Mortal Kombat 1 Review - New Era, Familiar Kombat

Mortal Kombat 1 Review – New Era, Familiar Kombat

NetherRealm Studios had a tall order to fill with Mortal Kombat 1. As the game is positioned as the franchise’s second lore restart in 12 years, the team had to find ways to make this new era of Mortal Kombat feel as fresh and new as the storyline demanded, all while maintaining the high bar of quality the fanbase has come to expect over the series’ 30-year lifespan. Mortal Kombat 1 mostly accomplishes this goal through fun new mechanics and an unpredictable storyline, but the overall package lacks the depth needed to make this a masterpiece.

Mortal Kombat 1 picks up right where MK11 Aftermath left off, with Liu Kang ascending to godhood. As the Keeper Of Time, he is able to create a new universe as he sees fit, and his creation puts familiar faces on new and interesting paths. Raiden, for instance, is no longer the all-powerful Thunder God; instead, he is a simple farmer from a small village. Every character sees some kind of fundamental change, though some are less noticeable than others.

This results in a playable roster that features only returning characters from the series’ past; there’s not a single brand-new fighter to be seen. However, because of the game’s narrative focus, each character feels like they’re new–or at the very least has some new elements to their style–which creates the sense of discovery normally reserved for brand-new faces. MK1 takes existing names and reinvents them and it’s a novel idea that works really well across the majority of the characters, though some don’t feel as revolutionary as they could have.

Reptile is a perfect example of a character who has changed for the better. He’s still a green-clad ninja with acid spit and the ability to cloak himself, but here he leans much more heavily into his Zaterran shape-shifting abilities. The result is a marvel of animation, as he zips back and forth between the two forms at will without the game missing a beat. Conversely, Reiko–who has only appeared twice before this–is simply a strong soldier type with grapples incorporated into his moveset. It’s not a bad choice, and his moves serve him well, but there aren’t enough changes in his character to make him as interesting as other members of the cast.

With the story changes come new and exciting gameplay mechanics, with aerial combos being one of the smartest. Not only do combos look flashier in the air, but the variety of options stemming from this new addition offer a new kind of excitement that recent MK games lacked. Some characters have ways to chain multiple air combos together, which result in massive damage while looking cool as hell. It’s the kind of mechanic that encourages players to work on their timing, as pulling off one of these is not just effective, but it feels really cool, too.

A big returning feature are the bloody, gory hallmarks of the franchise: Fatalities. The trademark finishing moves are as disgusting as ever thanks to a combination of creative killing and all-too-realistic sound effects. A few of them shocked me, and I have a higher tolerance than most for gory stuff like this. Brutalities also return, and they function exactly the same way they did before, serving as surprise end-of-match exclamation points covered in blood. This may be a new beginning for Mortal Kombat, but it still plays the classics bloody brilliantly.

The biggest new addition to MK1’s combat is the Kameo assist mechanic. After I select one of the 23 playable characters, I can choose from a separate roster of fighters who act simply as extra assist characters. Most of these are characters who don’t appear on the playable roster, though a few are alternate versions of playable fighters. Once a Kameo is selected, I have three additional attacks at my disposal that I can summon at any time. Kameos can help extend combos, counter enemy attacks, or provide extra mobility in a pinch. Unlike normal abilities or combos, Kameos operate on a cooldown. This ensures each Kameo activation feels important and like a real tactical consideration; considering how versatile some of these attacks are, unlimited access to them would break the game. Motaro, for example, can produce a shield to block attacks as well teleport a character around the stage. Spamming either of those abilities would make fighting against him impossible, but thanks to the cooldown, that’s not a problem.

