Wednesday, November 13, 2013

Retro Revamp: Brutal Doom

Shortly before we participated in the Extra Life campaign, Carter told me about one of the heavier mods to the classic Doom games, called Brutal Doom. Strictly speaking, modding these games is nothing new -- there have been fan levels, replaced graphics, and total conversions out almost as long as the game itself. However, that really went up a notch in more recent years, when the game's programming was released Open Source.

Brutal Doom needs GZDoom to run, which by itself is basically an emulator that allows the older games to be run on 64-bit computers, as well as adding controls for mouse aiming, jumping, and crouching. BD takes it a few steps further, by updating the weapons and monsters to the point where just about every kill is extremely bloody and gruesome -- and yet kinda cool to watch, as well.

If you have the wads for Doom and Doom II, all you need to do is copy them into the same directory as these emulators. The level themselves are exactly the same as before, in their claustrophobic and hellish glory. But now the renewed controls make them feel even more timeless -- even if the addition of jumping over obstacles or being able to shoot at vertical angles does render some of the puzzles a bit superfluous (particularly in the final level of Doom II). This is a renovation that gives an old classic a breath of fresh air, while not taking away from what made it a classic in the first place, and is an absolute recommend.

Tuesday, September 10, 2013

Quake (1995)

So, the Doom series had its thing, in the early nineties... but where to go next? The plethora of clones and spin-offs -- Duke Nukem 3D, Heretic and HexenDark Forces -- had pretty much pushed the Doom engine to its limit. So id Software went back to the drawing board, with the first truly 3D First Person Shooter: Quake.

A classic in its own right, the game starts off in a similar way to Doom -- it focuses on a futuristic soldier, who is tasked with stopping a Hellish invasion. You take the offensive, jumping headlong into the monsters' hometurf -- a medieval alternate world, populated with Lovecraftian monstrosities. Along the way, you collect runestones -- intended to help Shub-Niggurath send her minions to Earth, you instead will use them to crash her pad. That's pretty much it, for plot.

As with its ancestor, Quake is pretty much all about combat and horror, and Boy Howdy does it deliver on both! There may be less monsters per capita than, for instance,Doom II, but you have to beat the crap out of every living thing you come across. Adding to that, is that many levels are outright claustrophobic, the monster placement in general is almost sadistic, and while still not overly smart, the monsters are all quite able to rip the meat off of your bones if you aren't on your game.

Some of the levels tend to look the same, after a while, but they are very elaborate -- sometimes quite imaginative -- and spooky as all hell. This is especially so, going the Abandonware route, without the Trent Reznor score -- I've heard some of it on its own, and it's very gut churning, but to date I've never heard it in the context of the game. I've only heard the ambient sound and the mayhem... and frankly that can be surprisingly terrifying. Deathmatch is also a hell of a lot of fun, if you can find the servers and friends to do it with, these days.

However, I'm borderline on the sequels -- as much as its moot for a DOSBox blog -- because they have NOTHING to do with this game. At all. They are fun in their own right, but where I'm concerned, they aren't Quake.

Tuesday, June 25, 2013

Duke Nukem 3D (Atomic Edition)

To be honest, until mid-way through the dawn of first-person shooters, I had never heard of the Duke Nukem series. My understanding is that they're relatively low-rent platform shooters, sending up B-movies and 80's action cliches. It really went nuclear, so to speak, in the mid-to-late nineties, when the gang at Apogee/3D Realms decided to cash in on the FPS craze, with the third game. And the result was a wild, intense, clever, raunchy, and surprisingly controversial landmark in action game history.

After defeating the bad guys, in Duke Nukem II, our titular hero (and before anyone asks, I have no idea what his day job is) is flying back to Earth, when his ship is suddenly shot down. It turns out that another alien invasion beat him back to Earth, killing, enslaving and mutating everyone in its path. So he has to fight through cities, prisons, bases, and space stations, to stop the ETs from breeding us into extinction.

