IMDb RATING
7.6/10
1.8K
YOUR RATING
The fury of Mortal Kombat has brought the realms to the brink of total destruction. Every warrior has been summoned to a last epic battle, where survival depends on their ability to fight.The fury of Mortal Kombat has brought the realms to the brink of total destruction. Every warrior has been summoned to a last epic battle, where survival depends on their ability to fight.The fury of Mortal Kombat has brought the realms to the brink of total destruction. Every warrior has been summoned to a last epic battle, where survival depends on their ability to fight.
- Directors
- Writers
- Stars
- Awards
- 1 nomination total
David Allen
- Kano
- (voice)
Johanna Añonuevo
- Mileena
- (voice)
- (as Johanna Anonnuevo)
- …
Chase Ashbaker
- Raiden
- (voice)
Rom Barkhordar
- Sub-Zero
- (voice)
David Blatt
- Additional Voices
- (voice)
Anne Bonney
- Additional Voices
- (voice)
Alexander Brandon
- Mavado
- (voice)
- (as Alex Brandon)
- …
Rich Carle
- Additional Voices
- (voice)
Brian Chard
- Additional Voices
- (voice)
Lina Chern
- Additional Voices
- (voice)
Max Crawford
- Shujinko
- (voice)
- …
Dan Forden
- Additional Voices
- (voice)
- Directors
- Writers
- All cast & crew
- Production, box office & more at IMDbPro
Featured reviews
"Mortal Kombat: Armageddon" is probably the greatest "Mortal Kombat" fighting game - ever. I reserved a copy back in March and received it the first day - I paid the extra 10 dollars for the Premium Edition, which has the extra DVD with bonus content.
With this latest entry, it is a culmination of all "Mortal Kombat" games to this day, with a slight whiff of "Mortal Kombat Trilogy" and "Ultimate Mortal Kombat 3," the latter which is one of many extra add-ons included with the Premium Edition. As envisioned by ko-kreators Ed Boon and John Tobias and unleashed on the general public in 1992, "Mortal Kombat" revolutionized martial arts fighting on video game consoles. Fans of the game were able to take "Mortal Kombat" in a direction far from what Boon and Tobias envisioned.
In that first entry, we were introduced to the following: Shaolin monk Liu Kang, movie star Johnny Cage, Special Forces Agent Sonya Blade, ninja specter Scorpion (my personal favorite fighter), cryo-mancer Sub-Zero, lightning god Raiden, terrorist Kano, the four-armed Goro, Reptile, and shape-shifting sorcerer Shang Tsung.
While praised by critics for its realistic martial arts and innovative storyline, it was embraced by fans for its gratuitous bloodshed and violence; simultaneously, Jack Thompson and most moral-minded politicians condemned it. It's been followed by several spin-offs, two movies (Paul W.S. Anderson directed the first 1995 film) and fans have been quick to denounce its horrible sequel.
With "Mortal Kombat: Armageddon," nothing's changed. The game features a revamped fighting engine, with 60+ characters who are masters of one fighting style and one weapon style. Also, there's the addition of ground kombat; if you don't like things on the ground, you can take it to the sky in air kombat, and dismember your opponent that way. We also have two brand-new characters (that can only be unlocked through the Konquest mode) and Motor Kombat, a "Mario Cart"-style racing side-project.
Then, there are the healthy, long-awaited additions of kreate-a-fighter and kreate-a-fatality. In kreate-a-fighter, you can actually customize your own Mortal Kombat character, give him/her their own appearance, fighting styles, weapon style, special moves and biography, if you like. Kreate-a-fatality - it is just what it sounds like - you can dismember your opponent when the screen says, "Finish him/her" in any number of grisly fashions.
Objections? Of course. While this game is a significant improvement over past entries such as "Mortal Kombat: Deadly Alliance" and "Mortal Kombat: Deception," it's definitely not short of its problems. I have some great issues with how some fighters have different fighting styles or weapons than they have in past games. While the kreators suggest it's only to adopt new strategies, it can be very trying for those who have been accustomed to a certain character.
With the added features of kreate-a-fighter and kreate-a-fatality, some things are lacking or have been shorted completely. In kreate-a-fighter, you can only kreate one fighter per profile. Of course, if you want to take up memory card space, you can have up to eight profiles, which means eight kreated fighters. In kreate-a-fatality, you can still brutalize your opponent, which is cool, but the fatalities that we have come to love from our favorite characters have been completely removed. (What was Ed Boon thinking?)
