MIDWAY ARCADE COLLECTION ULTIMATE MORTAL KOMBAT 3 TRIAL
Too bad I they don't let you try the multiplayer in the trial because I have been attempting in vain over the past week to find ONE game online. Which can be very cheap, so I just wanted to play these games online. There's no need to review the actual games, everyone knows they're good and obviously I bought this because I love the games, but the biggest problem for the MK games has always been the AI. There's no need to review the actual games, everyone knows they're good and obviously I I already have all these games on multiple consoles. I already have all these games on multiple consoles. (Editor's note: this review refers to the original arcade and 16-bit home console release 'Kollection' also includes revisions 2 and 3, which feature extended character rosters.) … Expand
Still, 'Kombat' shows a lot of promise and a lot to like for fighter fans definitely worth a look if you can find this one at your local thrift shop. With the right direction and a little more time, one can only wonder at what might have been. We especially liked the schlocky yellow multi-armed claymation monster perhaps a weird clay creature battler or even a camp horror movie-themed fighter would have been an interesting experiment for Midway! Sadly, the seemingly rushed development would prove 'Kombat''s downfall the lack of polish, not the least of which were balance-breaking bugs (moves that failed to connect on certain characters, etc.) and rampant spelling mistakes (one in the title no less!) would relegate it to the target of ill-deserved jokes before it faded into obscurity. Unfortunately the whimsical elements were the ones we enjoyed the most: the silly "you-can't-see-me-if-I-can't-see-you" crouching motion, graceful yet absurd ballerina jump-punches, curly ball-rolling attacks that seem to parody Metroid, and so on we would have loved to see more of the staff's playful side. The game's tone also suggests a disjoint between the directorial vision and the actual implementation the overall mood of the story is dour and brooding, but there are so many silly moments during actual play one can only imagine heads were on the chopping block at the time of the game's release. A higher screen resolution may have allowed for devilish character-defining facial expressions instead of the featureless blobs, etc. Many of the limbs flailing about in the special moves suggest designs more ambitious than actors perched on stools or propped up by wire could realistically support at the time. Fire, ice, and lightning elementals perhaps suggest an unfinished rock-paper-scissors dynamic. For example, "low" and "high" attacks suggest some intense what's-he-gonna-do-next mind games that must have been on the drawing board, but aside from the sweep kicks these are all blockable regardless of stance. But some ideas feel they needed more time for a thorough fleshing out. There's a lot to like: rapid fire fisticuffs are thrilling, and slow but powerful roundhouse kicks deliver a satisfying "oomph". Visuals aside, though, 'Kombat' (sic) showed a lot of promise at the time, and one surmises it must have been the victim of a fraught development. Unfortunately, while a novel idea in theory, in practice we had trouble telling many of the characters apart, likely due to the smeary resolution limitations of the era eventually it's just "the girl", "the guy with the funny hat", "that other guy", "that other other guy who looks like him", and so forth. Midway (from Bally-Midway of pinball fame) tries their hand at the 90's fighter craze with this whimsical one-off tournament fighter that was Midway (from Bally-Midway of pinball fame) tries their hand at the 90's fighter craze with this whimsical one-off tournament fighter that was a bit ahead of its time, distinguished by digitized photographs of live actors instead of the hand-drawn art that was then prevalent.