The graphics and gameplay have their similarities to Doom, but in a lot of subtle ways they definitely take it further in DN3D. At the very least, you can actually tilt your head, jump, and crouch. I'm not 100% sure if this was the first FPS to have these now common features, but it was a rather silly omission from Doom. Some of the weapons are also imaginative, in that they aren't all just plain shooting weapons -- there are laser trip mines (that you attach to walls), pipe bombs (that you throw and detonate), shrink rays (that make you step on enemies you've reduced to the size of apples), and a freeze gun (that makes you go in for a kick). Similarly, the graphics across the board are crisper and more colourful than Doom. It's not the quantum leap between Doom and, for instance, Quake III, but it does make for a much less grim experience.

That doesn't mean, though, that your heart won't still pound -- some of these enemies are sneaky and tough enough that they scare the bejesus out of me! lol

My favourite element, though, is the level design. For one thing, there's a ton of interactivity -- lots of things in each room that you can destroy or play around with in some ways (especially with Duke's sardonic one-liners). Also, you can have a surprising amount of fun just riding subways and trains. A lot of the time, the levels AREN'T just drab factories, spaceports, and hell locales... they're realistic Earth-bound places. We all know what hotels, office buildings, bars, etc. look like... and they are uncannily replicated in this game. In the expanded Atomic Edition, this is taken even further... with a Mission: Impossible send up, a fast-food joint, a police station, a post office, and a tanker ship. Many of which, have you getting struck by lightening, or getting perpetually crushed by collapsing rooms -- I don't get that in many shooters, even ones newer than this!

A lot of flak has been raised, about this game supposedly promoting the murder of scantily clad women. I'm not going to pretend that just about every woman you see in this game, wears almost nothing, and is sexualized in some way... but you never HAVE to kill any of them. In fact, very often shooting them sicks multiple enemies on you -- so you can easily argue you're PUNISHED for killing them. So please, spare the moral outrage for something like Manhunt.

Anyway, whether it's on Steam or in abandonware, PLEASE give this a shot. It's a ton of fun.

Thursday, June 20, 2013

Doom II: Hell on Earth

So when Doom became the gargantuan hit that it was, of course the folks at id Software quickly came out with a sequel... or, a continuation, anyway (more on that in a bit). 

At the end of the original game, your character returns to Earth, having beaten the demonic hordes... only to find a city in flames. It turns out that, while you were off fighting the monsters on Phobos, some of them had portaled their way onto Earth, and the whole planet is under siege. 

The military has drafted you to infiltrate a city and shut down a forcefield that is keeping humanity from being evacuated to outer space, and along the way you discover that the enemy's entry point is a portal DIRECTLY TO HELL. And you can only seal it from the other side.

Fun.


The reason that I -- and many others -- are sketchy about calling Doom II a sequel, is because unlike most game sequels, there isn't a lot that is changed between this game and the previous one. Aside from some new monsters, a few new textures, a new weapon, and a handful of under-the-hood changes that the average person would never notice... it looks and plays EXACTLY THE SAME AS THE ORIGINAL DOOM. These days, with the game in abandonware and in classic game packages, it's not too big of a deal. However, I would have been a bit ticked, back in the day, to have paid $30 or $40 bucks for a brand new game, that is basically an expansion on an earlier one.

That being said, the new material is really good. I love the new weapon, the awesome super shotgun. It's more powerful than the standard shotgun, makes a satisfying sound, and is as close as this game gets -- aside from the notorious BFG 9000 -- to having a fire-and-forget weapon. Every time I go back to the earlier game, I sincerely miss the super shotgun. While many of the new monsters are modifications of existing ones -- the most obvious examples being the Hell Knights, basically being lighter and more fragile versions of Barons of Hell -- there are some original monsters that are quite imaginatively designed. Truth be told, the Arch-Vile still scares the shit out of me!


Level design was always something nicely done, by these games, and this version is no exception. Not counting the new episode, in Ultimate Doom, this was much more visually rich and just more intricate than just about every level of the previous game. Even though some of the puzzles may frustrate you, I can guarantee that there will never be a point in this game, where you will be bored. Especially, when many levels will have you fighting off DOZENS of monsters at once -- no joke.

