Tag Archives: blood

FGC #452 Time Killers

THE KILLERSThe fact that I can hold this game in my hands is a testament to the amazing degree to which Mortal Kombat was popular… and how absolutely no one understood that popularity.

According to records from the distant past of 1992, Time Killers was unleashed upon arcades a few months after the venerable Mortal Kombat. I’m going to assume that it takes longer than a week to roll out a few hundred arcade cabinets, and conclude that Time Killers just happened to be a massively violent game that incidentally was released in proximity to, but not because of, Mortal Kombat. In all likelihood, Time Killers was, like Mortal Kombat itself, just another game that was trying to cash in on the success of Street Fighter 2. On the other hand, it is entirely likely that Time Killers was intended as a Mortal Kombat clone (klone?), as it is pretty obvious the visuals of Time Killers could be reproduced by a five year old with half a box of crayons. Colored pencils are too classy for Time Killers.

Time Killers is an ugly, ugly game. The graphics are just terrible, the animation is sub-2000 Newgrounds, and the character variety is nonexistent. This is another time-travel based fighter, and its stock “caveman” “knight” and “Viking” all probably required a solid sixty seconds of design. The final boss is Death with a capital D, and this interpretation of the Grim Reaper looks more like something you’d find scribbled on a local heavy metal band’s demo tape. It’s not, like, the actual album art, man, it’s just, like, something the bassist’s little brother did, and we thought it looked cool. And, in a way, that’s the ultimate goal of Time Killers: it’s a bunch of stuff that is supposed to look cool… but doesn’t quite get there. A warrior woman from the future wielding a lightsaber laser sword should be a show-stopper, but here we have less future gladiator, more American Gladiator. NES American Gladiator…

OUCHBut, arguably, none of that should matter. There is one thing people notice about Time Killers, and that’s the almost unheard of level of blood and gore being tossed around any given battle. Every fighter is equipped with at least one martial weapon (or martial appendage, in the case of that one bug lady), and when a dude with a mohawk is swinging around a chainsaw, the inevitable happens pretty quickly. Legs can be damaged, arms can be severed, and, assuming you can pull off a special move that involves smashing all the buttons at once, a dizzied character can be utterly decapitated mid-match. Suffice to say, even if the freshly headless participant had a mostly full life bar, the severer still gets a win point over the severee. But even if no one loses their head during a battle, there are almost always still severed, flopping limbs littering the battlefield. Heck, even before the fight begins, there’s often a bloodied corpse or guillotined head hanging in the background. Time Killers is all about the blood, and is arguably the game concerned parents believed Mortal Kombat to be. This is the title that is going to turn Little Timmy into Timothy “The Meat Mangler” Littles.

But, good news for a million moms everywhere, gamers weren’t having it.

Time Killers is certainly a game you could find in an arcade or two, but it was never nearly as popular as Street Fighter 2 or Mortal Kombat. This was likely a result of the combination of its horrible ugliness and the fact that the gameplay absolutely sucks. It’s five buttons, but there’s an entire button that barely does anything! Special attacks are incredibly boring (which is really disappointing when you’re controlling a futuristic cyborg). And the previously mentioned “fatalities” that can occur at any time during a match can lead to some incredibly one-sided fights. Heavier characters are a lot more likely to dizzy their opponents, and when a dizzy condition can lead to an instant-win… well, why play as anyone other than the strong men?

Chop chop, guysSo, suffice to say, people weren’t exactly clamoring for a home release of Time Killers. In 1992, we had plenty of fighting game options, and it seemed like there was a new version or sequel every other month. Fighter’s History already showed us the apex of the genre (by allowing us to fight Karnov), so it seemed like the public at large was okay with Time Killers sticking to a few seedy arcades. Videogame preservation is nice, but I’m sure resources could be allocated to other projects. Time Killers will just have to wait for emulation and…

Oh. Time Killers was ported to the Sega Genesis. In 1996.

To put this in perspective, Time Killers’ home port was released the same year as other Sega Genesis games Sonic 3D Blast, Vectorman 2, and NBA Hangtime. Donkey Kong Country 3, Kirby Super Star, and Super Mario RPG were over on the Super Nintendo. The Nintendo 64 was released in the Fall of 1996. And here was Time Killers, for your Sega Genesis, and it looked like this:

OH GOD

Yes, Time Killers’ port took a bit of a hit from the arcade graphics. It featured no new characters, no extra gameplay modes, and tied it all up with the limited buttons of a Sega Genesis controller. Time Killers was already a turd floating in the toilet bowl of gaming, so why would anyone ever decide that the Sega Genesis needed this floater to bubble up to the surface?

