Publisher - Midway Home Entertainment
Developer - Midway Home Entertainment
Platform - N64
Type - Fighting
Score - 6/10
Mortal Kombat was your basic fighting game: short on plot, big on blood. With each successive Mortal
Kombat game, Midway has garnished the original story with another layer of fat. Mythologies breaks from the
standard fighting game history of Mortal Kombat and it throws us more plot and background info than any
other MK game to date.
I'm not going to try to explain the plot of this game in detail. There are many, many more people added in this
installment to the already overcrowded Mortal Kombat pantheon. This game takes place before the first MK
game. Sub-Zero has to fight his way through several perilous levels to recover items and artifacts for his master
and a mysterious sorcerer. Along the way he beats up lots of people... and... well he beats up a LOT of
people.
A sidescrolling action game is an interesting idea for a MK cart, but it's not anything new. Fighting games grew
out of side scrollers like Double Dragon, Kung Fu, and Karateka. This is a return to fighting game roots and it's
a cool direction to take.
The Mortal Kombat fighting engine fits well in this new idiom without any modifications. While this is true, I
wish that they had tweaked the engine a bit because it still has all the problems of recent 2D MK games (see
the Mortal Kombat Trilogy review). The combo system is lame. Period. It's hard to control and it doesn't add
anything to the game. It encourages you to burst headlong into every situation and button-crush your way
through trouble. Another problem is the run button. Get rid of this thing! Midway got running correct with War
Gods. I don't see why they don't incorporate the improvements in War Gods back into the Mortal Kombat
system. The run button is horribly unnatural and it has to take up one of the shoulder buttons on the controller.
I've tried mapping run to the A, B, and C buttons, but having it there makes it difficult to charge and attack at
the same time. The new insult, which is found only in this game, is the turn button. Mythologies does not
automatically turn Sub-Zero to face opponents. You have to handle your facing in addition to all the normal
duties of combat. There's nothing wrong with adding more freedom of movement and greater control to a
character, but it's not worth it if the change increases the complexity of control. The run and turn buttons make
MK Mythologies a study in frustration.
Unlike MK Trilogy, Mythologies does not do everything
wrong. Mythologies incorporates some of the basics of
sidescrollers: jumping on moving and static platforms,
climbing, and the constant fear that you'll fall off something.
In this new adventure, Sub-Zero has to earn his cold-based
superpowers and can gather power-ups along the way.
Most of the items are heath boosts, but there are also notes
that guide Sub-Zero through the game. You use the Z trigger
to see a menu of all your items, all your stats, and what
powers you have access to. Once you gain access to a
power, you use it in the same way that you'd use Sub-Zero
in the standard MK fighters.
I have to say that Mythologies is a compelling game to play, but there are aspects to the game that do nothing
but annoy me. Unless you play on the "very easy" difficulty, there are no clues as to what is the correct way to
proceed. This becomes a problem because the correct path is not always obvious, and making a wrong move
usually results in instant death. In the second level, you have to jump from platform to platform. Some jumps
need the assistance of strong updrafts. You have no way of knowing which is which until it's too late; so you
may walk off into space hoping for wind... and... nothing. The first level has a similar problem. The end of the
first half requires that you balance on a balcony wall and drop onto an awning. This is hard to figure out
because you can't see the awning until long after you jump. If you jump the wrong way, you die. The very easy
level has a note that tells you this. On the harder levels, you have to know before hand or you'll have to keep
trying until you do it by accident.
That's another problem with Mythologies; there are way too many instant death traps. Most sidescrollers are
littered with instant death traps (pits, falling ceilings, bombs, etc.), but Mythologies doesn't give you a chance to
see them or react to them. On the first level, giant columns fall from the ceiling and crush you. This you can see
coming before hand. What you can't see is the guy just off frame who will kick you into them before you have a
chance to see him. The only way to counteract this is to strike before the danger actually appears. This means
that no matter how skillful a player you are, you have to play levels endlessly and memorize all the death traps
so you have a chance of avoiding them. That makes the game excruciatingly frustrating and redundant.
One big way that Mythologies surpasses MK Trilogy is in it's presentation. There are still too few frames of
animation in the character movement, but the backgrounds are much better. There is a flat background image,
but all the action happens on simple 3D models. The characters are still flat, and there is a noticeable schism
between character and environment, but the overall effect looks cooler than the simple areas in MK Trilogy.
The sound is also better, but it's nothing outstanding.
I would like to take a moment to complain about the setting of this game. Bear in mind that the following rant
has no bearing on gameplay.
The creators and writers of Mortal Kombat have really outdone themselves. The first game had no plot and we
loved it. Now they're trying to expand a story that could barely keep one game afloat to encompass some sort
of epic tale. It ain't working guys. Listen to me- we don't play MK for the story. We want blood and violence
and women wearing next to nothing. You've got all of that! Don't justify it! We DON'T CARE! What you end
up with is 10 pounds of story in a 4 pound bag. Enough already. We dig Sub-Zero and we'll play your game.
Don't explain anything, K?
Another thing, why is ancient China inhabited by a bunch of white guys? I don't think Caucasians were the
primary inhabitants of East Asia at any point in history. AND, the reality that MK exists in seems to be
composed of unrelated aggregates of several belief systems. There's nothing wrong with taking a little something
from different cultures, but at least TRY to get your references right, and PLEASE make things a little more
coherent! MK mixes Chinese philosophy, Taoist theology, Japaneese Gods, European (not East Asian)
elemental systems, and leave us not forget the Christian concept of the soul. Did you even try to make these
elements work together or are YOU TRYING TO CONFUSE THE HECK OUT OF EVERYTHING!?!?!
OK. The rant's over. Like I said before I started, this has no bearing on gameplay. I'm just venting is all.
In spite of all the problems, new and old, Mortal Kombat Mythologies: Sub-Zero proves to be more fun than
MK Trilogy. MK fans and action-sidescroller advocates will probably get some fun out of this game.