Beat-’em-ups
are a hard genre to develop for. Sometimes we call them brawlers, and
sometimes we call them crap. Nine times out of ten they turn out to be the
latter, primarily because of that little "R" word we gamers are forced to use
much too often. ("Repetition.")
Mortal
Kombat: Shaolin Monks can be repetitive, there’s no denying that. It can also
be intense, exciting, and nostalgic. This game isn’t like playing a variation
of Final Fight or Streets of Rage; the Devil May Cry elements don’t overwhelm
the player either. When you walk into the world of Shaolin Monks, you’ll be
walking down a path you took in the early 90s – one of unrealistic blood and
gore, and one of the most addictive attack and combo moves known to gaming.
The
difference is that now the world is in 3D. Your opponent isn’t your best
friend; it’s a legion of enemies that range from normal thugs to having swords
that stick out of their arms (among other abnormalities). They could be clones
of Baraka. Whatever they are, let’s hope they’re not his offspring. Nobody
wants to see him procreate.
Burn baby burn.
Liu Kang and
Kung Lao are the two main playable characters, but if you spot an old friend
there’s a good chance you can unlock him for the versus mode. In this chapter
Raiden has summoned these two warriors (his most powerful Shaolin Monks) to
take on the evil that’s rising up from the Outworld. This is not the first
time the battle has been taken out of the arena, but it is the first time
gamers will see and appreciate MK-style environments, encounter MK-style
mechanics, and dozens of MK nuances that turn the battles into a true Mortal
Kombat experience.
Worlds are
big, have a familiar feel, and include multiple environmental dangers. Liu
Kang will have to learn a new jump move to cross the pit without falling into
the spikes (more on new moves next). Deadly catapults can kill enemies
instantly and influence the level by breaking barriers that prevented deeper
exploration. Spikes are everywhere; as are other shiny, pointy, flesh-tearing
things. Fire-breathing statues were thrown in for good measure, and that’s
just in the first few areas of the game. Watch out for cave-ins! You never
know when that sturdy-looking roof over your head is going to be abolished.
There’s only one place it can go once the pillars have been broken.
Shaolin
Monks implements special moves in a much simpler way than the other Mortal
Kombat games. This was not done to cheapen the experience. It was done out of
necessity. It’s impossible to perform a rolling motion (or even back—down—HP)
in a 3D environment. At best that would work some of the time; at worst gamers
would give up in frustration.
To prevent
that from happening, you don’t press a series of commands to make things
happen – you just hold down the R1 (modifier) button. Use the modifier in
conjunction with the quick, power or launch attack buttons to perform the
introductory special moves. Kung Lao can teleport, throw his hat and spin
faster than a tornado; Liu Kang can perform his classic jump kick and shoot
fire from his hands.
Whoa,
looks like someone’s not coming back for season 2.
Jumping is
now executed by pressing the X button; hit R2 while in the air for an air
throw. Throws may also be executed while on the ground; use the analog stick
to guide where the opponent will land and you could damage more thugs or
destroy additional barriers. There’s a lot of that in this game, a lot of
environment destruction that reveals new paths. Overall the game is linear,
but you will have to thoroughly explore each environment to achieve maximum
success. It’s also the only way to unlock new characters for the standard and
versus modes.
Shaolin
Monks’ Versus mode is like that weird Dreamcast game from Capcom, the one
where players could run around a small environment, pick up any object and use
it as a weapon. There aren’t any chairs to toss around here, but you will find
swords, health items, and other useful things. The gameplay isn’t as intense
as the versus mode in standard MK games – its only serious flaw. It is very
addictive though, and with its high camera angle and new gameplay commands,
players have not just a new MK sequel to sink their spear into, they have one
that is actually new.
