<img src="http://www.trmk.org/images/mkarmageddon/screenshots/mka_9_t.jpg" width="160" height="120" class="newslink" align="right" hspace="4" vspace="4" />The build up to the ultimate <b>Mortal Kombat</b> game in the current generation was big. Over <b>60 characters</b> to choose from, a highly anticipated follow-up to last year's hit <b>Konquest mode</b> and a whole new <b>Kreate-a-Fighter</b> feature were amongst the highest anticipated features in <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Mortal Kombat: Armageddon</a>. But it appears that <b>Armageddon</b> has seemed to crumble under its own weight, according to fan reactions in our <a href="http://forums.realmmedia.com/forumdisplay.php?f=5">Message Forums</a>.
The ambitions of the <b>MK Team</b> to include every character in the <b>Mortal Kombat</b> universe required several trade-offs in the main arcade portion that several fans are upset about. One major point of contention is the <b>Kreate-a-Fatality</b> feature. <a href="http://forums.realmmedia.com/member.php?u=1350">jeary writes</a>, <i>"If time or space was the problem, why couldnt they have just threw back in the identical deadly alliance and deception fatalities. Then created maybe 15-20 new ones. Even one per character would have been better than the kaf. The whole time im trying to do the kaf, im looking at the sheet rather than trying to enjoy the fatality."</i>
Another trade-off are the character endings. The <b>MK Team</b> in the past decided that the fully animated endings in <a href="http://www.trmk.org/games/mk4">MK4</a> were so time consuming to create that they would be going back to static screen narration endings for <a href="http://www.trmk.org/games/mkda/">Deadly Alliance</a> and <a href="http://www.trmk.org/games/mkd/">Deception</a>. With the large character roster, it seems like even creating one static screen per character was too much and the team resorted to a narration over the character performing "kata". <a href="http://forums.realmmedia.com/showthread.php?t=9862">SubZero'sBrother writes</a> <i>"The endings.. By far.. The worst this series has ever seen.. I won't spoil anything here, but when your game concludes you'll know what I'm talking about.. Maybe I set my sights too high? I think not actually."</i>
The most puzzling "letdown" seems to be <b>Konquest Mode</b>. <a href="http://www.trmk.org/games/mkd/">Mortal Kombat: Deception</a> featured a free roaming <b>Konquest Mode</b> that was open ended and featured tutorials on each character. On <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Armageddon's</a> <b>Konquest Mode</b> <a href="http://forums.realmmedia.com/showthread.php?t=9898">The 7th Number writes</a>, <i>"I really didnt like the konquest either, too much fighting, and its all a set path so you have nothing to do except run down the street and beat up some goons. Deceptions konquest was way better. It was free roaming, finding stuff on your own, and that meditation part made it freaky."</i> <a href="http://forums.realmmedia.com/showthread.php?t=9898#post123590">iniquity1 adds</a>, <i>"But call me weird, I enjoyed the training missions as each fighter from Deception. It gave me a chance to feel up the other fighters to know their strengths and weaknesses. Not to mention at least knowing HOW TO FIGHT WITH THEM instead on constantly pulling up the "move list" menu."</i>.
It's not quite clear as to why <b>Konquest Mode</b> went the direction it went in <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Armageddon</a>, after such a dramatic improvement in <b>Deception</b> over <b>Deadly Alliance</b>. The transition to the <a href="http://www.trmk.org/games/mortal_kombat_shaolin_monks/">Mortal Kombt: Shaolin Monks</a> engine might have something to do with the fact that none of the puzzle mechanics from <b>Deception's Konquest Mode</b> made it over to <b>Armageddon</b>. Many were expecting a whole new chapter in <b>Deception's Konquest</b>, but instead received a radically different linear button masher.
These are only a few of the opinions being expressed on the <a href="http://forums.realmmedia.com/forumdisplay.php?f=5">Message Forums</a>. If you agree with some of these sentiments or have a totally different opinion, get an account and express yourself!
The ambitions of the <b>MK Team</b> to include every character in the <b>Mortal Kombat</b> universe required several trade-offs in the main arcade portion that several fans are upset about. One major point of contention is the <b>Kreate-a-Fatality</b> feature. <a href="http://forums.realmmedia.com/member.php?u=1350">jeary writes</a>, <i>"If time or space was the problem, why couldnt they have just threw back in the identical deadly alliance and deception fatalities. Then created maybe 15-20 new ones. Even one per character would have been better than the kaf. The whole time im trying to do the kaf, im looking at the sheet rather than trying to enjoy the fatality."</i>
Another trade-off are the character endings. The <b>MK Team</b> in the past decided that the fully animated endings in <a href="http://www.trmk.org/games/mk4">MK4</a> were so time consuming to create that they would be going back to static screen narration endings for <a href="http://www.trmk.org/games/mkda/">Deadly Alliance</a> and <a href="http://www.trmk.org/games/mkd/">Deception</a>. With the large character roster, it seems like even creating one static screen per character was too much and the team resorted to a narration over the character performing "kata". <a href="http://forums.realmmedia.com/showthread.php?t=9862">SubZero'sBrother writes</a> <i>"The endings.. By far.. The worst this series has ever seen.. I won't spoil anything here, but when your game concludes you'll know what I'm talking about.. Maybe I set my sights too high? I think not actually."</i>
The most puzzling "letdown" seems to be <b>Konquest Mode</b>. <a href="http://www.trmk.org/games/mkd/">Mortal Kombat: Deception</a> featured a free roaming <b>Konquest Mode</b> that was open ended and featured tutorials on each character. On <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Armageddon's</a> <b>Konquest Mode</b> <a href="http://forums.realmmedia.com/showthread.php?t=9898">The 7th Number writes</a>, <i>"I really didnt like the konquest either, too much fighting, and its all a set path so you have nothing to do except run down the street and beat up some goons. Deceptions konquest was way better. It was free roaming, finding stuff on your own, and that meditation part made it freaky."</i> <a href="http://forums.realmmedia.com/showthread.php?t=9898#post123590">iniquity1 adds</a>, <i>"But call me weird, I enjoyed the training missions as each fighter from Deception. It gave me a chance to feel up the other fighters to know their strengths and weaknesses. Not to mention at least knowing HOW TO FIGHT WITH THEM instead on constantly pulling up the "move list" menu."</i>.
It's not quite clear as to why <b>Konquest Mode</b> went the direction it went in <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Armageddon</a>, after such a dramatic improvement in <b>Deception</b> over <b>Deadly Alliance</b>. The transition to the <a href="http://www.trmk.org/games/mortal_kombat_shaolin_monks/">Mortal Kombt: Shaolin Monks</a> engine might have something to do with the fact that none of the puzzle mechanics from <b>Deception's Konquest Mode</b> made it over to <b>Armageddon</b>. Many were expecting a whole new chapter in <b>Deception's Konquest</b>, but instead received a radically different linear button masher.
These are only a few of the opinions being expressed on the <a href="http://forums.realmmedia.com/forumdisplay.php?f=5">Message Forums</a>. If you agree with some of these sentiments or have a totally different opinion, get an account and express yourself!
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