There really isn't much more, that I can add. It still looks great and plays better, the action is still fun as hell, though some more originality and ambition would have been nice. You will not be disappointed, by getting this game.

Friday, June 14, 2013

Doom

Well, it's been a long time, since I've reviewed a classic PC game, but this is a good one to come back on. This Sunday is Father's Day, and one of my most prominent memories of my adolescence is my dad and I playing a certain computer game. A game that single-handedly popularized both online gaming, and the first-person shooter genre. A game blamed for lost productivity, and -- less intelligently -- for violence among teenagers, including a spike in mass shootings. A game that is also celebrating its 20th anniversary, this year. I'm talking about DOOM.

One can be understood for thinking there's no story, to this game, as a handful of text screens are all that we get, in the game itself. According to the manual, though, this is the setup: it's the near-to-distant future, and you play an ex-Marine deposited on Mars, for assaulting a superior officer wanting to fire on unarmed civilians. While the outpost is normally boring in the extreme, that changes when the United Aerospace Corporation conducts teleportation experiments, on the moons... and something demonic manages to come through.

In the ensuing fury, the Phobos base is overrun, and Deimos seems to have completely vanished. When the fireteam sent to Phobos is wiped out, it falls upon you, to pick up where they left off.


The game's original version is divided into three episodes (the first being the shareware version), each one covering nine levels on Phobos, Deimos, and Hell (the updatedUltimate Doom adds a fourth episode, set on Earth). While you can play these episodes in any order that you like, they do get progressively harder in sequence. The gameplay is so simplistic that it has been satirized many times: go into spooky place, find monsters, kill them, repeat. While the sheer numbers and firepower exerted by the zombies, demons, and other assorted monsters can be diabolical, most of the time they can be handled. This is because -- due to the technology of the time -- the monsters themselves aren't all that bright.

What can make the game mildly deeper than a mere shoot and loot, is the ways in which you can toy with and exploit the monsters. Very often, the monsters aren't too choosy on who they try to eviscerate, so as long as you've stirred up monsters of differing species then you can simply get out of the way and let natural selection take its course. In a less sadistic way (arguably), you can take advantage of the fact that the monsters' tactics basically consist of spotting you, following you, and trying to kill you. So if you can get a lot of them bottlenecked in a corridor and put some distance between you...

In its main element -- action and horror -- Doom very much succeeds. Even after all this time, even with the horror and violence bars being raised to the Nth degree, by media and real life alike... it is still intense, shocking, unsettling, and just plain heart-pounding. I've played this game, its sequel, and various fan-made levels countless times, and it is still incredibly exciting. The graphics are a bit primitive, by today's standards, but they are very colourful and well-drawn. The monsters and levels are very creatively designed, the sounds just plain terrifying at times, and the weapons purely awesome. And the music may be MIDI tracks, but they beg to be played on the best available sound cards.


I've even had a bit of experience, with the Deathmatch and co-op multiplayer modes... frankly I can't imagine hunting down your buddies in some of the larger levels, given that you can only play with 4 people at the most, but if you've never done on-line shooters before this is a great way to wet your feet. And for the record, yes I do find Deathmatch a lot more fun -- even a dumb human is going to be much more challenging to "kill" than the toughest of these monsters.
I suppose I should put on my Bored on the Corner hat, for a moment, to address the so-called controversial content. The game features plenty of demonic and Satanic elements, which have been attacked relentlessly by the Christian Right... completely ignoring that these elements ARE FROM THE BAD GUYS. Honestly, that speaks for itself. As for the violence... yes, it's gory. In its time, Doom probably was the most violent game of its time. However, there have been many studies into this issue, and NONE of them has found a link between violent gaming tastes, and overly violent behaviour. I've said my own piece about how non-violent I am, despite having grown up with games like this, but I can take it even further: I know several people who have played these sort of games to some extent, and I only know two of them, who have handled guns in any way whatsoever.