The Konquest story mode, while quite linear and short, is also quite demanding and requires some patience to master. It's still interesting, and has been significantly refurbished since "Deadly Alliance" and "Deception" (while also staying in tune with last year's popular spin-off "Mortal Kombat: Shaolin Monks"), and a lot of thought went into the mythology, but it can be tedious especially when you don't have a proper strategy guide at your disposal. And because it's linear, you cannot backtrack if you miss something (i.e., like the Konquest Relics) and this is especially nerve-wracking because you have to continue on, finish Konquest mode, and play through the game again to get that forgotten item (I had to do it twice). And lastly, you sort of get a cheap reward for completing the game in either Konquest or arcade.
Other than these short little squabbles, "Mortal Kombat: Armageddon" is a proper conclusion to "Mortal Kombat" on this generation of consoles. Only time will tell what the kreators have in store for us on Playstation 3.
9/10
With this latest entry, it is a culmination of all "Mortal Kombat" games to this day, with a slight whiff of "Mortal Kombat Trilogy" and "Ultimate Mortal Kombat 3," the latter which is one of many extra add-ons included with the Premium Edition. As envisioned by ko-kreators Ed Boon and John Tobias and unleashed on the general public in 1992, "Mortal Kombat" revolutionized martial arts fighting on video game consoles. Fans of the game were able to take "Mortal Kombat" in a direction far from what Boon and Tobias envisioned.
In that first entry, we were introduced to the following: Shaolin monk Liu Kang, movie star Johnny Cage, Special Forces Agent Sonya Blade, ninja specter Scorpion (my personal favorite fighter), cryo-mancer Sub-Zero, lightning god Raiden, terrorist Kano, the four-armed Goro, Reptile, and shape-shifting sorcerer Shang Tsung.
While praised by critics for its realistic martial arts and innovative storyline, it was embraced by fans for its gratuitous bloodshed and violence; simultaneously, Jack Thompson and most moral-minded politicians condemned it. It's been followed by several spin-offs, two movies (Paul W.S. Anderson directed the first 1995 film) and fans have been quick to denounce its horrible sequel.
With "Mortal Kombat: Armageddon," nothing's changed. The game features a revamped fighting engine, with 60+ characters who are masters of one fighting style and one weapon style. Also, there's the addition of ground kombat; if you don't like things on the ground, you can take it to the sky in air kombat, and dismember your opponent that way. We also have two brand-new characters (that can only be unlocked through the Konquest mode) and Motor Kombat, a "Mario Cart"-style racing side-project.
Then, there are the healthy, long-awaited additions of kreate-a-fighter and kreate-a-fatality. In kreate-a-fighter, you can actually customize your own Mortal Kombat character, give him/her their own appearance, fighting styles, weapon style, special moves and biography, if you like. Kreate-a-fatality - it is just what it sounds like - you can dismember your opponent when the screen says, "Finish him/her" in any number of grisly fashions.
Objections? Of course. While this game is a significant improvement over past entries such as "Mortal Kombat: Deadly Alliance" and "Mortal Kombat: Deception," it's definitely not short of its problems. I have some great issues with how some fighters have different fighting styles or weapons than they have in past games. While the kreators suggest it's only to adopt new strategies, it can be very trying for those who have been accustomed to a certain character.
With the added features of kreate-a-fighter and kreate-a-fatality, some things are lacking or have been shorted completely. In kreate-a-fighter, you can only kreate one fighter per profile. Of course, if you want to take up memory card space, you can have up to eight profiles, which means eight kreated fighters. In kreate-a-fatality, you can still brutalize your opponent, which is cool, but the fatalities that we have come to love from our favorite characters have been completely removed. (What was Ed Boon thinking?)
The Konquest story mode, while quite linear and short, is also quite demanding and requires some patience to master. It's still interesting, and has been significantly refurbished since "Deadly Alliance" and "Deception" (while also staying in tune with last year's popular spin-off "Mortal Kombat: Shaolin Monks"), and a lot of thought went into the mythology, but it can be tedious especially when you don't have a proper strategy guide at your disposal. And because it's linear, you cannot backtrack if you miss something (i.e., like the Konquest Relics) and this is especially nerve-wracking because you have to continue on, finish Konquest mode, and play through the game again to get that forgotten item (I had to do it twice). And lastly, you sort of get a cheap reward for completing the game in either Konquest or arcade.
