IMDb RATING
7.3/10
1.4K
YOUR RATING
Two powerful sorcerers, Shang Tsung and Quan Chi, have joined forces to achieve the supreme goal: immortality. Will earth survive their deadly alliance?Two powerful sorcerers, Shang Tsung and Quan Chi, have joined forces to achieve the supreme goal: immortality. Will earth survive their deadly alliance?Two powerful sorcerers, Shang Tsung and Quan Chi, have joined forces to achieve the supreme goal: immortality. Will earth survive their deadly alliance?
- Nominated for 1 BAFTA Award
- 1 nomination total
Featured reviews
This one easily beats the crap out of the last two installments. Gone are the stiff digitized characters or pseudo 3D. Insert a good amount of DIFFERENT fighting styles, adequate graphics, interesting characters & secrets and a few barrels of blood and you've got my favourite MK since the first sequel. If you didn't like MK in the past, chances are you won't enjoy this one either. But this is one of the best come-backs one could imagine, and it sets an example for all MKs to come. Although it's still a bit rough around the edges, Midway must be commended for reinventing and rejuvenating this franchise. Bring on MK6 :-)
85/100
85/100
The game seems eager to severe its ties with previous installments by immediately killing of Liu Kang in the opening movie. "Yes!" I exclaimed, having once been fond of Kang until his transition to mediocrity in MK3, and his further transition to just plain annoying in MK4. "Thank God a development team finally had it in them to kill off their main character!" Now please let him stay dead! Luckily, he did
at least, as far as Deadly Alliance was concerned.
Shang Tsung makes a return to the series as part of the titular "Deadly Alliance." He and Quan Chi have combined forces to once again threaten Earthrealm, and you know the rest. After a notable absence in MK4, Tsung's return is a welcomed one until 1, I caught a glimpse of his new design (what is with the shoulders?), and 2, realized he lost the power to shape shift in game (although, he still morphs in the intro.) Needless to say the two sorcerers make up the final two battles of the game.
Deadly Alliance makes the jump to 3D. Well, real 3D. As in revamping the fighting engine to take advantage of the Z-axis. Players can now sidestep freely (a la water downed 8-Way Run from SC), and to survive against the AI one must learn to sidestep. Jumping remains possible; however, like other 3D fighting games, its significance has dropped drastically from the 2D games. In Deadly Alliance, I jump mainly to avoid "earthquake" moves.
The sidestep ability adds a layer of depth (and flavor) to the returning dial-a-combo system introduced in MK3. Giving the AI a new venue for frustrating the playerwhere UMK3's AI ran up and launched the appropriate counter attack, Deadly Alliance's AI simply side-steps and combos (or, some lucky characters get to perform perfectly timed "Reversals".) An additional enhancement comes in the form of three styles available to each combatant (2 unarmed, 1 weapon). The 3 styles, plus the 3rd dimension makes Deadly Alliance play worlds apart from its 2D counterpart kind of a strange marriage between DOA and SC minus the depth and fluidity. Don't get the wrong idea, however, we're still playing Mortal Kombat.
There's a notable oddity with Deadly Alliance's AI: the more consecutive victories the player racks up, the more difficult the AI becomes. So after 7 wins, Kano will miraculously be able to spin through 2 fighting styles to perform his Reversal move (in precisely 0.2 seconds) and then unleash his most potent branching combo. In that same fight, he'll demonstrate the physics engine does not apply to CPU characters since he can block low attacks with a high block (?!), and then he demonstrates his uncanny ability to side-step every attack, to unleash yet more branching combos for an impossible fight. However, the moment you lose and continue, Kano makes the amazing transformation into "sitting duck man" where you can waltz up to him and punish to your heart's content.
Returning characters include Shang Tsung, Quan Chi, Jax, Johnny Cage, Kano, Kitana, Kung Lao, Quan Chi, Raiden, Reptile, Scorpion, Sonya, and Sub-Zero. None of whom feel even remotely like their 2D counterparts, and several have lost their signature moves. Shang Tsung no longer shapeshifts. Raiden no longer flies across the screen. No more handstands for Sonya. Don't expect Reptile to turn invisible. And forget about Jax's mid-air backbreaker or "Gotcha!" Maybe that's just as well. The signature moves that make a return (Scorpion's Spear, Kitana's fanwave, Sub-Zero's Freeze, etc) feel very very different. In the 2D games, truthfully, the characters differed only in Fatalities and special moves. Now that the characters have gone their separate ways and earned a level of distinctness, the game shifts its focus more on the dial-a-combos than individual special moves.
