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Game Information | Preview |  Review | Screenshots | Forum

»Mortal Kombat: Unchained
  "PORT-ALITY!"

Graphics: 7

Gameplay: 8

Sound: 4

Replay
Value: 7
Years ago, I backed Midway’s pony in the early fighter race. Back then, the depth of fighters wasn’t quite up to today’s standards. Over the years, I’ve seen Street Fighter develop into an amazing series while Mortal Kombat only matured to a certain point before they attempted to tango with Virtua Fighter and Tekken in the realm of 3D. We all know how Mortal Kombat 4 turned out.

Not content with failure, Ed Boon attempted again with Mortal Kombat Deadly Alliance. This was a much better game as a whole, but lacked any sort of real depth. Even the fans who were easily satisfied with fatalities and such found it to be less than what they had hoped as each character had only one finisher each. Shortly after that, Midway brought fighting fans a sort of new hope for the Mortal Kombat line with the sequel/update to MK: DA with Mortal Kombat Deception.

Deception added a bunch of characters and continued the storyline of Deadly Alliance. What’s more, they added a bit more depth to the game by adding “Breakers” which will break those pesky canned combo strings the last game forced you to learn in order to get anywhere in the game.

What we have here is Mortal Kombat Unchained, also known as Mortal Kombat Deception Unchained. This portable rendition features most of what its console counterparts have with a few added extras as well.

What many people have wondered is, why they didn’t release a portable version of MK Armageddon. Many believe it to be due to the amount of characters, but the real reason is that this just is more suitable as a portable game with its extra modes like Puzzle and Chess Kombat. Both of these modes are great extras that help break up the fighting and offer you something else without changing discs.

Puzzle Kombat is a much better game/extra than its chess counterpart. The puzzle game is much like Super Puzzle Fighter 2 Turbo. In it, you are dealing with multi-colored pieces that you want to gather into like-color cubes before breaking them with a breaker piece. All the while, you’re competing against an opponent who, when you’re successful, is punished with extra falling pieces that land according to your chosen character’s pattern. You also get specials that can turn the tides greatly.

In Chess Kombat, you will select your leader, champion, shifter, sorcerer, and grunts which all move similarly to different pieces in a real game of chess. You are also allotted various spells that you can use only once. These can be as minor as healing one of your pieces that may not have performed as well as you had hoped all the way to outright killing an enemy piece that you don’t feel like dealing with. This mode would be quite good were it not for the battles that break up the chess-like strategy. When one of your pieces attacks or is attacked by an opponent, you go into a match of Mortal Kombat. This proves to vastly unbalance an otherwise strategic game by allowing the defender to defend himself and his square. It’s a cool idea, but only for those who want to wade through a sluggish chess game only to wait for each battle.

With the extras aside, I can get into the meat and potatoes of the game – the fighting. MK Unchained is in no way a balanced game. Certain characters are just ridiculously high-tiered while others are absolute trash. The measure of unbalance isn’t even a slight one either. As such, I suggest that you delve into this game with that in mind and don’t take losing too seriously.

Just because the game isn’t balanced doesn’t mean that there is no level of skill involved. In fact, there’s quite a bit of strategic might packed within the game beyond the basics. For one, you have the high/low game, but unlike Tekken, there are little to no mid-ranged hits. Even with a few mid-ranged attacks at your hand, there are no string attacks that mix up lows and highs. The high/low game is pretty decent when playing with people who like poking (which is just about anyone who hasn’t figured out how to do string attacks).

Also, as I stated above, Deception added an extra element in the Breakers which halt any string attack in its tracks. This makes it so you’re not entirely defenseless against an assault of multi-style string attacks.

For those who believe the best defense is a great offense, MKU caters to your desires. Just under every character’s life meter is another meter that lights up when an opponent is about to attack. Using a faster character, you can theoretically destroy anyone without even looking at the action in great detail if you focus on these lights. This is where a good amount of unbalance in the game comes from.

A gripe I take up with this may only be familiar to Tekken and Virtua Fighter fans. What I’m talking about, of course, is frames. Just about every attack you make leaves you vulnerable for far too long a time. There’s virtually no way to attack without doing string attacks and remain safe at the same time. Another thing that I feel is missing because of this is the ability to immediately finish a combo with a special move such as a fireball.