Other than these short little squabbles, "Mortal Kombat: Armageddon" is a proper conclusion to "Mortal Kombat" on this generation of consoles. Only time will tell what the kreators have in store for us on Playstation 3.
9/10
an amazing game with the characters made with every detail. the biggest and the best fighting game ever. street fighter can't hold a candle to the mortal kombat series. Mortal kombat Armageddon with the 60+ characters has the new konquest mode with the shaolin monks engine, the new motor kombat that is like mario kart and the arcade mode fighting has a whole new range of stuff in it such as aerial kombat, the new parry mode, stage fatalities (not deathtraps like deception) and the new create afatality mode with rumoured signature fatalities for each character. Another mode new to the mortal kombat series is the create a fighter where every inch of the character is made by you from their hair to their fighting style names. This is the last mortal kombat game on the playstation 2 and xbox generation and in the game only the characters that survive the Armageddon will go to the next generation consoles and in the intro which is 5 minutes long some characters die and is maybe an insider into who will go to the next consoles. 10/10
My only problems are: 1) Motaro is not a centaur in the game, he is a satyr with a bit tail 2) Kreate a Fatality system - when you take every signature fatality out of the game, the characters feel raped, as does the player....no more cannibal kiss (Mileena), no more spine rip (Sub-zero), no more Electrocution (Rayden).....nothing but standard violence...Aside from this, the game is all out great. I love the konquest mode and the simplicity of the krypt. This is the only game in the mortal kombat series to not contain bios either. There's not a lot in the game that makes sense (ie Sheeva being alive, etc.) but it still seems to have a story once you play the konquest mode. I highly recommend this game, if you can get past the K-a-F system.
Mortal: Kombat: Armageddon is basically the final Mortal Kombat game to be released on the Playstation 2 and the original Xbox (as well as the only Mortal Kombat game released on the Nintendo Wii), and it is not a good way to end the sixth generation of consoles.
Basically, the game offers almost every character (Khameleon is exclusive to the Wii port as time constraints kept her from the other ports) as they are fighting each other for the opportunity to fight Blaze, whose defeat would infuse the victor with ultimate power. While it is impressive, the sad thing is most of the roster is basically copy-and-pasted from Deadly Alliance and Deception (with characters like Reptile and Kung Lao getting outfits taken from Shaolin Monks, the game before this). The only new characters are Taven and Daegon, who were created for the game's Konquest Mode. The characters who make their playable debut in this are either hit-or-miss (Jarek is a hit because unlike MK4, he is given his own moveset, while Chameleon is a miss due to having one special move taken from the male ninjas). Also, there are going to be characters who will share a certain special move, which takes away something making one character unique.
As the roster is going to have 62 character (63 for the Wii port), there would not be space to give everyone the traditional Fatalities, so instead, we get Kreate-A-Fatality, which requires you to do a series of presses in a limited time, each hit reducing the timer. While it sounds good on paper, it also takes away what made the kombatants unique, as while normal and boss characters get their own Kreate-A-Fatality moves, they share the same moves. Also, for endings, we get the character doing a kata while Argus, the father of the two new characters, speaks of their fate. While this is also understandable, since like Fatalities, space issues would have prevented the endings to have pictures like in Deadly Alliance and Deception, it is not well thought out.
As for the fighting, almost all fighter is reduced to two fighting styles (one hand-to-hand and one weapon). Fighters like Mokap only have two hand-to-hand styles, while some bosses like Blaze has only one fighting style. To add some new depth, the game adds Air Kombat, which allows you to pummel your opponent in mid-air. Many classic stages return alongside a select few stages from Deception, and Death Traps make a return, which are the closest we are ever getting to actual Fatalities in the game.
Other than the main mode, there is Konquest Mode, which is done like Shaolin Monks. Playing as Taven, you go through many area fighting your way. Sadly, unlike Shaolin Monks, the mode is short, and it does not give too much variety. Also, there is a kart racer mini-game called Motor Kombat, which parodied Mario Kart, however, that mode is also lacking in content, as it only offers five tracks and ten racers to play with.