A new game typically means new characters, and this game gets an ensemble of mostly "bleh" characters including Bo Rai Cho, the overweight trainer with the ability to puke on command; Li Mei, the scantily clad warrior out to save her village; Mavado, a nobody in a trench coat with a few industrial sized rubber bands; Hsu Hao, the Village People reject; Frost, a female Sub-Zero; Nitara, the vampire in the wrong game; Kenshi, the only interesting new character who, incidentally, is blind; and Drahmin, the rotting demon with absolutely no combos.
The new sub-boss, Moloch, continues the trend of over-sized sub-bosses made difficult because the programmers decided to just program in a few immunities and high priorities. For example, one of Raiden's branching combos makes his opponent stumble backwards. Moloch never stumbles, so Raiden's combo deals a fair amount of damage leaves him a sitting duck to Moloch's abuse. However, that's not what makes Moloch nearly ruin the entire gaming experience that is Deadly Alliance. The fact that Moloch has a whopping half-dozen moves in his entire arsenal makes the fight rather boring. Compounded with the fact that when in range, Moloch is content to poke with his uber-high priority, tracking "quick punch." This is the worst sub-boss in the entire Mortal Kombat franchise; furthermore, it is the single most monotonous fight in fighting game history.
Lastly, most of the games secrets come in the form of "the Krypt" which Midway has loaded to the brim with extras. A great concept, except Midway over-indulged themselves and crammed too much into a 26 X 26 grid of things to unlock (requiring somewhere in the neighborhood of 250,000 Koins to unlock everything.) While characters and alternate lurk in a few of the 676 coffins, most house artwork, silly pictures, photos, etc. Plus the occasional "Hint" and empty coffin just in case you're not frustrated enough.
All in all, a flawed but welcomed addition to the Mortal Kombat family. Perhaps the best Mortal Kombat since UMK3 (arcade.) Most importantly, it delivered a new experience, and the next generation of Mortal Kompetition.
Shang Tsung makes a return to the series as part of the titular "Deadly Alliance." He and Quan Chi have combined forces to once again threaten Earthrealm, and you know the rest. After a notable absence in MK4, Tsung's return is a welcomed one until 1, I caught a glimpse of his new design (what is with the shoulders?), and 2, realized he lost the power to shape shift in game (although, he still morphs in the intro.) Needless to say the two sorcerers make up the final two battles of the game.
Deadly Alliance makes the jump to 3D. Well, real 3D. As in revamping the fighting engine to take advantage of the Z-axis. Players can now sidestep freely (a la water downed 8-Way Run from SC), and to survive against the AI one must learn to sidestep. Jumping remains possible; however, like other 3D fighting games, its significance has dropped drastically from the 2D games. In Deadly Alliance, I jump mainly to avoid "earthquake" moves.
The sidestep ability adds a layer of depth (and flavor) to the returning dial-a-combo system introduced in MK3. Giving the AI a new venue for frustrating the playerwhere UMK3's AI ran up and launched the appropriate counter attack, Deadly Alliance's AI simply side-steps and combos (or, some lucky characters get to perform perfectly timed "Reversals".) An additional enhancement comes in the form of three styles available to each combatant (2 unarmed, 1 weapon). The 3 styles, plus the 3rd dimension makes Deadly Alliance play worlds apart from its 2D counterpart kind of a strange marriage between DOA and SC minus the depth and fluidity. Don't get the wrong idea, however, we're still playing Mortal Kombat.
There's a notable oddity with Deadly Alliance's AI: the more consecutive victories the player racks up, the more difficult the AI becomes. So after 7 wins, Kano will miraculously be able to spin through 2 fighting styles to perform his Reversal move (in precisely 0.2 seconds) and then unleash his most potent branching combo. In that same fight, he'll demonstrate the physics engine does not apply to CPU characters since he can block low attacks with a high block (?!), and then he demonstrates his uncanny ability to side-step every attack, to unleash yet more branching combos for an impossible fight. However, the moment you lose and continue, Kano makes the amazing transformation into "sitting duck man" where you can waltz up to him and punish to your heart's content.
