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| | Title:
Mortal Kombat: Armageddon

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System:
Playstation 2
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Genre:
Fighting
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Publisher:
Midway
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Developer:
Midway Entertainment
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Release: 10/09/2006 ..............................................
Online: Yes ..............................................
ESRB: Mature (M)
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As the final Mortal Kombat game for the Xbox and Playstation 2, I can’t help but admit some measure of grave disappointment. Right off the bat, the game is missing tag options, tournament, and survival modes. Instead, for the basic fighting options there’s just Arcade, Versus and Practice. That’s it. Nothing more. Outside of the basic fighting, there’s some redeemably good stuff going on for MKA. Like the Motor Kombat, Konquest mode (save its lacking coop mode) and the Create-A-Kombatant feature.
Mortal Kombat, first of all, is not as bad as some reviewers have been saying. Get three friends together and race split-screen with up to four-players, or go on-line and challenge seven other opponents to some fast-paced arcade racing. How many other fighting games offer go-kart racing with special powers per character, four raceways, and tracks with death-traps? None. It’s not a fantastic mode, but it’s generically good, and anything that doesn’t have something wrong with it can’t be bad.
As for the Konquest mode, it’s a single-player adventure mode that doesn’t quite top the one from Mortal Kombat: Shaolin Monks. While the adventuring is good, the fighting is decent enough and the enemies are varied, its lack of a coop mode or the option to play as anyone other than Taven bogs the mode down. Other reviewers may have complained about the lack of doing fatalities to other characters in the one-on-one fights during Konquest. But overall, it makes sense why Taven didn’t kill them since it would have interfered with the real story. It’s a bit of a throwaway excuse, but fatalities in Konquest wouldn’t have made or broke the mode. Maybe getting some of the weapons from Konquest for use in the CAK (create-a-kombatant) would have evened things out. The stupid part was that all the rare stuff players collected were nothing more than relics. Now, it was disappointing that you couldn’t use things like Reiko’s throwing stars, etc., for custom characters. Instead, collecting specialty items went into a menu. After collecting enough special items and filling up a row in the menu, something gets unlocked...like Taven’s brother Daegon. It’s not a very long mode but it can be quite challenging in some parts. It’s a bit of a game on its own, albeit a small one.
As for the characters and their endings, in arcade mode, it’s just some text and a voice-over while they do katas. I’ll be frank, ALL (I do mean ALL) the endings are complete copouts. But then again, the same goes for the Konquest mode. Just for clarification, though, this is NOT the last Mortal Kombat game. It’s just the last game for the PS2 and Xbox. The endings were way too superficial to be the final game in the entire series. I refuse to believe Midway would trash the MK series with those crappy endings. Most of the kombatants’ endings were gateways into new stories. What the heck is up with that?! Midway pulled a lot of stuff trying to get people to believe that this was really the final game in the series. Anyway, aside from the cheap endings (and I don’t mean the voice-overs with text, because at least it matches custom characters) the actual fighting keeps things well in place as a good fighting game.
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