowdown to speak of. Jaggies aren’t a problem, unlike they are in, say, Tekken and this game moves in a sort of brutal elegance few games can match. The blood, as always, is quite excessive, and it’s a very nice touch seeing fighters continue bleeding after a vicious attack. An even nicer touch: when the camera zooms in on the winning fighter, he or she may have a bloodied and beat-up face, which is the way it should be in a fighting game as violent as MK: DA.

Midway promised big things with Mortal Kombat: Deadly Alliance, and the company has delivered ten-fold. What was once a dying series is now alive and well again, and the legend continues. Even though this game isn’t facing the intense media scrutiny its predecessors have, the game is still as brutal and violent as ever. Finding new ways to do things without alienating fans of the series is often a hard thing to do, but Midway has found a way to do it. This is one of the best 3D fighters to come around since Dead or Alive 2, and while it’s not the best fighter ever, it blows the likes of VF 4 and Tekken 4 out of the water. If you gave up on Mortal Kombat, give the series another try. If you never liked the series to begin with, there’s no better game to start with than Deadly Alliance. We can only hope Hollywood learns its lesson from MK: Annihilation and doesn’t try to make a movie off of this….
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Summary

Congratulations on MKDA being such a success & being able to satisfy so many gamers & fans of the MK genre. I wish I could be one of them. This game has obviously received tremendous accolades from casual & hardcore gamers alike. And I'm here to put stop to it.

Let me start my review off by saying, though never a fan of the MK games, I have always respected MK's status as an innovator in the fighting genre. It is a franchise that has pioneered it's own style & has never imitated others. This new addition to the series is no exception. With the advent of three distinct fighting techniques per character, Midway has smartly reconstructed MK from the ground up & taken another step in fighting game evolution.

Story:
Hicks & Newt are DEAD? THIS SUCKS! Oh wait, wrong franchise. Liu Kang is DEAD? THIS SUCKS!

The depth of the MK universe has always been a strong point of the series, and this game earns some points for continuing with that depth. The Konquest mode, for instance, is the real meat of the game; a rich adventure that gives gamers a whole world of information to explore. The approach to story telling is a real bright spot that other fighting games could learn from.

Bonuses: Some might think that earning Koins to unlock bonus-filled sarcophagi might be tedious. Those people would be right. You're going to have to love this game to spend enough time kollekting koins and not being frustrated by getting power egg things & poorly done sketches as a reward.

Locked characters: Locking many of the game's characters was a miscalculation in my opinion. Why would I labor to unlock so many extra characters when I'm not compelled enough to play with the ones I've been given? Providing more characters at the onset would have offered players more variety. Although, once you finally HAVE unlocked the characters, MK does provide that variety. It just takes awhile to get to it.

Mini-games: Normally, I hate mini-games, but in this case I found the exact opposite was true. The mini-games are all welcome diversions from the awkward gameplay, which I will now slander.

Sound

I think the sound is actually a real strong point in this game. Although there is no voice acting besides Raiden's opening monologue, there is the cool announcer who acknowledges your character choices & match outcomes. I like that. It's a blast from the past.
Most of the music during play blends into the background, like in most fighting games. However, the music during Konquest mode, when you see your generic monk character walking through the forests, is nice and mystical.
Punching & kicking sound effects are fun, splattering noises that sound like characters are really smacking each other around, along with strong grunts & screams. Good foley.

Gameplay

Here we go. The heart of a fighting game. I was disappointed in this game's fighting system from the moment I threw my first punch, & it hasn't gotten any better with time. The characters are flat out stiff. And S-L-O-W. I can't imagine why anyone would consider this is a fast-paced whirlwind of battle. These guys are about as agile as big, wet, adobe bricks. None of them would last 2 rounds in DOA3.

Sidestepping & evading are just chores, but thankfully most characters have a quick escape move that can get them out of harms way. Regular punches & kicks are generally S-L-O-W. There are times where your computer opponent seems to move like greased lightening while your character's molasses coated fists cruise through the air in between you. Your fist then hangs there in mid-air while your opponent circles you to deliver another lightening combo.