And one of those people, hates first-person shooters, because they make her motion sick.
ANYWAY! Doom is one of those games that was not only very popular, but truly set a standard. UnrealHaloCall of Duty, and countless other games owe their existence to the mammoth success of this one. You can find it ANYWHERE on the web now -- from Abandonware pages, to the Xbox Marketplace, to Steam -- and fan-made levels and mods are still being made to this day. As long as you have the stomach for it, I highly recommend checking it out.

Monday, February 18, 2013

Absolute Pinball


Am I the only one who saw that title, and remembered an ad for Absolut Vodka, tied in with The Who's Tommy? Nevermind.


One of the things I miss about modern arcades, is that it doesn't seem to be real often that you find honest-to-goodness pinball tables in them, anymore. I know that they're still out there, and still being made, but for some reason they're rather hard to find in any arcades in my area. While my video gaming skills are spotty at best, I'm reasonably good with the silver ball, and I've been known to be a genuine pinball wizard, more than once (I'll never forget winning a free game, on a Star Trek TNG table, at the Walden Galleria, when I was about 12). So not surprisingly, my dad had managed to track down a couple of pinball computer games, around the same time, and I used to play those plenty as well (specifically, Tristan [?} and Pinball Fantasies). And naturally, when I was browsing Abandonia for a game to try from scratch, this one popped out of the list (even if Windows 8 likes to regularly interrupt my playtime, with dialogue boxes about sticky keys...).


As you might expect, Absolute Pinball is a compilation of four virtual pinball tables. You are chauferred to them, by a cartoon robot. That's pretty much the extent of the conceptual depth, but hey, what do you want? The tables themselves have a decent variety to them: one has a baseball theme, another is about diving, another about highway driving, and finally about making movies. Each one has its share of mini-games, a plethora of targets, and lots of ways to keep yourself occupied and challenged.

In a lot of ways, reviewing a pinball game is a bit cheap, because all they really have to do is look good, sound good, and play well enough to be challenging without being impossible to do anything. AP mostly accomplishes that... though unfortunately this is another one where the abandonware neglects to include any music from the CD-ROM that I'm guessing this was released on. So not only is there no music to go with my fun, but it makes it very apparent that they were a bit skimpy on the sound design -- not only do the impact/table sounds rarely resemble the real thing, but often times there's nothing there.


Lots of gamers complain about the unrealistic physics in virtual pinball games. Now, since I'm a dental assisting student, former crossing guard, and sometimes filmmaker, I don't really know the details of what they're talking about. However, one thing I have noticed about the physics, is that the balls don't seem to have much weight or resistance to them. When they roll down the screen (representing rolling down the table slope), they feel more like they're in free fall. When you hit them -- with the somewhat shallow-looking flippers -- they seem to careen to the other end of the table without much difficulty. Maybe it's just me, but it feels more like a weird variation on ping-pong, than pinball.

My biggest beef, though, is with the graphics. Okay, they're in bright colours, they flash like the lights on real pinball tables, etc. and that's great. However, there are some rather big problems. First of all, the ramps and other protruding areas of the tables, aren't outlined in any way. So it can be very hard, to tell exactly where -- or what -- various parts of the tables are. I would hope that these days, this would be countered to a certain extent, by simply changing the angle of the view (to something more realistic than a bird's eye view of the whole table), but even if they were stuck with this at the time, there are ways to paint the table to simulate depth.


The second graphics issue, is all about the camera. Like some other pinball simulators I've played (like the aforementioned Pinball Fantasies), your view point is not only directly over the table, but constantly following the ball itself. And apparently you're doing this from about a foot over the table window, because your peripheral vision of everything else is almost non-existent. Now, lots of times this is no big deal -- but how are you supposed to "shoot the submarine" when you can't see it from where the camera's pointing? How are you supposed to take skill shots with lateral bumpers, when the camera zooms past them too quickly for you to notice them half the time?

