Mortal Kombat Deception

Mortal Kombat Deception

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Mortal Kombat Deception

Mortal Kombat: Deception pushes martial arts-style fighting to new heights. The game features an innovative fighting systems, returning and new characters and the deadliest combinations. Unparalleled violence and brutality as you face the deadliest martial arts battles you've ever seen!

 

Mortal Kombat Deception Accessories

Mortal Kombat Armageddon
Mortal Kombat: Deadly Alliance
Mortal Kombat Shaolin Monks
Soul Calibur II
Halo: Combat Evolved
Ninja Gaiden
Xbox 360 Wireless Controller
Marvel Ultimate Alliance
Fable: The Lost Chapters
Halo 3

 

Mortal Kombat Deception Reviews

this game is easily better than any of its predecessers from earlier systems.all of the really hard stuff from back in the day has been put in here with minimal work by the player.like the weopons can be brought out with only 2 clicks.there are also multiple fighting styles each with 4 new attacks.so in short you have 3 fighting styles times 4 attacks per,thats 12 very devastating yet easy attacks to hit.heres where it gets icky.being as how there are a lot of easy to hit moves,there are a bunch of even harder cool moves to do.these are not necessary and require a deal of luck to actualy perform.another cool addition is environmental kills.at any time during a fight you can toss a guy say into acid or off a hill if they are positioned right.the real pain in the thumbs is that you only start with one third of all the obtainable characters.the others are winnable in adventure mode.i cant even get past the first level to get them.so,if you just want to bust some people up,this is your game.if you are ocd about be all you can be,then good luck.you'll need it.its your only hope.

 

I admit that visiting Earthrealm, Netherrealm, Orderrealm, and my favorite Chaos Realm are interesting, but Mortal Kombat is all about kicking butt and looking at Sindel's perfect butt. The levels, fatalities, and boss do not disappoint in this game. The imagination and gore are still a big part of the MK series and in Deception there are no disappointments there. Some characters can be purchased outright in the Krypt, others must be unlocked through Konquest.

As I fight and claw my way through Mortal Kombat's Deception Konquest Mode, I keep one thing on my mind, to free my Queen Sindel. It is good that the old classic characters are still around. I like to beat the boss in arcade mode, and I'm still trying to get through Konquest.

I wish I could just buy Sindel, but if I could I would not play konquest, and I guess the makers had that in mind. And even though I never really liked Tanya, it's good to see her still kicking it, but I so much prefer the hotter and sexier Mileena, Kitana, Jade, and Liu Mae. Who would want to pick up an MK game without Sub-Zero or Scorpion. I don't spend too much time with the chess or tetris game.

 

The actual Kombat and Kombat levels as well as Fatalities are pretty sick a lil more like the original MK games that came out a while back where you have several fatalities to choose from. Umm, pretty fun I liked the previous title Deadly alliance a lil better just because you learned a little more about your character in Konquest mode instead of running around Konquesting.

 

Speaking to the commoners that frequent a city's streets, for instance, is like reading dialog from a story written by a third grade student with a D in English. As such, MK:D is a strictly average graphical performance. For the most part, they're at once hilarious and horrific, with little touches and nuances making them all the more disturbing. It's wooden, it's blatantly hurried, it's insultingly elementary in both visuals, audio, controls and motivations. Deception has a lot of good elements - it's still a very challenging game, it provides a lot more variety than many of its peers, and it provides a good blend of comedy and stone-faced sobriety. I liked the old games, complete with their goofy projectile attacks and inexplicable teleportations from one side of the screen to the other.

The end result is not only a close familiarity with Shujinko's story, but also a clear understanding of both basic and advanced attacks with every playable character. Where there's a lengthy FMV introduction to the game that's close to five minutes in length, the endings are at most three slides of still renderings with half a paragraph of subtitles and a voice-over. What made it so special and so unique in the first place was its willingness to do what other games wouldn't. What it doesn't do, unfortunately, is bode well for the future of the franchise if this path is continued for much longer. Something tells me it's time for the team at Midway to take a step or two back and think about where they're going with their special attacks, because Deception is really stretching it with some of these things. Hilarious, because it's so unabashedly violent, but also sickening, because the layman wouldn't even think of something like that before witnessing it in all of its polygonal glory.