Combos, boss
battles and fatalities are three of the common MK features that have either
been enhanced or are being presented in a unique way. The combo system is
simple but deep and a little cheap. Skilled players can juggle to their
heart’s consent, especially in the single player/co-op mode. The launch button
(triangle) is a quick way to get your opponent into the air. From then on you
may jump and attack, wait for him to fall and attack, perform a special move,
etc. It takes a little time to figure out the best way to pummel a foe, and it
takes a little longer to get the combos just right every time. Once you do the
reward is feeling all powerful, like the Shaolin Monk you’re cracked up to be.
Would
you get over here already? I’ve been calling you for hours but no one answers,
what gives!?
The boss
battles are awesome. Before it was all about endurance. They’d have the
strength and speed advantage, and it was up to the player to move faster and
smarter. A few of the bosses still have that advantage, but now you have a
bigger, 3D world to worry about. The challenge of defeating them has risen by
stopping the player from performing the same attack repeatedly until the
battle is done. You can run up and combo, but not throughout the whole battle.
During the
battle with Baraka you will have to use projectile attacks to get to him when
he’s not within reach. That is the tiniest example I can give without giving
away important strategies. Learning them makes up about 50% of the game’s fun.
That’s one of the reasons why I avoided pre-release game details – I didn’t
want to know what surprises the developers had planned.
|
Gameplay: 8.1
Packed with
brutal moves. Gushing with buckets of blood. Drenched in the tasty goodness of
the only thing that’s toastier than a Quzino’s sub. Mortal Kombat: Shaolin
Monks is classic MK turned into a 3D action game. The journey is a short one,
but the secrets (hidden playable characters and other MK treats), the unique
moves of Liu Kang and Kung Lao, and the enjoyment of playing through each time
keep the replay value from dropping.
Graphics: 8.5
Shaolin Monks
isn’t as much of a visual jaw-dropper as Deadly Alliance was, but the graphics
are pretty impressive. The environments really come to life now that they’re
in full 3D. Nothing can match the moment when I saw the pit – it was just so
cool to see it in a new light and have the ability to move around inside it
(while throwing enemies into the spikes!).
Sound: 8.5
If it isn’t the
original composer and sound guy(s) at the helm then they must have cloned
them. Shaolin Monks has high-quality, MK music (dark, moody, and a little
eerie), that unforgettable voice that shouts "Superb!" and "Excellent!," and
the crazy but memorable, over-the-top sound effects.
Difficulty: Easy/Medium
Shaolin Monks has
its share of difficulties, but the average foe is a pushover. Boss battles are
tough the first time you experience them – after that they’re not too
challenging either.
Concept: 8.5
Single-player MK
that does justice to the series. That alone deserves an 8. The rehashed
storyline drops it down a little, as do the repetitive array of enemies.
Shaolin Monks receives a boost, however, from the well-executed gameplay. It’s
not just a beat-’em-up, it’s a Mortal Kombat beat-’em-up.
Multiplayer: 8.0
The first great
MK game to incorporate versus and co-op modes, Shaolin Monks is easily the
most addictive beat-’em-up I’ve played all year. The free-flowing combat lets
you and a friend pummel baddies – or each other – without stopping for a
breather. Are endless combos possible? I suppose if they were I’d still be
playing the game right now (you can’t leave mid-juggle. That’d be crazy!). But
players will find that you can juggle most opponents until they’re dead, which
is pretty much all you need.
Overall: 8.2
A little bit of
Final Fight and Devil May Cry, and an even littler bit of Prince of Persia,
Mortal Kombat: Shaolin Monks is a must-have for MK fans. It’s repetitive –
what did you expect? You fight the same enemies repeatedly. In the 90s I could
play MK1, 2 and 3 for hours without a break, which might be the reason why
Shaolin Monks’ repetition didn’t bother me too much. The expansive combo
system allows the player to do whatever he or she wants – another element that
removes some of the repetition.
I’m in love
with the environments. It was such a cool moment to see these for the first
time. Musically the game is close to the previous games, and the sound effects
are just as "Superb!" as ever.