Returning characters include Shang Tsung, Quan Chi, Jax, Johnny Cage, Kano, Kitana, Kung Lao, Quan Chi, Raiden, Reptile, Scorpion, Sonya, and Sub-Zero. None of whom feel even remotely like their 2D counterparts, and several have lost their signature moves. Shang Tsung no longer shapeshifts. Raiden no longer flies across the screen. No more handstands for Sonya. Don't expect Reptile to turn invisible. And forget about Jax's mid-air backbreaker or "Gotcha!" Maybe that's just as well. The signature moves that make a return (Scorpion's Spear, Kitana's fanwave, Sub-Zero's Freeze, etc) feel very very different. In the 2D games, truthfully, the characters differed only in Fatalities and special moves. Now that the characters have gone their separate ways and earned a level of distinctness, the game shifts its focus more on the dial-a-combos than individual special moves.
A new game typically means new characters, and this game gets an ensemble of mostly "bleh" characters including Bo Rai Cho, the overweight trainer with the ability to puke on command; Li Mei, the scantily clad warrior out to save her village; Mavado, a nobody in a trench coat with a few industrial sized rubber bands; Hsu Hao, the Village People reject; Frost, a female Sub-Zero; Nitara, the vampire in the wrong game; Kenshi, the only interesting new character who, incidentally, is blind; and Drahmin, the rotting demon with absolutely no combos.
The new sub-boss, Moloch, continues the trend of over-sized sub-bosses made difficult because the programmers decided to just program in a few immunities and high priorities. For example, one of Raiden's branching combos makes his opponent stumble backwards. Moloch never stumbles, so Raiden's combo deals a fair amount of damage leaves him a sitting duck to Moloch's abuse. However, that's not what makes Moloch nearly ruin the entire gaming experience that is Deadly Alliance. The fact that Moloch has a whopping half-dozen moves in his entire arsenal makes the fight rather boring. Compounded with the fact that when in range, Moloch is content to poke with his uber-high priority, tracking "quick punch." This is the worst sub-boss in the entire Mortal Kombat franchise; furthermore, it is the single most monotonous fight in fighting game history.
Lastly, most of the games secrets come in the form of "the Krypt" which Midway has loaded to the brim with extras. A great concept, except Midway over-indulged themselves and crammed too much into a 26 X 26 grid of things to unlock (requiring somewhere in the neighborhood of 250,000 Koins to unlock everything.) While characters and alternate lurk in a few of the 676 coffins, most house artwork, silly pictures, photos, etc. Plus the occasional "Hint" and empty coffin just in case you're not frustrated enough.
All in all, a flawed but welcomed addition to the Mortal Kombat family. Perhaps the best Mortal Kombat since UMK3 (arcade.) Most importantly, it delivered a new experience, and the next generation of Mortal Kompetition.
Very few flaws can be detected in this latest rendition of the classic series. Fatalities lack the disturbing power of the first MK, Lui Kang(whom I didn't like anyway) is killed off, and your selection of characters, at first start up, is extremely limited(9). Even though these "flaws" may seem like game-killers, they are not. After choosing my character for the first time, Scorpion, I was greeted by what seemed to be the shortest load screen in the history of MK on a CD form. That was just the beginning of me being surprised. The stage opened up with a very cool rotation effect as the camera zoomed in on me and my advisary, Sub-Zero. I was enraptured by the background, and I almost missed the unforgettable sound of "Fight!!!". I was a pure button masher for nearly the entire round. As Scorpion, I had to try back, back, X. Only to realize later on that, that had been changed to back, forward, X. Scorpion's spear spewed relentlessly from his palm and caught Sub-Zero in mid air. The last few hit to kill my advisary became a flurry of button mashing, until Sub-Zero fell to the ground(in a bloody mess). As if you didn't already know, the blood that falls to the ground remains there until the very end of the fight. What happened next in the fight was a pure stroke of genius for Ed Boon and the other creators. There is no load between fight rounds, Sub-Zero merely stood up and dusted himself off and he was ready to fight. The very first thing Sub-Zero did was pull out his sword, I tried to block his attacks, but was unsuccessful. Sub-Zero ran me through with his sword, and the sword styed there, spewind my blood to the ground and I continually lost life. Long story short, I managed to kick the crap out of him and was screamed at by that familiar voice to "Finish Him!!!". I walked backward from Sub-Zero and tried to remember the Fatality combination I had seen on the Internet. (Back, back, down, back+attack 4). The screen went black and I caught my first glimpse of good violence in a video game for the PS2. Scorpion threw out his spear and it went through Sub-Zero's head. Scorpion then proceeded to try and tear the head off of the body, he succeeds and sends Sub-Zero's body sprawling to the ground. "Fatality!!!", I hear, and the match is over. In record time for an MK game too(less than a minute).
