
You expect me to have the mental capability to process the equivalent of a GTA cheat code and then translate it to my thumbs? All the others? Nah, good for you, but I ain't bothering with that. Granted, each fatality was fairly easy to learn because it only required a simple bish, then bosh. Sure, I managed to defeat some AI enemies and felt there was some flair to my moves, but man, I couldn't figure out how to even pull off a fatality - don't laugh.Ī lovely Namco rep directed me to three subsections of the menu screen, replete with all the combos and their inputs. Then I got my hands on the controller and kind of just button-mashed. For good players, they act as an extra appendage or a tactical trampoline which will help commence or extend combos in flashy ways.īefore I got my mitts on the controller, I saw numerous examples of tag team journo wrestlers hopping in to deliver unique special moves where they'd crack ribs, or help juggle opponents with a choice laser beam from afar.

Mortal Kombat 1's big gimmick is the ability to select a second fighter who'll act as a sort of tag team partner who - at the press of a button so long as you've got the requisite shiny bar filled up for it - will run into the arena and do, like, a big spin kick or chuck some knives and then peace out. Lots of fighting games have one gimmick that helps give them more of an identity other than, "Fighting Game: Another One". Yet, the entirety of my time with Mortal Kombat 1 had me desperate for an equivalent to Street Fighter 6's modern control scheme: a simplified remap of the buttons which enables anyone to hop in and do cool moves.

Having given it a whirl for around 45 minutes at Summer Game Fest, I'm convinced it's gorgeous, gory, and guaranteed to please a demanding electronic sports audience who can actually memorise inputs and string together combos. Mortal Kombat 1 is surely going to delight fans of fighting games and fans of Mortal Kombat.