Kameos are an ingenious way to include characters in the game who wouldn’t have been included otherwise. Seeing faces like Sareena on-screen, even in this limited capacity, is really cool, as she has a legion of fans who have requested to see her again for years. While it’s not a fully realized character, it is an acknowledgement of her existence, and it gives me hope that more unsung heroes and villains might again see the light of day. I also love some Kameos being old-school versions of playable characters, with Sub-Zero and Scorpion being prime examples. Kameos add a fun new layer of strategy to the fighting mechanics, while also serving up some grade-A fan service with long-dormant characters.

Nearly every character in the game–playable or Kameo–is backed by amazing voice work, with most of the chosen talent oozing personality, toughness, and grit from every spoken word. One major exception, unfortunately, is the most high-profile actress in the game: Megan Fox. I do not deny she is an accomplished actress, but there is a definite difference between her voiced lines and the rest of the cast. Every word she speaks is drab and monotone, and it sounds completely out of place from the rest of the cast. In battle, it’s easy to ignore–partially because someone else recorded Nitara’s grunts and attack sounds–but in the campaign she sticks out like a sore thumb. I appreciate the idea of a high-profile actress coming into this blockbuster video game–especially one known for being a vampire in a movie and also having a general… vampiric vibe–but Nitara would have been better served with a voiceover that fell in line with the rest of the group–especially when NetherRealm fell into a similar trap after Ronda Rousey’s performance as Sonya Blade in MK11.

The story of Mortal Kombat 1 is a fun, twisting, and unpredictable tale which culminates with some of the wildest moments in franchise history. Some story beats are ripped right from Mortal Kombat history, as a tip of the hat to those who have stuck around for all 30 years of MK’s existence. Others are simply chaos in the best way; I shouted in glee multiple times during the final chapter of the campaign, particularly in one scene which I wish was double its actual length.

The decision to develop characters in all-new ways through the story is bold and works wonders. I particularly like how it explores these new approaches through character interaction, like the dynamic between Kitana and Mileena, or the choice to turn Tarkatans like Baraka from a race of savages to normal Outworlders afflicted with a debilitating disease. These new ideas ground what is otherwise a fantastical story of magic and alternate realms with a minor dose of reality, which give each scene more emotional weight.

That said, the campaign is not perfect. A few decisions stick in my craw the more I dwell on them, and one major example is what was done with Ermac. Without delving too much into spoiler territory, Ermac’s whole “I’m a being filled with multiple souls” vibe receives a new wrinkle that, frankly, erases everything that was cool about him. Not only does it happen out of nowhere with little explanation–the reason this change occurs is a head scratcher–but it sticks around for the remainder of the story. It feels like this decision was made simply to give longtime fans something to chew on, but in the process it broke my immersion in the story for a while. The campaign generally does a great job of changing this world, but a few of those changes dull the affected character’s impact rather than improve it.

There is one caveat to this campaign, and that’s its linear nature: Once it’s over, there’s nothing else to be done. The final chapter does offer some variety, as you’re allowed to choose your fighter and the choice in turn changes a few things about the final battle, but that’s the only change. Also, that’s the only choice the campaign gives you, as unlike in the previous game, you’re assigned a character in each chapter rather than having some choices. Luckily, the story is good enough to make up for these shortcomings, but there’s still virtually no replayability outside of the last chapter.

There are other ways to play Mortal Kombat 1 outside of the excellent campaign mode, and while these modes are fun, they don’t offer the same level of interesting gameplay throughout.

Online modes included ranked, casual, and private rooms with a “winner stays on” format called King Of The Hill. I encountered very little stuttering in my online matches, which is another feather in the cap of rollback netcode. However, the lack of spectator mode in private rooms is a major step back from other fighters.

Single-player modes include the traditional towers of Arcade mode, complete with each character receiving an individual ending, and a brand-new mode called Invasion. The classic Towers feel like old-school MK in the arcades, and ascending through them still feels great. Individual character endings are short vignettes as they were in MK11, but the extra lore padding they do offers some interesting potential threads for the future. Smoke’s ending, in particular, answered one of my personal burning questions about MK1 quite nicely.

