Hands On: Mortal Kombat: Armageddon for Wii

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Jeff Greeson

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<a href="http://www.trmk.org/images/mkarmageddon/wii/MKA-Wii_Ermac_Still.jpg"><img src="http://www.trmk.org/images/mkarmageddon/wii/MKA-Wii_Ermac_Still_sm.jpg" width="140" height="132" hspace="4" vspace="4" class="newslink" align="right" /></a>More than seven months have gone by since the initial release of <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Mortal Kombat: Armageddon</a> for the <b>PlayStation 2</b> and <b>Xbox</b>. Since then, the disruptive release of the <b>Nintendo Wii</b> caught many in the gaming industry by surprise. Studios had waned in their support for <b>Nintendo's GameCube</b>, including <b>Midway</b> with their exclusion of <b>Armageddon</b> for the purple cube. But now with the universal success of the <b>Wii</b>, <b>Midway</b> has put forth a pretty respectable showing in bringing a unique gameplay experience to the <b>Wii</b> with <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Mortal Kombat: Armageddon</a>.

<a href="http://media.wii.ign.com/media/845/845775/vids_1.html"><img src="http://www.trmk.org/images/news/mkawiidoogan.jpg" width="160" height="120" align="left" class="newslink" hspace="4" vspace="4" /></a>Judging by the numerous amount of videos <b>Midway</b> released in showcasing the use of "waggle" in the execution of special moves, it's pretty clear how easy it is to perform these moves. With simple back and forth and half circle motions, each character's special move no longer needs to be looked up on a strategy guide or in the in-game moves list. Generally, the motions correspond somewhat to the action being performed by your character. For example, <b>Raiden's</b> torpedo move is performed with an "away then towards" motion. While initially there is a learning curve in being able to perform these moves consistently - practice mode is a great place to hone these skills - the special moves are extremely simple to execute.

While a lot has been made of the special moves and the "Wii waggle" controls, not much has been said about normal attacks and combos. Using the <b>wii remote</b> and <b>nunchuck</b>, the standard four attacks are mapped to the <b>wii remote's d-pad</b>. While the size of this d-pad is small in comparison to the button layouts of <b>PlayStation 2</b> and <b>Xbox</b> controllers, the ease of performing complex combos remains. In fact, it might be arguably easier to perform combos as the controls are split between two hands independently. Special moves can also be performed by using the standard joystick-button combinations. Down - Forward on the <b>nunchuck's</b> joystick and down on the <b>wii remote's d-pad</b> will fire off <b>Sub-Zero's</b> icy blast, allowing you to choose which motion you feel is quicker or easier to perform.

<a href="http://www.trmk.org/images/mkarmageddon/wii/MKA-Wii_Baraka_Still.jpg"><img src="http://www.trmk.org/images/mkarmageddon/wii/MKA-Wii_Baraka_Still_sm.jpg" width="140" height="132" hspace="4" vspace="4" class="newslink" align="right" /></a>Perhaps the most worthy of use of the "Wii waggle" is in the implementation of the <b>Kreate-a-Fatality</b> feature. As evident in the <a href="http://www.trmk.org/images/mkarmageddon/wii/MKA_Fatalities_053107_ver2.pdf">list of fatality moves</a> that <b>Midway</b> released, fatalities are extremely easy and very fun to execute. In fact, the <b>Wii</b> version of the <b>Kreate-a-Fatality</b> mode maybe the game's greatest novelty in all of the iterations of <b>Armageddon</b>. What this game really could have used instead of the tacked on <b>Endurance Mode</b> is either a practice mode for <b>Kreate-a-Fatality</b> or perhaps an <b>Endurance Mode</b> that allows you to finish off each opponent instead of having them explode upon defeat. There is something very primitively rewarding when you rip someone's torso off their body by sticking both of your arms forward and lifting up.

Finally, the last modes enhanced with <b>Nintendo's</b> unique control scheme are <b>Konquest</b> and <b>Motor Kombat</b>. Konquest mode doesn't benefit much from the "Wii waggle" feature; however, <b>Motor Kombat</b> does feature a control scheme with or without the <b>nunchuck</b> attachment. With just the <b>Wii remote</b>, holding the controller sideways allows you to turn the remote like a steering wheel, while using the 2 button to accelerate, A button to fire projectiles and the d-pad to bump and change views. With the <b>nunchuck</b> attached, the joystick controls steering while the B button accelerates. <b>Motor Kombat</b> wasn't really all that great to begin with, adding <b>Wii remote</b> controls doesn't really help make this mini-game any better.

<a href="http://www.trmk.org/images/mkarmageddon/wii/MKA-Wii_Cage_Tur-right_Motor_Kombat.jpg"><img src="http://www.trmk.org/images/mkarmageddon/wii/MKA-Wii_Cage_Tur-right_Motor_Kombat_sm.jpg" width="140" height="132" align="left" hspace="4" vspace="4" class="newslink" /></a>All in all, the <b>Nintendo Wii</b> version of <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Mortal Kombat: Armageddon</a> is a great addition to the library of <b>Wii</b> games on store shelves today. If you had previously bought <b>Armageddon</b> for one of the earlier systems, then buying the <b>Wii</b> version isn't a must buy proposition. However, if you felt that <b>Armageddon</b> was a bit overwhelming to play on those other systems, the <b>Wii</b> control system really makes this version a lot more <b>accessible</b> to more than the <b>hardcore</b> fans of the series. As long as you print out the fatalities list, <b>Armageddon</b> for the <b>Wii</b> is extremely easy for people to pick up and play. Given the broader target audience for <b>Nintendo Wii</b>, <a href="http://www.trmk.org/games/mortal_kombat_armageddon/">Mortal Kombat: Armageddon</a> easily fits into that category. Those who decide to purchase this version will not find themselves disappointed.
 
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Thanks for the great analysis of the game. I think the Wii has opened up a huge can of worms for directions to take MK in and the other mobs shall be really looking to rip off Ninty's methods soon.
 
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