The combos are reasonably quick, once you get the hang of them. However, to enjoy the speed of combo fighting, you are going to have to practice long & hard to string these dial-a-combos together. MK:DA would have made a great instructional typing game; like, in order to execute a 5 hit combo, you'd have to type a 5 letter word, like Apple, as fast as possible. And who doesn?t enjoy being juggled in the air for 30 seconds straight while the computer executes an extended unblockable air combo on your hapless little character?

Let me say this concerning depth in the fighting system: Being able to string lots of little moves together to make one big combo doesn't constitute depth. MK is far too reliant on chain-combos & juggling. Once the computer begins to juggle you in the air, go take a coffee break, cuz there's little you can do about it. Conversely, once you've learned how to juggle a foe with a chain-combo, the only real strategy involved is making sure you land your combo before your opponent does. This is not much of a step up from a 2D fighting game.

Pros:
The entire triple fighting style concept is a good one. It adds a depth to the entire MK experience that no other game has. Despite my current lack of enthusiasm concerning the game, I'm still intrigued enough to go back & continue looking at this complex & stylish approach to MK martial arts. The ability to switch in between styles instantaneously, including having your weapons appear out of thin air is, admittedly, SWEET. The action can also be spruced up w/ shoving, reversals, throws and the like. Mastery of these special maneuvers is vital to the game. I admit I became less frustrated once I began employing these techniques.

However, I'm afraid this pro is going to turn into a con concerning the execution of the whole multi-style concept. Each style is sadly undersized, only a few dozen moves per style. Now, if you want to expand your repertoire of attacks, you will need to study, grasshopper, to string these styles together in your dial-a-combos. Overall, the multi-style approach is interesting, but left me feeling as though as though the individual styles themselves were unfinished. For all its hype, this game is really just punch, punch, kick, kick.

This system would have benefited from a more holistic approach to the blending of styles. Most of the time, style blending feels forced, like it's just something you have to do because the computer's going to do it to you, so you'd better get your money's worth. And its just unnecessarily hard. When you manage to get the styles to harmonize with each other, then you've got something.

Thus the depth of this game's fighting system is a mixed bag. Fine for the fanatical gamer, but this hurts the game's pick-up-and-playability. We don't all have time to study a game like is was one of the Dead Sea Scrolls. My motto is; fun first, learn how to dial combos later. The fighting variety is there, but the characters are outright ungainly when it comes to maneuvering. I just don't get it.
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Summary

I must say that I have never been a real fan of the Mortal Kombat series, although I have heard raved reviews for each and every Mortal Kombat game, I have never found these game's that appealing. But one day, I decided to take a gander at my local Gamestop, and just about each month, they have a different game that they allow each person to play. But, getting back to the story... that month they had MK:Deadley Alliance out on their public T.V. screen, so I said, what the heck, so I started playing it. The very next minute, I was absolutly hooked to this great game. All the different characters, blood, moves, weapons, and extras like, Arcade, Konquest, Kontent, the Krypt, and about 1,000 other things! So, after a few seconds of thought,(Which is way too long) I decided that I was going to buy this game. This game still puts me in awe each and every time I slap my hands on my PS2 controller. So what do you think your doing, just sitting there? Get off your butt and go out and buy this game!
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Sound

As far as sound goes, Mortal Kombat has stuck to the same effects as past releases. The clang of swords and the yelling of the characters is the same as always, but not enough of a setback to interrupt a player's fanatical obsession with the game.
Other than that, Adema's "Immortal" and some original MKDA songs round out the soundtrack (though I'd like to hear some of the oldschool MK Music).

Gameplay

Deadly Alliance, being the first edition of Mortal Kombat produced exclusively for out-of-arcade playing, has strayed from its standard High Kick, High Punch, Low Kick, Low Punch. Instead, the game has evolved into combination strikes to elicit moves. The controls are relatively simple and complete movelists availible during gameplay allow for first-time players to learn combos and special attacks.
As for substance, Mortal Kombat has stuck to the time-tested method of interweaving storylines and action that put them head and shoulders above the competition. Of course, if all you want to do is kick a lot of butt, you can skip the storylines.