Invasions, meanwhile, take place across overworld maps with players running from one objective to the next. The idea is sound, and like the campaign there’s plenty of nostalgia to be had–the security code to Cage’s mansion, for instance, is “ABACABB,” aka the code to enable blood in the Sega Genesis version of the original MK, which is a nice touch.

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However, most “stages” on these maps contain a single one-round fight, which means that the majority of the stages can be completed in 10-15 seconds. There are modifiers in some matches, like the occasional extra obstacle thrown at me, but they don’t do much to enhance the experience. There’s very little challenge here, particularly in later areas when I’ve been able to gain powerful Talismans and Relics to enhance my abilities, and it starts to feel like a grind. Compared to MK11’s offerings–the Krypt, which was a sprawling dungeon packed with unlockables and hidden secrets, and the Towers Of Time, which offered new ideas for the classic tower format–Invasions seems like a letdown. There’s some fun to be had, but the grindy feeling and lack of variety in the matches make this mode feel less impactful from those of its predecessor.

There is a lot to enjoy about this new era of NetherRealm’s top fighting game. Mortal Kombat 1 casts a much-needed set of fresh eyes across its lore, which reinvents the roster in new and interesting ways. Not every choice works, both in character design and development, but the ones that do make an immediate impact. Fighting with these new characters is awesome thanks to air combos and Kameos, even if the modes outside of campaign leave something to be desired. The future of Mortal Kombat is bright, and MK1 marks the first step on that new path. I just hope the next chapter gives me more to sink my teeth into.

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Indika Review – The Devil Makes Three

Indika is a hard game to define. It looks like a horror game, but it’s not scary–at least not in the conventional sense. It plays like a third-person puzzle game, but most of the puzzles don’t require much thought. What Indika definitely is, however, is a fascinating psychological examination of faith and doubt that’s supported by remarkable visuals and mature writing. Occasionally, its ambitions get a little unwieldy, but developer Odd Meter’s decision to take on these heady themes and confidently explore nearly all of them is an impressive feat.

You play as Indika, a nun tormented by a demonic voice in her head, as she travels across a nightmarish interpretation of 19th-century Russia to deliver a letter. Most of the game consists of traveling from point A to B, solving a few puzzles, and watching cutscenes, but within these tasks are moments of introspection and self-discovery. Along the way, she meets an escaped convict named Ilya who claims God speaks to him. What ensues is a nuanced exploration of faith and doubt, love and hate, and pleasure and suffering. Both characters believe in the same God; rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith. This specificity allows Odd Meter to delve into different shades of Christianity and examine how the same texts, rituals, and prayers can be bent to ascertain different meanings.

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These frequent philosophical exchanges could have easily come off as overwrought or self-indulgent, but all these musings are in service of the characters and their development over the course of the story. For example, Indika tells Ilya she joined the convent of her own volition, but because her decision was fueled by emotions and experiences that were out of her control, can she really say she became a nun through her own free will? Ilya challenges this notion, and declares that free will is how we rise above our biological dispositions. Reflective conversations like these are key to Indika’s character as she grapples with her faith and attempts to make sense of her life.

It helps that Indika is portrayed by the fantastic Isabella Inchbald, and Louis Boyer embodies Ilya with equal confidence. There’s a raw authenticity and conviction to their performances that bring both characters to life. You can hear the fear and doubt in Indika’s voice and the desperation and hope in Ilya’s. Meanwhile, Silas Carson’s portrayal of the devil is humorous, sadistic, and cordial in his demeanor as he deftly narrates the action. While the writing and acting are great, they are occasionally undermined by awkward animations. Sometimes the action will look a bit too robotic, or dialogue won’t quite sync up with a character’s mouth. These are minor issues overall, but sometimes it was just enough to take me out of a scene.

