Header image

Demo’d: Mortal Kombat

PS3 preview by Stew Chyou on 16th March 2011

Like many of you in the Earthrealm, I’ve been looking forward to Mortal Kombat and the one thing I was gravely concerned about was whether or not it would live up to the hype. After finally getting my hands on the demo I can proudly confirm, yes, Ed Boon and the crew delivered and it’s everything we had dreamed it would be!

For starters, the demo allows test drives of Scorpion, Sub-Zero, Mileena, and Johnny Cage. We not only get to play around with the movesets and combos but we’re given the chance to try out the goods, including enhanced attacks, one fatality per character, one stage fatality, and of course, the new bad-ass X-ray Moves. Unfortunately, we don’t get a taste of the new modes, other than a 4 stage one player mode and versus. But, what Netherrealm has offered is more than generous.

screenshot

As Boon had announced before, the control schematics are inspired by Tekken, whereas the top two buttons, square and triangle, are your punch buttons, cross and circle control your footwork. R2 acts as the block button, R1 for throw, and L2 for side switching… which is rather odd as it doesn’t seem to have much prominence in the game, and it’s not like any of the characters are known for being south paws. But perhaps the importance of this function will be further revealed in the full version.

The gameplay was definitely not anything like Deadly Alliance, Deception, or Armageddon. We can finally wave goodbye to early Soul Calibur-ish gameplay of mashing buttons and unintentionally pulling off grandiose combos. The game definitely brings us back to the good old days of UMK3 where, if anyone remembers, there were special close range combos that were performed by pressing a specific sequence of buttons. The controls are definitely fluid, responsive, and best of all, simple. The game obviously exhibits empathy towards pad users and for those who want to take a break from doing 360s and half-circle motions, this one’s for you.

screenshot

If I wasn’t excited for this game before, this demo definitely has me bursting at the seams with gleeful anticipation. Mortal Kombat is back ladies and gentlemen! Despite its short one player mode and limited selection of warriors, this demo carries a hefty amount of replay value as four characters are more than enough to entice gamers to explore, practice and master high-level combos. Therefore, it is without question that this is the best demo I’ve played yet this year. Even if you’ve beaten the single player with all four characters, it is recommended to continue familiarizing yourself with every nook and crannie, regardless of whether or not any tweaks will be made. Once the full version comes out, you’ll definitely stand out amongst the lamers. Let Mortal Kombat begin!

Spread the word

About the author

Picture of Stew Chyou

Stew Chyou is a Staff Writer at Thunderbolt, having joined in August 2010. Stew also writes for Denkiphile. Get in touch on Twitter @S_Chyou.

Comments

  • Guymar Dudikoff

    25th March 2011

    Gravatar

    I’ve got a love hate relationship with Mortal Kombat. It always brings back fond memories of the arcade, and nightmares about having to outcheap every final boss.

    Thought I’d give Deception another try, and for awhile it was like I remembered it, ya know, cheers when you actually got off a fatality. And then…the boss. I took it back the next day because I guess I’m just too old anymore to say “Oh, I got beat by Onaga in five hits, AGAIN, dum diddly dum dinger” (you can make up your own Ned Flanders curse here if you like)

    My problem with Mortal Kombat has always been that it’s never been fluid, least to me. I had the same problem with a few iterations of Tekken and Soul Calibur, and DOA but they eventually worked those out. When I lose a match, I want to know that I lost, not that I got beat by crappy controls and an overpowered computer.

    As I said, those other fighters eventually worked out the kinks, does this combat system seem like a fluid improvement over the PS2 titles? If I could see just one thing from a new MK, I’d want it to be that, and MK VS DC didn’t impress me

  • Stew

    26th March 2011

    Gravatar

    As a long time fighting gamer, I can confidently say that the controls are fluid. But the concept of “fluid” can be an objective one as it’s all dependent on the player’s set expectations. Nevertheless, from what I had unfortunately experienced with the previous few MK titles, the combat system has improved.

    One thing I’ve definitely appreciated is how the MK team has removed the CPU’s ability to do magic sweeps; sweep you when you’re clearly a mile away.

Add your own comment »

You may also enjoy