Superb graphics, and great controls help this to be the greatest MK of all. MK Trilogy is just as good.
9 out of 10
Superb graphics, and great controls help this to be the greatest MK of all. MK Trilogy is just as good.
9 out of 10
"Mortal Kombat: Deadly Alliance" is perhaps the most thorough and complex fighting game that this long-running series has seen yet. The Playstation 2 video game console has some of the most impressive titles of any actively popular system today, and I am glad that "Deadly Alliance" has been allowed to grace it.
Fighting games, "Mortal Kombat" in particular, have come a long way since the days of 2D platform combat, where the two combatants are confined to a narrow stretch of area on the screen and fight to the death. Now, most games today have expanded to all-out arena fighting and with "Mortal Kombat: Deadly Alliance," the fifth installment in this incredibly bloody and successful series of games, "Kombat" has been taken to an all new level of gameplay.
As an avid player of "Mortal Kombat" since 1993, I am pleased to see that this title takes full advantage of a revamped fighting engine, but still manages to remain faithful to the old school way of kombat. But like any of the previous titles, this "Kombat" doesn't skimp on the blood and brutal, yet spectacular displays of outlandish martial arts chain-combos.
But in this level of joy, I've neglected to inform about how +deadly+ this title is. Along with the massively improved fighting system, there is also the introduction of the "Konquest" mode, which is a sort of story mode within "Deadly Alliance." Like any low-budget kung-fu flick that we have ever seen, it has a worthless plot and you assume the identity of any of the fighters available and you complete a quest.
And like the plot of the general game (which is equally thoughtless), where the sorcerers Shang Tsung and Quan Chi have entered into a +deadly alliance+, you, the player, has to stop them before they can reanimate the Dragon King's undead army. So you can choose any one of the available characters, including some familiars like Scorpion (my favorite), Johnny Cage, Sonya Blade or Jax, or play as any of the newcomers like Bo' Rai Cho, Mavado, Li Mei, or Hsu Hao.
As with any previous "Kombat" game, the difficulty reaches ridiculous heights as you embark on your "Game of Death"-style quest to the top in regular arcade mode. Much of the difficulty is brought on with the introduction of style-branching combos or "chain" combos, where a single deft move against you can cross three different fighting styles - two fighting styles and one weapon style - and if timed correctly, could deplete you of about half your health. (Just as a random example, I could be my #1 fighter Scorpion and be kombating against Johnny Cage, who would hit me up with a style-branching combo, which would cover Cage's three styles of Karate, Jeet Kune Do, and Nunchaku, and I'd be half-dead in one single movement.) This intense level of uneven difficulty is just ridiculous to me, as it might make it impossible to complete the arcade mode.
This deadly new enhancement in "Kombat" is also indicative of the game's greatest flaw, which could require the manual dexterity of someone with the quickest hand-eye coordination, which many of us in the game-playing community have yet to be graced with through our human evolution. (This would also prove to be an even bigger b**ch on the "Deadly Alliance" sequel, "Mortal Kombat: Deception," which was released in 2004.) In addition to that, mini-games are also scattered throughout the arcade portion of the game, which serve as a way to achieve rarer "kurrency" and provide a welcome break to the kombat-related carnage.
Alongside that main criticism, not many of the new characters are that interesting, particularly my personal displeasure with the fighter known as "Drahmin," an Oni that is a walking, rotting corpse in this game, or Nitara, who's a female vampire. And let's not forget the end boss, Moloch - let's just say that neither Goro, Motaro, or Kintaro had anything on him - Moloch would later be outmatched by the ridiculously hard Dragon King in "Deception."
