Mortal Kombat Mythology Sub-Zero (highly compressesd)

Mortal Kombat Mythology 
Sub-Zero (highly compressesd)

MK Mythologies: Sub Zero is unique in that it's the first game in the Mortal Kombat franchise developed exclusively for the home systems. In addition, the game marks the first time a different genre has been explored with the bloody fighting series. With Mythologies, the development team has tried to blend the fighting style that made Mortal Kombat famous with a side-scrolling 2D engine and has even thrown in some token RPG elements for good measure.

Mythologies focuses on the adventures of Sub-Zero, one of the most popular characters in the fighting franchise. The storyline is a simple one: Sub Zero, a feared Lin Kuei warrior, is contracted by the sorcerer, Shao, to retrieve the hidden map of elements. On his quest Sub-Zero encounters Scorpion, who is guarding the artifact. A fight breaks out and, once defeated, Sub-Zero learns of ulterior motives, lies and the rest of his journeys. And so you have it. It's not much of a story, but those of us who have seen the horrible movies knew that, didn't we?

Utilizing an ugly 2D engine, dithered backgrounds, and indifferent rotation/scaling effects, the game is visually unimpressive. Polygonal foregrounds have been implemented simply for added looks as they do nothing for gameplay. A fixed camera generally captures the action from a zoomed-out view, but occasionally zooms in as Sub-Zero goes from place to place. On a brighter side, the lighting effects in the game are up to par, illuminating characters as they come closer to lit objects and so on. The PlayStation version of MK Mythologies, however, is identical to the Nintendo 64 version graphically and it has FMV cut-scenes instead of screen-shots and text torture-scenes. Way to take advantage of that power. In all honesty, if we were told that Midway had slipped a Sega Genesis emulator into the cart to run this game we wouldn't be the least bit surprised.

What Mythologies lacks in graphic prowess it lacks even more in the gameplay department. Sub Zero jumps, kicks, punches and snaps multiple hit combos as he progresses through the game. Jumping is performed via the analog stick or the control pad. Midway opted not to go with jump button as it might have made the game playable. Even worse, turning around is performed via the B button. Wouldn't it have been more practical to of used one of the buttons for jumping and instead made turning around available through the control pad or analog stick? Players are expected to ignore instinct (which constantly suggests pressing left or right to turn around) and instead press a button to perform the task. When engaged in a battle, especially when multiple enemies are on-screen, this becomes more than just a nuisance. It's unintuitive control at its very best.

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