One of the things I like from this game is Kreate-A-Fighter, which allows you to create your own kombatant to use in arcade mode or online. While it does have limited choices, it does have a good selection of clothing that can allow for recreating your favorite anime or comic book character, and you can choose the moves and make the ending. While it only appeared in this game, it would've been good to see this in a future game, especially with improvements.
But when all is said and done, Mortal Kombat: Armageddon is a disappointment, and it showed why making Mortal Kombat games annually was a bad idea. While the idea of bringing all the characters back sounded good on paper, when done in-game, it's a bad Fatality waiting to happen. Coupled with the fact that its two other modes don't fare much better due to how little content they have, and the fact that Kreate-A-Fatality was a horrible idea, Armageddon is one entry that should be skipped unless you are one of those people who want to own all the MK titles.
Basically, the game offers almost every character (Khameleon is exclusive to the Wii port as time constraints kept her from the other ports) as they are fighting each other for the opportunity to fight Blaze, whose defeat would infuse the victor with ultimate power. While it is impressive, the sad thing is most of the roster is basically copy-and-pasted from Deadly Alliance and Deception (with characters like Reptile and Kung Lao getting outfits taken from Shaolin Monks, the game before this). The only new characters are Taven and Daegon, who were created for the game's Konquest Mode. The characters who make their playable debut in this are either hit-or-miss (Jarek is a hit because unlike MK4, he is given his own moveset, while Chameleon is a miss due to having one special move taken from the male ninjas). Also, there are going to be characters who will share a certain special move, which takes away something making one character unique.
As the roster is going to have 62 character (63 for the Wii port), there would not be space to give everyone the traditional Fatalities, so instead, we get Kreate-A-Fatality, which requires you to do a series of presses in a limited time, each hit reducing the timer. While it sounds good on paper, it also takes away what made the kombatants unique, as while normal and boss characters get their own Kreate-A-Fatality moves, they share the same moves. Also, for endings, we get the character doing a kata while Argus, the father of the two new characters, speaks of their fate. While this is also understandable, since like Fatalities, space issues would have prevented the endings to have pictures like in Deadly Alliance and Deception, it is not well thought out.
As for the fighting, almost all fighter is reduced to two fighting styles (one hand-to-hand and one weapon). Fighters like Mokap only have two hand-to-hand styles, while some bosses like Blaze has only one fighting style. To add some new depth, the game adds Air Kombat, which allows you to pummel your opponent in mid-air. Many classic stages return alongside a select few stages from Deception, and Death Traps make a return, which are the closest we are ever getting to actual Fatalities in the game.
Other than the main mode, there is Konquest Mode, which is done like Shaolin Monks. Playing as Taven, you go through many area fighting your way. Sadly, unlike Shaolin Monks, the mode is short, and it does not give too much variety. Also, there is a kart racer mini-game called Motor Kombat, which parodied Mario Kart, however, that mode is also lacking in content, as it only offers five tracks and ten racers to play with.
One of the things I like from this game is Kreate-A-Fighter, which allows you to create your own kombatant to use in arcade mode or online. While it does have limited choices, it does have a good selection of clothing that can allow for recreating your favorite anime or comic book character, and you can choose the moves and make the ending. While it only appeared in this game, it would've been good to see this in a future game, especially with improvements.
But when all is said and done, Mortal Kombat: Armageddon is a disappointment, and it showed why making Mortal Kombat games annually was a bad idea. While the idea of bringing all the characters back sounded good on paper, when done in-game, it's a bad Fatality waiting to happen. Coupled with the fact that its two other modes don't fare much better due to how little content they have, and the fact that Kreate-A-Fatality was a horrible idea, Armageddon is one entry that should be skipped unless you are one of those people who want to own all the MK titles.
Mortal Kombat: Armageddon is a game that delivers on quantity but falters heavily on quality, particularly when it comes to the storyline and character handling. No other game in the Mortal Kombat series matches Armageddon's massive roster, featuring every character from the franchise up to that point. It's an impressive feat that undeniably makes the game a fan favorite when it comes to sheer variety. However, this is where the praise ends for many, as the game's lore, stories, and character development feel like a massive step back, especially after the brilliant Mortal Kombat: Deception.