Well, Mortal Kombat 2 sold at least 1.78 million copies for the Genesis in the United States, and MK3 came in at 1.02 million. That’s more copies sold than the most popular NFL games of the time. That also makes MK the highest selling franchise on the system that wasn’t rated for all general audiences. Hell, Mortal Kombat for Genesis practically invented the ratings system for videogames! Of course you want a piece of that action with your bloody brawler!

Had to do itDid Time Killers make the same splash on Genesis as Mortal Kombat? Of course not! But it was rescued from the dustbin of history because someone thought it might. And why did they imagine such lofty goals? Because there’s a significant portion of the population that thinks Mortal Kombat was successful only because of its gruesomeness. And Time Killers had gore to spare, so, logically, those silly gamers would go for it. Mortal Kombat has blood = success, Time Killers has more blood = more success. It’s basic math!

And, in the end, all this means is that Mortal Kombat was a massive, if completely misunderstood, success. Time Killers is not any good, but it received a home port in an effort to chase the prosperous Mortal Kombat. Did it help Time Killers one iota? Not at all. But it did preserve Time Killers for future generations of people trying to kill some time.

Mortal Kombat achieved a flawless victory. Time Killers just lost its head.

FGC #452 Time Killers

  • System: Sega Genesis and Arcade. Arcade gameplay is used for the majority of this article, as actually playing the Genesis version hurts my eyes.
  • Number of players: Same as Mortal Kombat.
  • Bugs love their lawnsFavorite Character: Time Killers was actually at my local arcade back in the day, and Wee Goggle Bob was convinced Mantazz was the best character, because she had a “head” button that actually did something. As an adult, I know that is fairly useless, but I still like Mantazz, as I appreciate how she was clearly auditioning for her iconic role in Secret of Mana.
  • What’s in a name? Wulf is a chivalrous knight that wields the holy sword Excalibur (we know this because he shouts that about every other second). Why didn’t Time Killers go with the significantly more obvious (and public domain) “Arthur”? They didn’t have any problem with naming their Viking “Leif”.
  • Science!: Orion’s stage is on a space ship floating somewhere in the universe. When an opponent loses on that stage, they start to float away, because gravity only impacts things that are alive. This is why we bury our dead, lest they drift off into the atmosphere.
  • An end: The character-specific endings are straightforward “fighter gets whatever they want” affairs, which is pretty typical for fledgling fighting games not setting up sequels. However, Thugg the Caveman gets a particularly interesting ending, as it involves ol’ Thugg excitedly and accidentally discovering fire. Does this mean that Thugg is the canon victor of the tournament?
  • Did you know? There was a UK comic book called “Time Killers”. It was based on a series from the same folks behind Judge Dredd, and it theoretically had nothing to do with the game (or any kind of consistent plot at all). However, issue #3’s cover features a woman that looks a lot like the game’s Matrix character. On the other hand, maybe there are only so many ways to depict a “future” woman…
  • Would I play again: No. This game is in no way fun, and I don’t want to deal with it ever again. If I’m ever tempted, I’ll just do a google image search for car accident photos and be done with it.

What’s next? That was awful, and I need something that is going to get this Mortal Kombat week back on track. I need something that is going to help me reclaim my Killer Instinct… Please look forward to it!

Look away

FGC #451 Eternal Champions: Challenge from the Dark Side

ETERNAL!They tried. They damn well tried.

Mortal Kombat (1) was released for the Sega Genesis on Mortal Monday, September 13, 1993. It was, by all accounts, a wildly successful launch for a game that had been haunting arcades for nearly an entire year. What’s more, thanks to the likes of the “blood code” and the lack of censorship on the console, the Sega Genesis version was considered by many to be the “real” way to play Mortal Kombat at home. This was in stark contrast to the release of Street Fighter 2, which had seen amazing success on the SNES a year earlier, but hit the Sega Genesis like a flopping pile of assorted expired organs. And, two months later, we saw Eternal Champions, the unusual offspring of Street Fighter and Mortal Kombat.

Now, we would hate to disparage Mortal Kombat during Mortal Kombat Week (“week”), but let’s be real here: Mortal Kombat’s initial character variety sucks. By Mortal Kombat 2, we were fighting knife mutants and Oddjobs, but our virgin foray into the world of Elder Gods and dragon men pretty much included one interesting four-armed monster fighting a bunch of dudes in marginally themed gym clothes. The motion capture graphics were revolutionary at the time, but “a pair of sunglasses” does not interesting character design make. On the other hand, you have Street Fighter, which had bright, colorful goblin people fighting stretchy yogis, sumo wrestlers, and at least one Spaniard Ninja. Even when similar fighters are involved, no one is going to mistake Ryu for Sagat. Johnny Cage and Liu Kang, meanwhile, might seem a tad similar. Sub-Zero and Scorpion being clones are a bit of an extreme case, but they also comprise 28% of the playable roster.

