Sunday 18 January 2015

Backlog Beatdown: MORTAL KOMBAT!!!


As a franchise, Mortal Kombat needs very little introduction. It is one of the principle beat-em-up games that became popular in the 1990s, one of the few franchises to survive the decade. The version I’m playing is the 2011 re-boot. I’ve had it for a while, and I’ve always had a lot of fun with it. Here’s why:

The game design is brilliant. Usually when a game developer talks about taking a game franchise ‘back to its roots,’ it means they’ve completely lost the plot and are trying to make a dying series work to keep feeding their cash cow. The difference is that with Mortal Kombat, it actually worked. It bought back the 2D fighting system but improved the graphics. It acknowledges the contrived storyline developed over seven games, but brought a new and well-done story into the re-boot. It’s done away with the multiple fighting styles and weapons, and made an excellent job of utilising what was left. It’s done away with most of the characters we didn’t care about (basically any that were introduced after MKIII) and filled its roster with characters from Mortal Kombat I-III. Finally, it brings the gameplay back to what Mortal Kombat was all about, which, quoting one of the developers, is: “I’m going to kick the shit out of you and rip your head off.”

There’s been a lot of debate over the years as to which fighting game franchise is better, with Street Fighter being its obvious rival. Having enjoyed both games, and others besides, I’m not going to get caught up in that. I will, though, say what I enjoy about Mortal Kombat in general and this iteration in particular:

Of all the fighting games, I think Mortal Kombat has always had the richest lore. Even though the plot is ridiculous, it works. For one thing, there actually appears to be a reason for this particular fighting tournament: It is the safeguard against the invasion of Earthrealm by the sinister Outworld. There are multiple factions playing each other off for power, wealth and supremacy: The Shaolin Monks, the Lin Kuei, the Black Dragon, the Tarkartans, the Shokans, the Special Forces, and then there are the people who are fighting for their own reasons and agendas. The characters have unsteady alliances, bitter rivalries, and tragic back-stories, but this time there seems to have been something of a sense of humour in them. It’s like the writers said to themselves “Yeah, we know this is camp and cheesy, let’s play that up as much as we can.” The end result is that, for the brief time you spend with each character, you know what they’re fighting for – and you enjoy it.

EVERYONE loves Scorpion...
The fighting is pretty good as well. The controls are designed with the controller in mind, as opposed to Street Fighter which is very much still designed for the Arcade. The game does a good job of giving you a basic move/combo set, but leaves it up to you to discover how to spam the combos and special moves to become unstoppable. Balancing is an issue, though. The basic ‘Ladder’ mode has ten fights. You’ll do the first six without trying, even on Hard mode (my preferred difficulty.) After that, there’s a massive difficulty spike as the AI suddenly becomes competent one moment, and spams all the boss character’s special moves the next. Shao Khan in particular, the game’s final boss, takes a long time to beat if you don’t know what you’re doing, and even then, it’s a lot of luck rather than judgement. That’s always been the case with Mortal Kombat for as long as I can remember, and isn’t news to anybody.

There’s a few different modes I’m going through at the moment, and I always enjoy playing it online, but now that I’ve beaten the game with all the characters that start off unlocked, I might put Mortal Kombat to bed for a while. That’s the kind of game this is – you can enjoy it for a while, then come back to it months or even years later and have just as much fun, if not more. I can always look forward to coming back to it!

Sunday 11 January 2015

Backlog Beatdown: Kicking Ass with One Finger Death Punch


Free from the constraints of No Game New Year, on New Years Day I downloaded One Finger Death Punch from Xbox Live. You may remember early last year, this was one of the games that tempted me away from NGNY. I didn’t go for it at the time, but I was reminded of it when I had a look at TotalBiscuit’s Top 10 games for 2014. He mentions this game in his top 10, and I remembered his WTF is video and wanting to try the game out for myself. Well, why not?

Most people reading this probably know the score, but if not, here’s how the game works: Enemies come running at you. When they get close enough, you press the X button to attack to the left and the A button to attack to the right. There’s absolutely nothing else to it. No movement, no special moves, nothing that involves anything other than pressing X to attack to the left, and A to attack to the right.

Simple? Yes, definitely. But it is so much fun.

Two buttons. This game is brilliant.
There’s a lot to be said for a game that only does one thing but does it very well. Mechanically, it’s
fantastic. As the attack animations happen instantly, timing is essential but there’s no faffing about waiting for a move to wind up. However, if you miss, you’re left vulnerable to attack for about a quarter of a second, which for a game of this speed is a very long time. The player character and enemies are stick men; an odd decision, but it fits the light-hearted nature of the game and keeps the attention where it needs to be: On the action.

Variety is provided by the different ways in which the levels and enemies are organised. Most levels are ‘Mob Levels,’ which simply require you to kill all the enemies. But there are some that require you to do it in a certain amount of time, smash a certain number of items, or do the level in black and white so that you can’t distinguish different enemies and there are even some levels that give you a Light Sword or Knunchaku. Some enemies require more than one hit – from potentially more than one direction – to take down, and others, called ‘Brawlers,’ cuts away from the main stage and requires you to press X and A multiple times in a sequence to beat them. Your character can pick up weapons, which increases your reach or gives you a ranged attack. Outside the levels there is a ‘map’ screen where you can choose what levels you play and activate the skills you acquire in certain levels. These ‘power-ups’ usually involve either being able to use weapons multiple times, or slowing the enemies down in some way. All this content from a game that uses two buttons.

But doesn’t it get old? Well, the whole game takes around 4-5 hours to complete, and you’re probably not going to get through it all in one sitting unless you’re determined to do so. But that’s not the point of this game. It would work very well on a Mobile device because it’s absolutely fine just to pick it up and play. There’s no exposition, no plot, no reason for you to be doing anything other than the fact that you are. The levels are generally over in about a minute, so you can do as much as you like depending on how much time you have. Finally, your score for the level depends on how many times you missed – the fewer, the better – and whether or not you took any damage yourself. You can always replay the levels and aim for a better score, if you’re interested in tackling the game this way.

As for me, I’ve got to the end of the game on the easiest difficulty. While I’ll probably come back to it at some point if I need something to fill half an hour, I will mark this game off as beaten. But if you’ve got £2 to spare, I recommend you check this game out. We could all do with some more games that don’t take themselves too seriously!