The narrative in Armageddon is nothing short of chaotic. After releasing what many consider the best Mortal Kombat game in history, Deception, Armageddon comes along with a story that seems disjointed and, in many cases, nonsensical. The lore feels rushed, and several characters are thrown into situations that simply don't fit their established arcs. One of the biggest disappointments is how Armageddon treats Kira, a character who had a promising debut in Deception. In Armageddon, she is handled in the worst possible way, becoming a shadow of her former self. Her moveset is altered and worsened, making her fighting style less enjoyable and much less unique.
What's even more baffling is Kira's role-or lack thereof-in the Konquest mode. She doesn't even get to fight, leaving Kobra, who is clearly a less skilled fighter, to handle Taven alone. How does that make sense? Kira had so much more potential, but her involvement is cut short in favor of lesser characters. This disconnect extends to her ending, which feels completely out of place. Kira's fate in her own ending is lackluster, while Kobra's ending oddly gives her a better outcome. It's frustrating when you compare this to Deception, where the Black Dragon characters like Kobra, Kabal, and Kira all had endings that aligned perfectly with each other and felt coherent.
The fatality system in Armageddon is another sore point. The custom fatalities, while novel, are a step down from the brutal, creative finishers Mortal Kombat fans have come to expect. It feels like the developers prioritized quantity over quality here, and it shows.
On a positive note, Armageddon introduced features like the Kreate-A-Fighter mode, which is still one of the best customization tools the series has ever seen. But no amount of customization can save the lore from being an absolute mess.
In conclusion, Mortal Kombat: Armageddon is a game that excels in terms of roster size and features but fails miserably when it comes to the story and character treatment. Kira, in particular, suffers the most, becoming a watered-down version of herself with an unfulfilling arc. After the success of Deception, it's hard not to wonder how this game's lore turned out so disastrously. The reset of the timeline, while necessary after the mess Armageddon made, doesn't erase the frustration fans felt when this game was released.
The narrative in Armageddon is nothing short of chaotic. After releasing what many consider the best Mortal Kombat game in history, Deception, Armageddon comes along with a story that seems disjointed and, in many cases, nonsensical. The lore feels rushed, and several characters are thrown into situations that simply don't fit their established arcs. One of the biggest disappointments is how Armageddon treats Kira, a character who had a promising debut in Deception. In Armageddon, she is handled in the worst possible way, becoming a shadow of her former self. Her moveset is altered and worsened, making her fighting style less enjoyable and much less unique.
What's even more baffling is Kira's role-or lack thereof-in the Konquest mode. She doesn't even get to fight, leaving Kobra, who is clearly a less skilled fighter, to handle Taven alone. How does that make sense? Kira had so much more potential, but her involvement is cut short in favor of lesser characters. This disconnect extends to her ending, which feels completely out of place. Kira's fate in her own ending is lackluster, while Kobra's ending oddly gives her a better outcome. It's frustrating when you compare this to Deception, where the Black Dragon characters like Kobra, Kabal, and Kira all had endings that aligned perfectly with each other and felt coherent.
The fatality system in Armageddon is another sore point. The custom fatalities, while novel, are a step down from the brutal, creative finishers Mortal Kombat fans have come to expect. It feels like the developers prioritized quantity over quality here, and it shows.
On a positive note, Armageddon introduced features like the Kreate-A-Fighter mode, which is still one of the best customization tools the series has ever seen. But no amount of customization can save the lore from being an absolute mess.
In conclusion, Mortal Kombat: Armageddon is a game that excels in terms of roster size and features but fails miserably when it comes to the story and character treatment. Kira, in particular, suffers the most, becoming a watered-down version of herself with an unfulfilling arc. After the success of Deception, it's hard not to wonder how this game's lore turned out so disastrously. The reset of the timeline, while necessary after the mess Armageddon made, doesn't erase the frustration fans felt when this game was released.
Did you know
- TriviaThe intro of the game, where all the Mortal Kombat characters are seen fighting each other on a pyramid, was influenced by The One (2001), in which Yu Law (Jet Li) engages in hand to hand combat with convicts on a pyramid on the Stygian prison colony.
- ConnectionsFeatured in The History of Fatalities (2006)
Details
- Color
Contribute to this page
Suggest an edit or add missing content