Let's fight!Eternal Champions seemed to take a page from Street Fighter’s book rather than Mortal Kombat. Eternal Champions employed Ernie Chan, a Filipino-American comics artist, who worked with the Buscema brothers back in the ‘70’s. Before working with Sega, Chan was known for being an artist at DC Comics (Ghosts, House of Mystery, Detective Comics) and Marvel (Conan the Barbarian, Doctor Strange). Considering Chan was responsible for a healthy number of comic book covers for a full two years at DC Comics, he knew a thing or two about dynamic characters punching each other as hard as possible (the 1970s was before comic book characters decided to just stand around and philosophize at each other for six consecutive trades). It seems only natural that he would be responsible for designing some interesting punch mans, and, let me tell you, we got some remarkable fighters here.

The base concept of Eternal Champions is that the titular (kinda) Eternal Champion has plucked a series of heroes from their respective timelines, and granted them the potential prize of avoiding their otherwise inevitable deaths. Arguably, this could lead to a number of “stock” characters, as different timelines lead naturally to different archetypes, and we can certainly forgive a knight from ancient times or a “future man” from 21XX. But, against all odds, we have a pretty diverse cast in Eternal Champions. We do have a stock caveman, and Xavier Pendragon seems like a typical wizard hailing from Salem, but we also have Shadow Yamato (hm?), a modern corporate assassin that wouldn’t be out of place in Shadowrun. Trident is Atlantean, but basically a merman. RAX is a cyborg built for Teleroboxer, and Midknight is a bio engineer who kinda sorta turned himself into a vampire. And Jetta Maxx is a 19th century circus performer that attacks with all the agility you would expect from an acrobat. Why aren’t there more tumblers in fighting games? That seems like a natural fit!

HUG!None of the fighters in Eternal Champions are exactly setting the world on fire, but there is no way you’d mistake Larcen the 1920’s PI/cat burgler for Blade, the futuristic bounty hunter. And, whether it’s an accident of the “complicated” concept of time travel being involved, or because someone genuinely wanted to create a new Eternal Champions universe, but these fighters all have in-depth, fascinating backstories to accompany their stimulating visual designs. As a prerequisite for the plot, we immediately must learn how each fighter died (which allows for some always fun dramatic irony), why they were targeted for death (the premise of entire half hours of Law & Order), and why, had they lived, they would have made the world a better place. Additionally, this setup encourages the creation of cultures old and new (of course someone has to explain how the “future” works, but even Ancient Atlantis has some ‘splainin’ to do about its fish people), and, since this is a fighting game, it’s important to explain the whys of some of these special moves. Yes, ninja use ninja stars, but why exactly does Larcen have a grappling hook? There’s a reason for that!

Which reminds me: these exciting, distinct fighters work well for not only for biography screen attract modes, but also for actually being fighters. This is another situation where, unlike Mortal Kombat, if a character has a trident for a hand, they’re not going to throw the exact same punch as the robot dude. In fact, every fighter has a defined fighting style, and, while it does seem a little odd that the vampire scientist is trained in Jeet Kune Do, it does mean that every character feels distinct in more ways than simply a special move. And, of course, the special moves are their own kind of distinct, and not just a fireball and a jumping uppercut spread out among the cast. In short, the eternal champions collectively offer a unique experience for a time when the fighting genre was flooded with monotonous knock-offs.

TIME KILL(ERS)But there is one place where Eternal Champions differed from Street Fighter: it had fatalities. Or, to be more precise, the game had “stage fatalities” in the form of “Overkills”: make sure your opponent lands on a particular spot when their health is low, and the background will do your work for you. If you’re in prehistoric times, you’re about to see someone devoured by a dinosaur. Meanwhile, if you’re hanging in the early 20th Century, get ready for a drive-by. The 60’s naturally contain napalm, and the far-flung future of 2345 AD is wall-to-wall robots. It’s entirely possible you could complete Eternal Champions without once seeing an Overkill, though, so it seems like the whole feature was an afterthought. Mortal Kombat was likely an influence, but a fighter being zapped into oblivion by a neon sign (can that actually happen?) wasn’t exactly the point of Eternal Champions. It’s all about the character variety, we don’t need gorefests to sell our Sega cartridges.