If I'm fighting an eight foot dragon and he breathes flames over 97% of my body, I can accept the fact that my fighter may have trouble continuing. Upon reflection, I probably spent more time working through the Konquest mode than I did actually fighting my way up the ladder in single-player Kombat. I'm one of those Mortal Kombat enthusiasts who sees the past through a pair of the ever-popular rose tinted glasses. I'd have much rather been entertained with an introductory paragraph at the outset and rewarded with a beautiful series of cutscenes after finishing the game with each character, personally. Superficially, Konquest is probably among the worst games I've ever played.

What's worrying is that this story was evidently supposed to be the backbone of the whole of Deception, with every character's ending sprouting from ideas presented within. These, too, occasionally go too far over the top, but are granted a bit more leeway than the special attacks I mentioned above. I think it was an underlying interest in understanding and mastering the nuances of the game as a whole. As I've said in my opening paragraphs, I consider myself to be something of an older-minded fan as far as the MK series is concerned. As with any long-standing fighting franchise, a new chapter brings new playable characters, and Deception is no exception.

Unfortunately, in their unyielding quest to constantly top themselves, the special move as a whole has become so far over the top and hard to believe that it's really starting to hurt the gameplay. Shujinko, the martial artist you control throughout Konquest mode, is the tale's pivotal character. When those globs hit the floor, you'll notice that a series of intertwining blood trails left behind. Rather than spraying abstractly into the air after each strike, the player's crimson fluids take the shape of thick, rotund blood droplets which slowly roll their way down the player's body after a rough attack. At this stage in the consoles' lives, I think there's very little room to impress with the PS2, Xbox or Gamecube's visual capabilities. As a "greatest hit," there's no question I'm happy with my purchase.

It was taken for granted that such silly abilities would still be present with this year's model, and that surely is the case. In addition to the standard "fight to the top of the ladder" single player brawl, the package contains a strangely provocative translation of chess, complete with death traps and damage amplifiers. However, those instances do appear to be shrinking. I think I can safely say that I've never spent twenty hours working through a tutorial before, but in Konquest mode I scarcely noticed. Of course, the series made its name on its bloodletting, and on this front, Deception certainly doesn't disappoint. Deception succumbs to many of the problems I'd feared it might, but it also contains a few successes I couldn't have foreseen. The instances are frequent where I find myself laughing at a fatality in the same way I did in '92, upon catching first glimpse of the original arcade machine. The stage designs and accompanying backgrounds are stellar, which may give the impression that things are looking better than they actually are, but under close scrutiny it's easy to discover a few shortcuts and trimmed corners.

For instance, it's more of a variety pack than a straightforward fighting game. There are some intriguing touches, such as the way fighters begin to display facial damage as the rounds carry on, but for the most part it's by the books. After a fight, if you look closely enough at the ground, you'll notice a map of where each major strike occurred during the brawl, as evidenced by the trail of blood splatters and puddles. In a way, it's kind of like a twisted version of the Family Circus maps that followed each child around the neighborhood, just with more broken bones and dislocated spines. I'm still totally OK with the idea that a ninja can fire a mystical, freezing blast from the palms of his hands.

In a way, it's like watching a tree bleed syrup. He's obviously meant to be something of a replacement for Liu Kang, which is a nice shift, since the series' reliance on Kang was becoming borderline obsessive. Yet, despite all the horrors contained within, underneath the surface of Konquest resides some intangible element that just kept me coming back over and over again. But the series will likely never be returning to that form, and it's probably for the best to wipe the slate clean and give these new-look MKs a chance before I blindly crap all over them. Especially bothersome is the endings, tailor-made to each character in typical series fashion. Additionally, it hides a truly challenging and entertaining Puzzle Fighter knock-off, (with a handful of post-match fatalities thrown in for good measure) a sort of hybrid fighting RPG that reminds strangely of Shenmue, and a gift shop-styled "Krypt," where the credits you'll earn throughout your gameplay experience can be used to purchase production art, hidden characters, alternate costumes, movies and the like. Where I start to have questions, however, is when my fighter is knocked unconscious by a guy stomping really hard on the ground fifteen feet in front of me.