Nevertheless, Indika is one of the most visually arresting games I’ve ever played. Developer Odd Meter uses framing, color, and lighting to achieve a look and feel that is rarely seen in games. Wide-angle shots often distort Indika’s facial features and warp the background to give the experience a voyeuristic feel. The framing, meanwhile, consistently impresses as it accentuates the action and world. In one section, after being chased by a wolf the size of a truck, the beast takes a tumble and wedges itself in a water wheel. What follows is a subdued conversation between Indika, Ilya, and the devil in her head about whether or not a beast can be sinful, as the camera tracks the dead wolf being dragged underwater by the water wheel. It’s a macabre scene given the context alone, but the stylistic choices allow the tone to meet the moment more effectively than a standard shot/reverse shot conversation would.

Rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith.

These choices aren’t just for show, either. They are bold and sometimes jarring creative decisions that reflect Indika’s inner turmoil as she travels across Russia. There are sections where the world–at least from Indika’s perspective–is split in two. When this happens, an oppressive and discordant synth kicks in as hellish red light soaks the scene. Through prayer, Indika can reforge the world around her and suppress the chaos. To progress, you–and by extension, Indika–must rip apart and merge her world by alternating between Indika’s cacophonous hell and her quiet reality. Although rare, these moments give weight and meaning to Indika’s gameplay as they leverage Indika’s themes of faith and doubt.

The same can’t always be said for the game’s puzzles, though. Most are simple and mundane: Move some boxes around, manipulate a crane, and strategically align lifts and elevators. Puzzles like these make sense in the early hours, as the game familiarizes you with Indika and her menial life. But as her world expands, these bland puzzles start to feel tonally and narratively incongruous as Indika struggles with her faith, especially when some puzzles literally let you tear the world apart, while others have you shove a box around.

With these criticisms in mind, it may seem like this story would be better told as a film or book. What’s fascinating, though, is that Indika clearly understands the medium it inhabits. It brazenly leverages video game tropes to elevate its themes. You’ll earn points for acts of faith, such as performing the sign of the cross at crucial moments, lighting altars, and collecting religious texts. You can then use these points to unlock skills that increase the amount of points Indika can earn. The thing is, these points do nothing. The loading screens even tell you they are useless. They have no discernible value and are simply a shallow way to measure Indika’s faith.

Yet, I didn’t want to miss any of it. I lit every altar, collected every text, and mashed the sign-of-the-cross button (yes, there’s a button) at every opportunity. It’s almost silly to gamify this stuff, but putting Indika through the motions as she builds up an arbitrary “faith” score while she’s actively questioning her faith is brilliant. I grew up religious. I went to church every Sunday and attended Catholic school. There was a distinct period in my life when I was questioning my beliefs, yet I still held on to some of those ingrained rituals. There was a quiet guilt that I couldn’t expunge: a feeling that could only be alleviated by going through the motions. In a way, it feels like Indika is using the language of video games and my understanding of them to reinforce her feelings of faith and doubt. Indika is about the internal struggle of a nun who isn’t entirely sure what she believes anymore, but seeing her cling to tradition–through my actions–is powerful.

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Although Indika does an excellent job exploring its themes of faith and doubt, there’s one subject the game doesn’t handle with the care it requires. In one particular scene near the end of the game, it touches on some uncomfortable territory that–depending on your interpretation of the story and its themes–might feel unnecessary. Up until that point, the evil that exists in the world feels intangible and theoretical. Indika and Ilya talk of hell and demons, but it always feels distant, almost as if God is protecting Indika on her journey. That is, until the final moments of the game, which allude to a sexual assault. The reasoning behind this scene is to test Indika’s faith, but as it stands, the scene in question feels like a means to an end rather than something Odd Meter wanted to properly explore.