Or maybe we do, because the Sega CD exclusive sequel/upgrade, Eternal Champions: Challenge from the Dark Side dialed the gore up to eleven.

To be clear, Eternal Champions: Challenge from the Dark Side is not the kind of fighting game sequel that completely eschewed former graphics and gameplay for something completely different (Battle Arena Toshinden was fond of that move). This is much more the Super Turbo to Eternal Champions’ Champion Edition. More characters were added to the cast (and a great many of them were “joke characters”, like Hooter, a mundane owl with a taste for rats and vengeance), the special move system was rejiggered, and the same overarching plot returned with a marginal twist. The Eternal Champion has gathered his warriors once again to fight for a chance to live (and I guess nobody won the last one), but now there are a few new entrants, and the nefarious Dark Champion is hatching an evil plan to be the hardest-to-unlock character in the history of fighting games (just use the cheat code). Superficially, this Eternal Champions is just the obvious and expected fighting game upgrade that would barely necessitate a season pass in today’s market.

Not fair... for DeathBut that Dark Champion does make an impact on the fatalities of EC:CotD. The Dark Champion can be summoned for a match ending “cinekill”, which will banish your opponent to a pre-recorded FMV hell where they will endure a death based on their greatest fear. Some of these videos are goofy (at least one character is crushed with a “I’m not touching you” finger motion), but the majority are either significantly gory (the cyborg has his limbs torn off in a rather unpleasant fashion) or pure nightmare fuel (I’m not the only one that has a fear of melting into some manner of fleshy liquid, am I?). And if you think the increased gore is relegated to cutscenes, don’t worry, there are also now “Vendettas” that allow you to use a special move toward the end of the match that will be a little more special than usual. They, again, run a realism gamut (which is more likely to make an impact: a character turning into a giant bug or one just whipping out a shotgun for a headshot?), but the end result of most Vendettas is a literal bloody pulp tossed around the arena. And the stage fatalities really earned their “Overkill” moniker, as some are excessive to the point of parody. “The Pit” of EC:CotD is not one, not two, but three pits in one! And, don’t worry, you get to watch as a 16-bit human body churns through three different buzzsaws. Street Fighter has different models for every character’s skeleton thanks to Blanka’s shocking attacks, but EC:CotD goes the extra mile by modeling individual organs that are primed to leak out of those skeletons. Yummy!

And why all the gore? Well, obviously because someone wanted Eternal Champions to be popular.

That's why he's the champMortal Kombat hit the Genesis in 1993, Eternal Champions saw its sequel released in 1995. In those intervening years, Mortal Kombat continued to be a juggernaut, particularly on the Sega Genesis. Street Fighter may have proven to be a lasting victor, but the sales numbers all touted Mortal Kombat as the champion of the system. Eternal Champions wanted a piece of that pie so badly. Sega did everything it could to promote EC, from country-wide, EGM-sponsored tournaments to a 7-11 slurpee promotion, but it couldn’t touch the genuine appeal of the game with the angry skeleton and the kung-fu dude. Eternal Champions never had a hold of the arcade appeal, tried to pump up the blood to compensate, and still got nowhere. An excellently crafted fighting game, and it’s still relegated to the discount bin of history.

Oh, and what finally killed Eternal Champions? Why was there never a third title? Well, there was supposed to be a Saturn version to wrap everything up, but Sega of Japan decided that Sega had too many fighting games (two), Eternal Champions was stealing too much attention from Virtua Fighter, and the eternal champions had to be retired. Sorry, guys, but there’s only room for one fighting game in this company.

Sorry, Eternal Champions. We know you tried everything, but it just wasn’t enough.

FGC #451 Eternal Champions: Challenge from the Dark Side

  • System: Sega CD for Challenge, but just regular Sega Genesis for just regular Eternal Champions. The new Sega Genesis Mini Classic Console is also available, but go ahead and grab the 6-button controller for that one.
  • Number of players: Up to and including two.
  • Favorite Character: Dr. Mitchell Midleton Knight has become the bio-engineered vampire monster Midknight! … Okay, he’s just Spider-Man’s Morbius, but… wait a tick. RAX is Cyborg, Shadow is Elektra, Trident is Aquaman, Blade is named friggen’ Blade… maybe these characters aren’t all that original…
  • Send in the Clowns: This happened.
    AHHHHHHH