Since Shujinko's fighting style is a mix of special moves and combos from each combatant, it makes sense for him to spend time learning each character's fighting style. Like the way an impaled torso squirms for a moment, after being separated from each of its limbs and its head, before falling into inactivity for the last time. Nine fighters are making their debut this time around, including the non-playable final boss, Onaga. In that same vein is the series' infamous cherry-on-the-top fatalities immediately following a fight. Even though I'd never fought a single round of 3-D rendered MK prior to purchasing Deception, I unconsciously deemed every game since that switch to be of lesser quality than their vid-captured predecessors. Yet, with only one or two exclusions, these new faces can't even compare to the classics, neither in form nor function.

Despite my early concerns, Deception really does retain a lot of that old-school Mortal Kombat personality. I'd spent far too many quarters on the first three games in the series to see its trademark live-action cheesiness cast aside in favor of the polygonal rendering and three-dimensional environments that had become all the rage in the fighting genre. As someone who's always shied away from purchasing fighting games in the past, due to the problems with longevity and depth that I instinctively associate with the genre, these additions were a blessing in disguise.

It seems to be the right time for this series to reinvent itself, as the initial concept has been stretched to the point of breaking on more than one front and the threat of a descent into complete self-destruction looms on the horizon. Although it's fairly elaborate and large-scale, the meat and potatoes of this RPG mode is a training regimen for every character in the game. A lot of the charm and personality of the series was based around its B-Movie aura and the macabre sense of humor apparent therein.

I'm really looking for this series to re-establish itself as pushing the envelope, as it seems to have slipped into complacency in the last decade. Their fighting styles are much more subtle and martial arts-based, and while there's something to be said for going the way of realism for a change, the new warriors just don't look formidable alongside Scorpion, Sub-Zero and Raiden. They seem much more faceless than the creatures we've come to expect in a Mortal Kombat game.

In a way, I want to stand by my pre existing pompous, know-it-all attitude.

 

Now, the Kombat franchise has been so overly saturated with half-assed characters that Deception is almost unrecognizable as a Mortal Kombat game, except for the fact that Baraka, Mileena, Sub-Zero and Scorpion are selectable from the get-go. Kombat Chess just about made me weep for this franchise that revolutionized fighting games, as it's been turned into a cheesy "Battle Chess" clone. The only end boss I've seen worse than this thing is the end boss in Dead or Alive 4 on the 360, who can take off 65% of your life bar in 1 hit. I played my way through the game, up to the final fight against the Dragon King, with Sub-Zero. Now, allow me to talk about the additional modes in Deception. Gameplay is also another screw-up. Stick a fork in the Mortal Kombat franchise, people, it's done. Midway, you've messed up one of your best franchises.

Puzzle Kombat is just another "Puzzle Fighter" clone, only with MK characters. Kitana was one of my favorite characters in the series, and I found out later, on gamefaqs, that this character had to be unlocked in the "Konquest" mode, with another character that this player really couldn't care less about. "Konquest" Mode was just another quest mode, taking Mortal Kombat and turning it into an RPG. Did Midway really need to add this. The Dragon King in this game can do just that.

This game also failed horribly to impress me. This boss has the worst case of the SNK boss syndrome that I've ever seen.

First off, one of the things that was great about the early Mortal Kombat games was that you could pick up your controller, choose your favorite character and just kick some serious butt. The combo system that was implimented in Mortal Kombat 3 was horrible.

I don't think so. For those of you who don't know what I'm talking about, the King of Fighters series has always been well known for end bosses that can beat you in 3 hits or less.

I picked up this game a while back for my Xbox, after not picking up a MK title since the disappointments that were Mortal Kombat 3 and Mortal Kombat 4. This system, on the other hand, with 3 separate fighting styles, and God knows how many combos you have to learn, and not to mention the fact that the combos are almost impossible to pull off, makes this addition to the franchise even worse.

This is one way that Midway has messed up this franchise.

 
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