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Mortal Kombat: Armageddon

Rip faces off with a twist of the wrist

With special attacks a-go-go it lacks the sophistication of a technical fighter, but when was Mortal Kombat ever about attack transition and graceful Zen-like fluidity? It’s the pantomime of fighters; a mockery of conventions that has never been more satisfyingly far fetched than with a remote in your hand.

In place of character-specific fatalities of yore we now have Kreate-A-Fatality, a counting down timer at the end of fights in which players can piece together their own combos of body-destroying moves with remote gestures - pushing the remote towards the screen and flicking it up to pluck off a head is a gruesome highlight. There’s a cruel nonchalance in casually flicking the remote to snap a man’s arm or tug out his heart, but it's malicious fun nonetheless.

Konquest mode - in previous games a tame third-person walk/fight scenario - has been transformed into a fun, if brief, free-roaming massacre. Uppercutting ninjas into giant ceiling fans; skewering them onto stalagmites; splicing up a fresh batch of ninja-flavored pastrami with a handy pair of lightsabers - it’s monotonous button-bashing, but it'll satiate the bloodiest of bloodlusts.

 
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The Knowledge

Mortal Kombat: Armageddon

Genre: Fighting
Expected release date: October 2006
Published by: Midway
Developed by: Midway
Designer: Ed Boon
Franchise: Mortal Kombat
8 GREAT
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Rip faces off with a twist of the wrist
Wii Review  -  May 30, 2007