    I’m never playing this again.
  • So 90’s it’s Grody: Want to know how to determine this game came out in 1995? Well, there’s a hidden fighter simply known as “The Senator” who exists as a parody of the controversy surrounding violent videogames. And he fights in front of an ersatz McDonalds surrounded by security, an obvious sendup of Bill Clinton’s love of jogging to burger joints. And Senator’s fatality is transforming into an uzi-wielding berserk postal clerk. And they claim memes were invented by the internet!
  • Failure State: Okay, maybe the reason Eternal Champions never became popular was because it was impossible to beat. The final boss is the Eternal Champion, and he’s got eight different “forms”, and they all have to be fought and defeated over the course of two rounds. And if you lose two rounds, there are no continues, you’re just booted back to your original timeline as a Bad End. So win eight continuous fights, or die. And Eternal Champions: Challenge from the Dark Side introduced another, meaner Eternal Champion after the first one, so good luck winning sixteen continuous fights.
  • Favorite Ending: Shadow Yamoto is a corporate ninja saboteur… and her ending sees her entering witness protection and making the world a better place by testifying against her former employer. It’s not exactly the most action packed finale for a ninja, but it does feel pretty right.
  • An End: Also, Crispy the Chicken’s ending involves losing his fortune in the 90’s financial crisis and then selling his eggs for booz money. This is a very dark game.
  • VIDEOGAME VIOLENCEDid you know? In further support of the Eternal Champions Expanded Universe, there were two spin-off titles released. Chicago Syndicate was a Game Gear title that was fairly Shinobi-esque and featured Larcen cleaning up Chicago in a bright green trench coat (the ‘20’s were a different time). And then there was X-Perts for the Sega Genesis, a light beat ‘em up presenting Shadow and her previously unseen team of X-Men wannabes. Both games are… not worth exploring.
  • Would I play again: If I’m in the mood for a distinctly 16-bit fighting game, I’ll choose Eternal Champions. Of course, that mood rarely happens…

What’s next? We’re going to kill some time with a game with the exact same plot all over again. Please look forward to it!

FGC #450 Mortal Kombat

MORTAL KOMBATMortal Kombat was one of (if not the) defining games of the 90’s, a time when gaming was just starting to stand on its own two feet. And, for better or worse, it changed gaming forever (M for Mature… or just “Mortal Kombat”? Makes ya think!). Mortal Kombat, with its spine-rips and death kisses, left an undeniable mark on the face of gaming, and whether it’s a rad scar or festering wound is up to the beholder.

But… why was Mortal Kombat popular?

It’s all about Originality

Street Fighter 2 is easy to understand. Street Fighter 2 is a damn fine fighting game with unique characters that can appeal to any (well, probably male) player. Don’t like generic karate guy? Here’s a green beast man, and he plays totally differently. There’s the lithe and nimble woman versus the gigantic, hairy grappler man. There are bosses that are carefully calibrated to drain your credits, but there is also a two player mode that is a significant draw. Take out your favorite sumo for a date with a yoga master, and battle all night long. Learn those special moves! Master one character, and move on to the next! Maybe one day you’ll beat Red Hitler and his stupid scissor kicks!

YOU GOT KANGEDMortal Kombat features four offensive buttons: High Punch, Low Punch, High Kick, and Low Kick. This is two less buttons than Street Fighter 2’s six button layout. If you’ve ever paid attention to Street Fighter 2’s jabs, you’ll note that every single Street Fighter has a different “light punch”. Same for medium. Same for every damn offensive option available. This is absolutely not the case in Mortal Kombat. “High Punch” is exactly the same for Liu Kang as Johnny Cage. Sonya’s got a jump kick, but it may as well belong to Kano. And you better believe Sub-Zero and Scorpion have the exact same animations, because, ya know, they’re the same person.

Ultimately, the only difference between characters in Mortal Kombat is the special moves, and, bad news, they’re all almost exactly the same, too. Liu Kang has a fireball that flies straight and true. Johnny Cage does, too. And Kano. And Sonya. And Raiden. Oh! Sub-Zero’s fireball freezes the opponent in place. And Scorpion’s fireball freezes the opponent and requires less walking. No wonder he’s the most popular character! Now give everybody a special that helps ‘em get across the screen, and… are we done here? There may be a few outliers, but, by and large, all of these unique characters play about as “uniquely” as White Bomberman and Black Bomberman.

Though maybe I’m barking up the wrong tree there. Maybe people are more interested not in what the characters do, but who the characters are. Maybe…

It’s all about the Characters

RAIDEN!Mortal Kombat has produced some very iconic videogame characters. There’s vain but heroic Johnny Cage, inordinately heroic Liu Kang, generally heroic Sonya, and… wait a tick, all those characters are just the same obvious traits plus one tiny quirk. Maybe they’re physically dissimilar? No, Sonya, Liu Kang, and Johnny Cage all just look like regular dudes that showed up in their gym clothes. Johnny and Looey didn’t even remember to pack a shirt. And it’s pretty clear that Sub-Zero and Scorpion totally botched their twin day fashions.