Given the Catholic Church’s long and pockmarked history of sexual abuse, it makes sense that it plays such a critical role in Indika, but it’s not examined with the care that is necessary. The scene and what follows are clearly intended to elicit a lot of different emotions and speculation, but when those knee-jerk reactions stem from something so traumatic, it feels unearned. It’s almost as if the game wants you to move on as quickly as it does, which stands out as unusual in a game that is otherwise very thorough in its interrogation of sensitive subject matter. To be clear, Odd Meter doesn’t botch this scene entirely. Atrocity is often the most difficult test of faith, and they had the good sense not to show the assault itself. However, once the scene ends, it feels like Indika is barrelling towards its conclusion, while I was still trying to make sense of what just happened.

I’m often frustrated when developers lean on religious iconography but fail to explore faith in a meaningful way. Some of the greatest works of art exist because of religion, either as an exploration of it, a testament to it, or a denouncement of it. Human history is inextricably tied to religious faith. Yet, outside of a few exceptions, games tend to avoid commenting on religion without obfuscating it behind fake dogmas and fantastical gods. Indika’s direct examination of Christianity allows it to better explore the gray areas of religion and faith that are often lost when the recognizable specifics are swapped with allegorical fiction. And while the execution occasionally falters, its willingness to grapple with these difficult themes, and the conclusions it draws, make Indika a fascinating journey.

Endless Ocean: Luminous Review – Hope You Really Like Fish

Between the advent of cozy games, farm sims, rhythm games, narrative adventures, and more, we’re in something of a golden age of non-violent games. If you want to take a break from shooting and punching and instead just relax with some chill vibes, you have myriad options available to you. Endless Ocean: Luminous is an aquatic take, letting you freely explore the ocean with no danger or violence to speak of whatsoever. It sometimes straddles the line between game and edutainment in ways that could be engaging, but achingly slow progression and a lack of realism leave it feeling washed up.

Scientists say only 5% of the ocean has been explored. The name Endless Ocean, and the unexplored nature of the ocean itself, suggests an incredible degree of possibility and adventure. In practice, though, there actually isn’t all that much to do in Endless Ocean: Luminous. You can take part in a Solo Dive, in which you explore a seemingly randomized map; a Shared Dive, which is just a Solo Dive with friends exploring the same map together online using Nintendo’s Switch Online service (complete with its usual shortcomings); and Story Mode, which gives you short missions consisting of objectives accompanied by a little dialogue.

With this dearth of options, its approach to progression gating further compounds the lack of variety. After the first handful of story missions, the others are locked behind scanning ocean creatures in Shared or Solo dives. To scan you just hold the L button in the direction of sea life until the meter fills, which then gives a detailed look at the creatures in your scan. But the progress gates are set so absurdly high that the novelty wears off quickly. One of the earliest gates is set at 500 scans, which felt high but reasonable. The next was at 1,000, so I had to get another 500. That rubbed me the wrong way. By the time I reached the next gate, set at 2,000–meaning I needed another 1,000 scans–the chill vibes were gone. I was just annoyed. It’s hard to overstate how frustrating it is to spend almost an hour roaming around a randomized map scanning fish, only to exit the map and find I’ve only gained another 200 pips toward my next story goal. Plus, judging by the creature log, there are just under 600 species of sea life total in the game. Why would you need to scan 2,000 times to see a mid-game story mission?

Not that there’s much story to tell. You’re a new diver accompanied by an AI companion, exploring phenomena of glowing fish, and sometimes you’re accompanied by a brash (but actually cowardly) fellow diver named Daniel. The story missions are short and largely uneventful. Sometimes they end so quickly that I was genuinely surprised. Other times, they feel like a glorified tutorial, which makes it that much stranger to gate it behind so much free-roaming playtime. At least one of them is just a cutscene with no actual diving gameplay whatsoever. Occasionally, the story mode will deliver something unexpected and fun, like a massive or fantastical species of fish, but those moments are few and far between. There is a meta-story involving an ancient relic with 99 slots, which you fill in by discovering certain artifacts scattered randomly throughout dives or by fulfilling achievement objectives, but it feels more like a busywork checklist than a real story-driver.