I cringe to think of what these games much have cost in stores, when they first came out. At least today, they're free to download, and to be honest that's about what they're worth a lot of the time. Personally I prefer Pinball Fantasies overall -- especially since I know for a fact that you CAN hear music in that game, without a CD in the drive -- but this is alright for a quick diversion.

Friday, February 8, 2013

SPECIAL: Mortal Kombat AFTER The PC Era

Anyone with a modicum of knowledge of the gaming world, knows that the Mortal Kombat games didn't end in 1996, when MK Trilogy was released. The problem, for my purposes, is that none of them were released for DOS computers. However, I can give my two cents in a more casual sense.

Mortal Kombat 4/Mortal Kombat Gold (upgrade for the Sega Dreamcast)
This is a landmark game in the series, for multiple reasons. It was the last game in the MK series to be released to arcades, as well as have a port to home computers (WIndows 9x only). It was also the first MK game to have totally computer-rendered characters, as opposed to the video-digitized performers seen in the prior games. By today's standards, the models are rather off-putting and goofy, to put it mildly (they are only a bit more contoured than the chiseled-puppet appearances of the original Quake engine's creations). At the time, however, this was a big deal (which the game itself drew attention to, by claiming to be in 3D and often breaking the fourth wall to sell that). To be fair though, the promotional renders of the characters are still very nice-looking, and I can only imagine how the game might have been received, if the hardware had permitted the use of them outside of magazines and FMV scenes. Mind you, I do wish that the mobile camera wouldn't move into the walls or otherwise obstruct what's going on, every so often.


The gameplay is a stranger story. The supposedly 3D aspect of it, was awkward by the standards of any timeframe; nearly all of the fighting, is along the same 2D plane as the earlier games, with only tiny and sluggish side-stepping being possible as a special move. Even the quaint Virtua Fighter had more fluid lateral movement, than that. Other issues stem from an overall sense of the final game being an unfinished product; the final boss is not only playable from the outset, with no special codes involved (a feat never done before or since, in the series, not counting MK Trilogy and Armageddon), but he is a rather bland and unimpressive Shang Tsung knock off who imitates the moves of the other characters (an issue confounded by the boss turning invisible any time he is frozen -- seriously, who tested this thing?). The sub-boss suffers from MK3's recycle syndrome -- it's Goro, who fights in pretty much the same way as in MK1. What's more, break-out villain Quan Chi, never appears as a character you can fight, in the single-player mode. This is the guy whose fearsome picture appears ALL OVER the arcade machine, and would have been a logical choice for the new sub-boss, but the only time you fight a CPU version of him, is in the practice mode.

On the plus side, the task of actually playing it, as a fighting game, is reasonably good. The controls are fluid, the special moves (mostly) accessible, the AI doesn't cheat at even the highest difficulty, and the gritty/no-nonsense approach of the earlier games has mostly returned. The only issue in that regard, is that some joker decided that you have to hold down four or five buttons AND do funky things with the direction controls, to perform certain specials and finishers. Suffice it to say, the cheat code allowing one button fatalities, is once again your best friend.

This was the first MK game to use melee weapons, and it was kind of a mixed bag overall. The weapons are devastating, to be sure, but they are also way too easy to drop. Honestly, the best thing you can do with any weapon -- yours, an opponent's, a rock that's lying around -- is to just throw the damn thing.


Overall, this was a reasonably fun game, to transition from the "classic" era, to the 3D era... I just wish it was a more complete one, which might have made it a truly awesome one.

The Adventure Games (Mortal Kombat Mythologies: Sub-Zero, MK Special Forces, and MK: Shaolin Monks)
A side project, that the MK creators had experimented with, was branching into platform/beat-em-up adventure games. These were also intended to tell origin stories, for the primary characters (usually set before the original game, though Shaolin Monks is more-or-less a retelling of the events of MK2). These games were only released to the consoles (mostly the PS1 and Nintendo 64, though Shaolin Monks would be released for the PS2 and original Xbox), and thus the only personal experience I have with any of these, was one afternoon playing SM with my cousins.