Am I just looking at the superficial? Well, when Mortal Kombat was lighting the arcades and home consoles ablaze, there wasn’t much more than that, anyway. Like with most fighting games, you got a character profile, and an ending, and that was it. There was the accompanying Mortal Kombat comic book, but its razor thin characterization didn’t exactly fill in the blanks on why Kano was a cyborg (eventual answer: why not?) or how Johnny Cage came to participate in this deadly fighting tournament (answer: he got a letter). Sub-Zero hates Scorpion, Sonya hates Kano, and I guess Goro killed Liu Kang’s ancestor. These razor-thin motivations don’t support characters, they simply support reasons for punching.

So, okay, punching is kind of the point, though. So does that mean…

It’s All About the Gameplay

mortal kombatMortal Kombat is a fighting game, so characters don’t matter past how much fun the game is to play. And is Mortal Kombat fun? Of course it is! I just said it was a fighting game! Pay attention! Fighting games are always fun, because punching some other dude in a digital arena is top shelf entertainment. Even the worst fighting games are fun for a little while.

But does the fun of Mortal Kombat last? At all? Well… uh… We already covered how every character is practically the same, so 2-player battles are going to get pretty predictable pretty fast. Maybe one player mode is more interesting? That has some fights against CPU opponents, the always popular mirror match, and then endurance matches. Endurance matches are kind of cool, right? Like, the same fight, but double? Who could say no to double the fighting? Aside from everyone that just finds it grueling and unfair, of course. And while we’re on the topic of unfair, we have Goro, the penultimate boss that in no way plays by the rules, so he absorbs your punches like they’re being thrown by some pasty nerd standing over an arcade cabinet. And the final challenge is just all the other fighters mixed together with a fireball barrage that can bleed off about 75% health.

The gameplay is pretty damn limited. It’s not necessarily bad, but it’s not the kind of gameplay that should make Mortal Kombat a perennial favorite that dominated the arcades and home consoles.

But maybe it was never about actually playing the game at all, maybe…

It’s All About the Blood and Gore

BLOOD!My dear, dead granny knew of Mortal Kombat, and she knew its name for one simple reason: blood. As was reported by a million moms clutching a million pearls, Mortal Kombat was unerringly violent, and a gross, disgusting mess of blood soaked through every interaction in this so-called vidya game. Mortal Kombat was such a blood orgy that the United States Senate had hearings showcasing the uncivilized ferocity on display for a mere half a buck in every arcade across the country! Could this epidemic of violence ever be stopped after Mortal Kombat opened the floodgates?!

Except… Mortal Kombat isn’t all that bloody.

Yes, there is blood (how else would we be able to tell the Sega Genesis and Super Nintendo ports apart), but is Mortal Kombat inherently violent? Well… yes… but not anymore than any other videogame! Contra saw Bill tearing through a thousand poor dudes with backpacks, but Congress never so much as uttered the word “Contra” in its hallowed halls. And Mario! Think of how many poor goombas he led to the slaughter! Is that game inherently less violent simply because it featured a tubby guy picking on chestnuts? Well, yes, but still! Mortal Kombat might have included a coupon for a few globs of blood with every roundhouse, but was it really the bloody mess described by so many Liebermans? Absolutely not.

THE PITBut what of the infamous fatalities? Yes, the scandalous spine-rip is bloody (awesome), but arguably the most famous fatality in the franchise is Scorpion’s “Toasty” finisher, and there isn’t a speck of blood in that ghastly inferno. Sonya’s heated kiss is on the same level, and Kano’s heart rip is about as bloody as a certain Spielberg movie. And the decapitations of Johnny Cage and Raiden are more “yes, that’s right, you do need a head to live” than anything approaching what you’d see in a horror movie of the time.

We may be looking at Mortal Kombat 1 through the lens of jaded 21st Century gamers (“I just watched Samus Aran drink the blood of her enemies six times this morning”), but the violence of Mortal Kombat was often less “bloody gore” and more a literal joke.

Actually, maybe that was the point of Mortal Kombat, maybe…

It’s All About the Humor

Back in the 90’s, it was hard to claim that Mortal Kombat was “funny”. But let’s be real here: the humor was there all along. Right the start (or maybe a particular revision), there was a certain green hidden character that had unlock conditions that seemed designed to be little more than a playground rumor. If “you have to earn a double flawless victory and perform a fatality and never block all while E.T. flies across the moon” isn’t a joke, then I’m turning in my comedian license (issued and signed by Yakov Smirnoff himself!). Speaking of which, what appears to be Peter Pan, an alien, a witch, and Santa Claus will fly over the moon at certain points. That sounds a bit humorous! And there’s certainly a reason skele-face Scorpion faces the screen with his hollow eyes after every fatality. He’s mugging for a laugh!