And because the scanning requirements are so excessive, small inconveniences feel more impactful than they should. It’s easy to pick up a fish you’ve already scanned while trying to register a new one. Every time you scan any fish, it zooms in on them for a moment, forcing you to hit B to back out of the detailed view. If you scan multiple species at once, they’re grouped in a listing together, which is meant to be a convenience feature–but new species aren’t prioritized in the list, so you need to scroll down to find any with a “???” designation to mark them as discovered. If you don’t, the unidentified fish remains unidentified. If you scan a large school of the same fish, they’ll all be listed separately. In Solo Dives, the map is slowly charted in segments as you explore, but keeping an eye on the map to make sure I was filling in the little squares meant I could fail to notice a fish swimming by, or I could miss a depth change that may reward me for diving deeper.

Your dives get you experience points to level up, which increases your dive capacity, which you can use to tag sea creatures to swim alongside you. At first, these only include the smallest of sea creatures, but as you build capacity, you can swim with larger ones that are used to solve riddles. A stone tablet might challenge you to come back with a particular type of turtle or a fish that “sails as it swims.” Even then, though, the solutions are too rigid. When I returned to the tablet with a “Sailfish,” nothing happened, presumably because it was not the specific solution the riddle had in mind.

A Shared Dive in Endless Ocean: Luminous

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In addition to story progress and dive capacity, leveling up also opens new but severely limited tiers of customization options. Those include palette swaps for your diver or individual SCUBA suit parts, different stickers to apply to your profile, and emotes. There isn’t even a different helmet or mouthpiece, just the default in different colors.

It feels as if the goal was to create a virtual, interactive aquatic museum, and the variety of sea life does support this nicely. It actually is exciting the first time you see a new species of sea turtle or an extinct megalodon shark, even if you know that it can’t hurt you. But the mechanical underpinnings get in the way of its potential as a museum too. For example, every species of fish has a blurb with some interesting marine facts, complete with a reading of it from your AI companion. This could be a cool and educational feature, but when you’re pressed to perform thousands of scans, it’s hard to bother listening to every blurb. There also isn’t an indicator for when you’ve already heard a blurb, and since you’ll see species repeated a lot, it’s nearly impossible to remember which ones you have or haven’t heard–even if you can tell dozens of roughly similar-looking fish apart, which I can’t.

In part due to its non-violent nature, Endless Ocean does not present the depths very realistically, even to my layman’s eyes. Your oxygen is unlimited, and you don’t need to worry about temperature or depth. You’ll never freeze or get decompression sickness or drown. More aggressive species will never attack you. Species of fish seem to be scattered more or less randomly around the map, which leads to oddities like finding large-scale creatures in shallow waters, or discovering deep-sea dwellers in middle-depths instead of the deepest, almost pitch-black parts of the ocean where they actually reside. And while this is likely a limitation of the Switch hardware, the fish, coral, and ocean floor themselves aren’t rendered photorealistically enough to instill a sense of awe and majesty.

It seems Endless Ocean wants you to spend most of your time diving with friends to pass the time. The Shared Dives option is the first one on the menu, after all, and it is easier to fulfill the simple procedural objectives when you’re paired with other divers. But like most Switch games, you join friendly games using a digital code, and there isn’t built-in voice chat, so you can’t really treat it like an underwater virtual lobby. Even if you could, though, scanning fish with your friends would not sustain the group fun for anyone but the most devoted of sea-life enthusiasts.

Endless Ocean: Luminous could have been a realistic SCUBA sim with all the treacherous hazards that real underwater divers need to consider, a relaxing chill-vibes game that’s mostly about finding fish with your friends, or a story-driven game centered around discovering awesome and even extinct underwater beasts. It has pieces of all of those, but it doesn’t commit to any of them. Instead, it takes the enormity and glory of earth’s largest and most mysterious region and turns exploring it into a dull, repetitive chore.