Aside from these grievances, "Mortal Kombat: Deadly Alliance" is a worthy addition to the series and is an excellent display of progress over the years.
7/10
Fighting games, "Mortal Kombat" in particular, have come a long way since the days of 2D platform combat, where the two combatants are confined to a narrow stretch of area on the screen and fight to the death. Now, most games today have expanded to all-out arena fighting and with "Mortal Kombat: Deadly Alliance," the fifth installment in this incredibly bloody and successful series of games, "Kombat" has been taken to an all new level of gameplay.
As an avid player of "Mortal Kombat" since 1993, I am pleased to see that this title takes full advantage of a revamped fighting engine, but still manages to remain faithful to the old school way of kombat. But like any of the previous titles, this "Kombat" doesn't skimp on the blood and brutal, yet spectacular displays of outlandish martial arts chain-combos.
But in this level of joy, I've neglected to inform about how +deadly+ this title is. Along with the massively improved fighting system, there is also the introduction of the "Konquest" mode, which is a sort of story mode within "Deadly Alliance." Like any low-budget kung-fu flick that we have ever seen, it has a worthless plot and you assume the identity of any of the fighters available and you complete a quest.
And like the plot of the general game (which is equally thoughtless), where the sorcerers Shang Tsung and Quan Chi have entered into a +deadly alliance+, you, the player, has to stop them before they can reanimate the Dragon King's undead army. So you can choose any one of the available characters, including some familiars like Scorpion (my favorite), Johnny Cage, Sonya Blade or Jax, or play as any of the newcomers like Bo' Rai Cho, Mavado, Li Mei, or Hsu Hao.
As with any previous "Kombat" game, the difficulty reaches ridiculous heights as you embark on your "Game of Death"-style quest to the top in regular arcade mode. Much of the difficulty is brought on with the introduction of style-branching combos or "chain" combos, where a single deft move against you can cross three different fighting styles - two fighting styles and one weapon style - and if timed correctly, could deplete you of about half your health. (Just as a random example, I could be my #1 fighter Scorpion and be kombating against Johnny Cage, who would hit me up with a style-branching combo, which would cover Cage's three styles of Karate, Jeet Kune Do, and Nunchaku, and I'd be half-dead in one single movement.) This intense level of uneven difficulty is just ridiculous to me, as it might make it impossible to complete the arcade mode.
This deadly new enhancement in "Kombat" is also indicative of the game's greatest flaw, which could require the manual dexterity of someone with the quickest hand-eye coordination, which many of us in the game-playing community have yet to be graced with through our human evolution. (This would also prove to be an even bigger b**ch on the "Deadly Alliance" sequel, "Mortal Kombat: Deception," which was released in 2004.) In addition to that, mini-games are also scattered throughout the arcade portion of the game, which serve as a way to achieve rarer "kurrency" and provide a welcome break to the kombat-related carnage.
Alongside that main criticism, not many of the new characters are that interesting, particularly my personal displeasure with the fighter known as "Drahmin," an Oni that is a walking, rotting corpse in this game, or Nitara, who's a female vampire. And let's not forget the end boss, Moloch - let's just say that neither Goro, Motaro, or Kintaro had anything on him - Moloch would later be outmatched by the ridiculously hard Dragon King in "Deception."
Aside from these grievances, "Mortal Kombat: Deadly Alliance" is a worthy addition to the series and is an excellent display of progress over the years.
7/10
Ahh yes we have just recently entered The PS2 era and Mortal Kombat has risen from the grave after a terrible experience of Mortal Kombat 4 and appalling side scrolling Mortal Kombat Mythologies Sub Zero and Mortal Kombat Special Forces so how does Mortal Kombat Deadly Alliance on PS2 compare...Absolutely amazing that's what yeah we have have Mortal Kombat back in 3D and this time it is a much better experience then Mortal Kombat 4 cause the visuals look stunning and now characters can pull out weapons with a simple button as well as different types of martial arts along with a training mode too.
Did you know
- TriviaThe character Mokap is based on the technical term "motion capture". Which was used on Carlos Pesina to choreograph his fighting moves as well as the face and physical attributes.
- ConnectionsFeatured in Adema: Immortal (2002)
- SoundtracksImmortal
by Adema
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