This became much more evident in later games, when Mortal Kombat introduced such silliness as babalities, friendships, animalities, and fatalities that were clearly just some random dude on the staff playing with Claymation (see Kabal for more details). But even back at the beginning, the humor was there, even before we saw Toasty Dan pop up to announce it was time to fight Smoke.

But it’s pretty clear that this wasn’t a selling point for the original Mortal Kombat. The humor was there, but nobody was feeding those cabinets quarters just because they wanted a laugh.

So what was the secret to Mortal Kombat’s success? It seems like we’ve ruled everything out, except…

Yeah!

Oh man, we have an answer.

Mortal Kombat was successful because it’s all about the sweet uppercuts.

Yeah!

Yeah, that’s the stuff.

FGC #450 Mortal Kombat

  • System: Arcade first and foremost, but then Mortal Monday came, and we had it on Super Nintendo, Sega Genesis, Sega Game Gear, and Nintendo Gameboy. Oh boy! Mortal Kombat on a portable!
  • Number of players: 2 kombatants.
  • Preferred System: Genesis might have the blood, but Super Nintendo has graphics that don’t look like the butt end of a butt. And I’m a Nintendo kid, so here we are.
  • Favorite Character: It’s obviously Sub-Zero, as he can freeze his opponent and slide. Amusingly enough, my first “main” for Mortal Kombat was Sonya Blade, but I drifted away from her when I realized she reminded me way too much of Jane Fonda.
  • FIGHT!Did you know? An NES port of Mortal Kombat was planned, but was cancelled fairly quickly (before they even entered the programming phase). For any young’uns out there, this was back when two generations of videogame hardware could be supported by Nintendo simultaneously, and not like today, when the WiiU was publically executed the moment the Switch made the scene.
  • Would I play again: Probably not. Mortal Kombat, in the grand scheme of things, isn’t all that fun nowadays as anything more than a novelty, and is 100% supplicated by its sequels. If you’re getting Mortal Kombat today, it likely comes with Mortal Kombat 2 anyway…

What’s next? It’s Mortal Week! Mortal Kombat sure hit the big time with its release, and it had a number of imitators. We’re going to look at a different wannabe fighting game Monday, Wednesday, and Friday of the next two weeks, and examine how some games did their best to copy the Mortal Kombat formula (and generally still failed). First up on the list: Eternal Champions. Please look forward to it!

MIGHT!

FGC #442 Bloodstained: Ritual of the Night

BLOOD!Bloodstained: Ritual of the Night reminded me why I actually enjoy my favorite genre.

We live in confusing times. Just a few years back, it seemed like it was easy to define the direction of gaming. AAA was king, and, if anyone was “involved” in videogames, they knew that the next big thing was inevitably a franchise with intense graphics, open-world sandbox gameplay, and RPG-like elements. Or… something. Look, what’s important is that every gaming news site out there was telling us that the hottest titles available all cost the gross national product of South America, required twelve craptillion hours to produce, and were available now for your Playstation X or FourBox or whatever.

But things are different now. It may just be my old man imagination, but it seems like the videogame industry has finally adjusted to accommodate both AAA games and less intensive, but dramatically easier to produce, “indie” games. (In many cases, these “indie” games aren’t independently produced at all, but it seems like such an unintended slight to refer to them as “budget” or otherwise lesser titles. Though one could suppose that the “budget” thing really is the biggest factor here…) Back in the Playstation 2 days, it was newsworthy that Katamari Damacy was a “budget” title at its initial $20 MSRP. Now, presumably thanks to the advent of digital storefronts and more accessible development tools, games that could likely be best described as “light” are available at $20 just as often as the latest release drops on the same storefront at $60 (or $90 for that all-important day one edition). This has had the wonderful side effect of reviving certain genres and playstyles, so “the arcade experience” has finally resurfaced along with other categories that include “pretty much Zelda” and “shoot ‘em up (without exploitation)”. And, of course, the metroidvania has returned to us. In fact, the metroidvania has returned to us in spades.