Sub-Zero, from what I've seen and heard about it, was a bold start to this brand, with interesting levels and puzzles, and a decent variety of enemies. However, two rather large problems come to mind. One -- in the Playstation version -- is the ridiculous FMV cutscenes. As nice as it is to see Mortal Kombat in live-action (especially with the same people who performed the fighters in the classic games), it was painfully apparent from the word go, that none of these martial artists could act at all. John Turk is very stiff, as the title character, Rich Divizio hams it up like a beast, as Quan Chi, and often times the actors will adopt these hilariously awful stances for no reason whatsoever.


The other issue, is not only much more important, but common to all versions of the game -- the controls are terrible. I don't recall exactly what the issue was said to be, but every review, casual remark, or gameplay video I've come across points to some control issue making the game needlessly difficult to play (especially on the more delicate puzzles).

I have even less knowledge, of Special Forces, save for these two things: it was rushed to release, and that it is widely regarded as one of the worst games ever released for the PS1 and N64. It goes without saying, that the former probably directly contributed to the latter. Not only was a ton of promised/developed content, never released to the general public (eg. it was originally going to be a two-player game, focusing on Jax and Sonya, but the final game was carried by Jax alone), but my recall is that the controls and camera were once again out to lunch.


The creators seemed to have learned their lessons, by the time Shaolin Monks hit the market. While it took -- and deserves -- some flak for seriously monkeying with the continuity or the series (and writing Liu Kang and Kung Lao as overgrown ten year olds), it more than made up for it by delivering crisp and intuitive controls, fun combat, and a cool game to look at in every way. It also offered a "Versus" mode, that was its own spin on standard MK fighting, and a good port of MK2 as a hidden bonus. It also makes the best use of weapons, that maybe the whole series has done to date -- they stick to the owner like glue, they aren't sluggish, they're knarly to be on the business end of, and they're easy to use. As you're about to see, that's not something that this series always keeps in mind.

 
The 3D Era -- MK: Deadly Alliance, MK: Deception, MK: Armageddon
The brand in general fizzled, in the late nineties. Not only were MK4 and Sub-Zero not very well received, but several film and television projects were generally groaned away (and for good reason -- they were all fecal matter). So about five years passed, before Mortal Kombat finally returned to the fans. Once again, major risks were taken; for the first time, an MK fighting game was not released to the arcade in any form; the CG character models and 3D gameplay were vastly redesigned; the narrative took a sharply darker tone (shown from the get go, by killing off Liu Kang and Shao Kahn); and it would also debut the Konquest mode...

The Konquest mode, was very different, in each game that featured it. However, it was an interesting game changer, so to speak. In Deadly Alliance, it was basically just a training mode that featured some backstory. In Deception, it was a clunky sandbox adventure game, that was considered too much trouble for a mediocre reward (namely, an awkward mashup character that no one particularly liked). In Armageddon, it was a spiritual succesor to Shaolin Monks that truly showed the best that the series had to offer. The games from this era onward, had all tinkered with various extra modes, but Konquest was the mainstay of these three games.


The gameplay of the arcade mode (ie. the classic versus-style combat), was always a mixed bag from these three games (for these purposes, I've played a ROM of the Deadly Alliance GameBoy Advance port, as well as Deception; I've never personally touched Armageddon). On the plus sides, the arenas are very layered, and the lateral movements are far more slick than in MK4. In all other ways... quite frankly, I want to ask the creators what they were thinking.

For one thing, the controls are spongy as hell. I'm told that this was done, to convey a more realistic fighting experience (yeah sure, in a game where you fight lava giants, four-armed behemoths, and at least four separate gods). Whatever the excuse, the result is a fighting engine that is so sluggish, that it feels like I'm trying to play a game while wearing boxing gloves. The other issue, is that someone decided that everyone would have at least two distinct fighting styles, each with about a dozen separate moves. On paper, this was to get around the fact that apart from special moves (in the good games), everyone fought in pretty much the same way (personally, this never bothered me -- that's why they're called basic moves). In practice, this just added yet another thing that you would have to spend forever to memorize, and needlessly complicated something that is supposed to be not only primal, but fun.


