Game Details: Mortal Kombat Mythologies: Sub-Zero

Midway merge one-on-one fighting with platforming. 

Original N64europe Review

Get out your cart. Slap it in the ol' N64. And get ready for MORTAL KOMBAAAT!!! MK fans won't be disappointed with "Mythologies: Sub-Zero," and casual side-scrollings gamers will have a good time too. However, the game takes some growing into... and has its share of problems

When you first put your Mythologies game into your system and fire it up, it should be about 20 minutes before you're considering to throw it out. Rushing along at top speed will get you smashed into a bloody (naturally) pulp. Attempting to walk up to an enemy and just attacking will get you pounded into the ground by a variety of roundhouse kicks, uppercuts, elbow smashes, and the like. It doesn't take much of this destructive force before you're likely to blow the game off as "it sucks."

But don't despair! The reason some people don't give the game a fair chance is often because it's not what one expects. It's not a Mortal Kombat fighting game, obviously. Nor is it a normal side-scroller. It's a natural combination - and there in lies the originality and the fun. The best part of Mythologies is the fact that the controls contain all of the usual MK buttons: low kick, high kick, low punch, high punch, block and run. Even manuvers like the uppercut, roundhouse kick, and sweep are fully intact. And this makes battles more complicated, requiring more of the skills and thought process that go into winning in a fighting game like those of the MK series. Simply running up to an enemy and pounding away on an attack button like the low punch button is likely to get Subby a firm sock in the kisser. But performing a slide manuver to trip them up, an ice projectile as they get to their feet, an uppercut as their frozen and another kick to the midsection to finish! them off is likely to get better results. As in a fighting game, variety in your method of attack is key, or else the computer will learn your methods and jam a spear into the back of your head with ease. And don't forget, the computerized villians have all the same normal moves that you do (including blocking), along with some special moves of their own, plus weapons like spears, sticks, axes, swords, and more. So remain ever vigilant.

Manuvers like sliding and icing the enemy are special moves, and specials moves in Sub-Zero require experience points similar to those found in role-playing games. Attacking and defeating enemies gets you experience points - performing combos gets you more. Your collection of special moves builds gradually throughout the game, though only two or three are really needed to defeat all the enemies, and you'll get them all in time for the necessary confrontations. But, just like in a fighting game, you'd be get those button rhythms down!

Another aspect taken from role-playing games is the ability to carry items. You can only have so many in your inventory at once, so you need to choose carefully, or else you'll need to use an item whenever you see a new one that you want to carry. Items vary from herbal healers to the "eye of invisibility," and you probably guess what those two do for you.

The graphics are about equal to how they looked in Mortal Kombat Trilogy on the N64, with some added bonuses like polygonal 3D bosses. Even the digitized cut scenes are done in a small window, which is most likely not needed on a system of this power. The old Super Nintendo could probably handle most of these graphics with only a minor letdown, but that's alright, because having digitized characters and these kinds of backgrounds are part of the MK atmosphere, so it's almost expected, and you have to admit, those digitized MK graphics have always looked great, no matter what system they're on. Perhaps the nicest touch is the fact that the graphics scale in and out according to how much of the playing field is needed to be seen in any given area - and with all the scaling, the graphics remain pretty much crisp and smooth.

The controls have a couple of odd touches. Having to hit a button to get Sub-Zero to turn around is an obvious annoyance. Of course, without that touch, the fighting game control system would be injured, and it does become second nature over time. Another aspect of the control that can be described the same way is the fact that jumping is performed by pushing "up" on the control pad. When dealing with jumping obstacles, like collapsing platforms, this can result in some frustration and somewhat sore thumb. But, as stated, it's a fighting game touch that's almost needed, and you do get used to doing it, annoying though it may be.

The most annoying feature here is the sound. Don't expect a lot of digitized voice and don't expect catchy music. One of the weak points of the MK series has always been the somewhat grating background tracks. Here's more of that. It's not really so bad that it'll damage any nerves, but most of the music is still more of a hindrance than a help. At least the sound effects do their job quite well.

Part of what makes this game so fun, other than the originality of combining role-playing, fighting, and side-scrolling action games (which is its strongest point) is the story, which keeps you going to see of what Sub-Zero - you - can and can't accomplish for the forces of good. Characters like Quan Chi, Shinnok, Sareena, and classics like Scorpion and Rayden add to the fun.

I'm only a casual MK fan - the original was amusing, the second was fun, and the third was rather boring for me - but I found Mythologies to be more and more of a blast as I continued playing - it's a fun, involving game.

- By Doug Skiles




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