One thing that I believe should have been addressed is this ridiculous style change issue. Why is it that a character who utilizes two styles can’t manage to combine them in some way or another? I believe they were looking for a way to keep the moves simple and to keep from using common fighting game notations made popular by Street Fighter. Personally, I find the stance switching to be more complicated than is necessary.

Positively speaking, if a character you use uses a style that another uses, you already know the majority of that stance’s moves. The downside of this is that very few characters share any stances.

The controls (or should I say Kontrols?) are very tight. Even though the game uses taps instead of rolling motions, performing Down, Forward moves like a QCF works just fine. Forward, Forward taps tend to be a bit less reliable though, but I believe this is due to the dashing system. Side-stepping is performed by either holding Down or Up on the controls.

Next, I’d like to address what I believe to be the most enthralling mode. I didn’t mention it earlier because I don’t see it as a mini-game or an extra. This is, of course, the Konquest mode. In it, you take the role of Shujinko and guide him through his life. The Elder Gods granted him a power similar to Shang Tsung’s. He is able to adapt his style to anyone else’s after some training. This is a decent story with an all but too predictable plot. What it does offer is a sensible reason to fight through these battles in Mortal Kombat. There are also a fair amount of quests to accomplish. One of the early ones gave me great satisfaction when a guy was babbling on about his tooth and I punched him. After that, he paid me for my “kind” service. That was just all too good.

When held up to other PSP fighters, MKU is ok looking, but it doesn’t hold a candle to a fighter like Tekken. The fatalities are generally dumb and lack any amount of creativity. Things like Goro pulling out his weapon and stabbing his opponent time and time again just doesn’t “feel” right. The character portraits often don’t look anything like their in-game counterparts. I am speaking mainly of the facial details and such. I will say that the stages look really good and offer a better variety of ways to end your opponent’s life.

What really irks me about this game is how poorly they ported the sound over to the PSP. On average, the sound is higher quality than the graphics, but there are a few instances where the sound utterly fails. For starters, the voice acting is atrocious, awful, and cheesy. Part of me believes its supposed to be like that, but even with that in mind, I just can’t face it most of the time. I wish I could tell you that is the worst part, but I’d be lying if I did. When you go against Onaga, the sound often hiccups when he does select moves. Sometimes, it’s random, but others always happen when he throws you. These noises are harsh screeches, also known as errors or bad code. I wish this wasn’t as bad as it sounds, but it really gets on my nerves.

As in the last game, you unlock extras and secret costumes via paying for them in the exceptionally large krypt. You’ll unlock a bunch of extras such as videos and concept artwork. Sometimes, you even come across a bunch of koins to keep you there even longer. As a rule, the higher-priced things usually wield the bigger rewards.

As a whole, Mortal Kombat Unchained is a very complete package that offers a great puzzle game, a good adventure mode, and a competent fighting engine in a uniform package that is presented well. Once more, I would like to reiterate that this isn’t going to be your most competitive fighter in your collection. I would recommend only to those who are looking for a casual fighter or for those who don’t approach fighters in a competitive way.

Article by:
Bloodspoor
Posted on: Feb. 2nd, 2007

     Review Recap
 Gameplay
While entertaining, no matter how hard I tried to like the fighting engine, I just couldn’t get into the fighting side of it. Fighting against the computer is either too easy or too hard. There’s no real middle ground. The extra modes are what bring this game’s score up a great deal.

 Graphics
It’s not the prettiest fighter on the PSP, but it is ok. Ultimately, I was pleased with the way everything looked.

 Sound
While I am pleased with most of the game’s sound, the flaws that it has are unforgivable ones and really make you want to avoid certain areas of the game altogether. The only reason this got a score at all is because the good music and sound effects are quite good. They don’t make up for the error noises I keep hearing throughout my play through.

 Replay Value
Unlocking all the extras in the Krypt can be daunting, but once you have a good chunk of change to spend, it quickly becomes your driving ambition to continue playing. If you have a friend to play with, jack this game’s score up by 2.

     Comments



Platform: Sony PSP
Genre: Fighting
Developer: JGI Entertainment
Publisher: Midway
Release Date: 11/15/2006
Save Type: 1 Slot
Players: 2