The Mortal Kombat series doesn't necessarily have to turn into a button mash, but when it was at its best, you had a lot of room to experiment and improvise. In order to do well in these games, though, you have to follow a very exact routine (especially since in at least some versions of Deadly Alliance, the game flat out cheats in the final boss match -- it's the only time EVER, when your health doesn't recover, between rounds). It doesn't help at all, that the button to switch fighting styles if basically the same one used for blocking -- so guess what's going to constantly happen by accident, when you're trying to guard against a hit? Maybe it's just me, but this kind of tomfoolery isn't my idea of a good time.

Losing the Plot: Mortal Kombat vs.DC Universe
No, you're not misreading that. I'm not sure why, but someone decided that it would be a good idea to crossover the Mortal Kombat games with -- of all things -- the DC Comics characters. Even now, several years after its release, I still don't understand why this was thought to be a good idea. For one thing, the two franchises have nothing in common -- not in tone, not in plot, not in genre, nothing. Secondly -- and to the long-standing chagrin of fans -- due to the kid-friendly nature of the DC characters, the trademark MK fatalities had to be seriously toned down... to the point of them looking more than a little cartoonish.


The sad part of this, is that by all accounts, the game itself was actually rather good. Every single review I've read or seen, praised gameplay that had gone back to the simplified and fast-paced system that made the classic games work (along with some killer innovations that haven't been repeated so far). The problem is that so many hardcore fans were so put off by the bizzare mashup, that they wouldn't have touched this game if would cure cancer.

Reboot! (Mortal Kombat [2009], aka MK9)
While it wasn't intended as an apology for MK vs. DC* (this was honestly in the works before then), the creators more than made up for the polarizing previous game, with this Abramstrek-esque sequel/reboot that not only retold the classic games, but made them rougher and more brutal than ever.

* (if you're wondering, this game completely ignores the events of MK vs. DC, which itself seemed to be set in its own timeline)

The epic story mode -- easily the best Mortal Kombat "movie" ever made -- opens on a startling note. Not only did practically ALL of the characters die, during Armageddon, but Shao Kahn won the power of the universe itself. In his final moments, Rayden sends an annoyingly cryptic message back in time, to his younger self -- his self, at the start of the original Mortal Kombat tournament. Something in the very near future, is key to preventing this disaster, and the younger Rayden has to make that happen, while other things completely fall apart around him and our heroes.

This game, I have played, and it is a HUGE improvement over many of the preceding ones in the series. The controls are still a bit wacky, but it the combat is back to good old-fashioned beating the shit out of people. The characters and arenas are as close as they've come so far, to actually being there -- they're that detailed and rich. Finally, this might be -- for better or worse, and absolutely hands down -- the most gruesome and brutal Mortal Kombat game, ever. Not only are several of the fatalities downright disturbing to watch, but one of the new special moves is something called an X-Ray move; a character tazes, shoots, stabs, or just plain breaks bones of his/her victim, in the kind of grisly detail that shows beyond a doubt that you should NEVER try to do this to your buddies in real life. How bad are they? Let me put it this way, many of the X-Ray moves could have been fatalities, in the classic games (and a couple of them were).


My main complaint, about MK9, is its additional content. For one thing, there's too damn much of it -- more alternate costumes than I can count, often with additional moves, and even a few new characters. While this was addressed, to a point, with the Complete Edition (that featured all of these add-ons), it does feel a bit like a cash grab. My other issue is that some of the extra characters not only come out of left field, but make absoultely no sense in this series. The Playstation 3 version, for instance, has God of War's Kratos as a "guest warrior". Even worse is the DLC of -- I kid you not -- Freddy Krueger. This probably isn't a surprise, but the first time I heard about that, I thought I was being punk'd (or trolled). I'm still not behind it, to be honest.

Either way, Mortal Kombat is back and not only as popular as ever, but arguably better than ever. It's going to be genuinely interesting, to see where this goes.