MEOWIt seems like there is a new metroidvania released every month (every seven seconds come Fall). And, like a sucker, I have a tendency to throw myself into about every third one that comes down the pike. I like metroidvanias! I have liked them since Super Metroid (“What about the original Metroid?” “We don’t talk about that”). And I suppose that, like a plumber that is permanently thirsty after an unfortunate detour through Desert Land, I am always going to be starved for more metroidvania content. I can’t even say that I will wait to finish one metroidvania before I start the next one, as it appears I am playing another metroidvania while I am writing this very article. Load times are writing times, people! I’m a very busy man, and I have to see that sweet 100% map completion achievement somehow!

But that’s the exact problem I had that I hadn’t realized until playing Bloodstained: Not all metroidvanias are about completion.

I admit that I have played a number of metroidvanias in recent years, and now I’m pretty sure that I played them all wrong. For an easy example, I can look at Metroid 2, Metroid 2, and Metroid 2, all games that were reviewed recently (“recently”) for this site. And if you look at those articles, you will note that two out of three of those games were completed and reviewed (“reviewed”) within days of their release. How did I do that? Well, obviously, I completed the titles as quickly as possible. Why did I do that? Well, that’s simple: it’s a videogame, it’s a challenge, and you’re winning if you finish the challenge the fastest. Yes, I can and absolutely will go back to “100%” the title, but I’m going to do that as quickly as possible, too. I noticed that door I couldn’t open quite yet, you better believe I’m going to come back later and nab every last expansion pack and powerup bonus. After I’m all done with that, I’m going to check a FAQ and/or forums to learn what I missed, and maybe review a few speedrun strats. Then, after I’ve seen my own fastest run through the latest SR388, then, maybe, I’ll put it all down, call the game complete, and see you next mission. …Which might happen about seven seconds later with a certain robot named Fight…

And Bloodstained taught me that no, you’re wrong Goggle Bob. Stop and smell the roses (that may or may not be expies for medusa heads).

Too hot todayLet’s address one thing before we go any further: Bloodstained: Ritual of the Night is by no means a perfect game. For one thing, the bosses suck in all kinds of different ways. Practically every creature has way too much HP, you see the same stupid patterns over and over again, and there is just no universe where certain samurai bosses needed “reprise” fights (particularly in light of the Boss Rush mode). I’m pretty sure I distinctly enjoyed, like, one boss battle, and everything else was either way too stupid/easy or way too frustrating thanks to stupidity/endurance. And I’m playing on Switch, so let me tell you about how, every once in a while, I am reminded of Super Castlevania and the kind of slowdown that I thought was relegated to games from thirty freaking years ago. Oh, and speaking of thirty years ago game design: there is the occasional bit in Bloodstained that might have been more at home back in Simon’s Quest, the infamous Castlevania title that told players to literally bang their heads against the wall. At one point, I (a person who famously plays a lot of videogames) was completely stuck for finding a solution to my current predicament, and it turns out the resolution involved talking to a random NPC out in the castle boonies. Why would I ever do that? Who knows, but I couldn’t see a single clue to lead me in that direction, so I was stuck randomly wandering all over the map.

And… I enjoyed that.

I didn’t know what I was doing, and I enjoyed that.

It has been said a thousand times that the appeal of a number of videogames and their associated genres (that is to say, all the games that copied the original title until they were defined as belonging to a genre) was always their level of freedom. Grand Theft Auto 3 is a title that was probably completed by about 25% of its players, but was somehow still enjoyed for hours upon hours thanks to all the fun one could have with a cheat code and a rocket launcher. Skyrim probably has something to do with terrifying dragons, but it is also a cheese wheel discovery simulator. And The Legend of Zelda: Breath of the Wild allows for a Link that can ignore the literal apocalypse and dick around discovering tree poop for entire months. Freedom is the name of the game!

Another terrible night for a commuteBut “freedom” is something that is generally lacking in 2-D adventures. Mario might have been able to find a key or two in his 2-D outings, but those levels were still “courses”, not “environments” (and you could likely claim the collectathons of the late SNES era were Mario and others growing against their 2-D confines). And while there were a few 2-D games based on exploring, that entire perspective has always been about finding the next checkpoint or powerup that helps you to find the next powerup. There’s a reason that Metroid rewards you with its heroine in her knickers for a speedy run through Zebes, and totally ignores how you used your grappling beam to teach the etecoons how to love. The point of a 2-D adventure is not to “have fun” in the environments, it is to find the optimal way to move forward, to gain more skills, and then see what’s around that next bend. The fun is in the discovery of new areas and powers, not in simply reveling in the areas you’ve already traversed.

But when I got stuck in Bloodstained, I discovered that I actually liked playing around in this haunted castle. I didn’t have any new abilities. I didn’t have some grinding goal. In fact, I didn’t have a damn clue where I was supposed to be heading, or what I was supposed to be doing. But I was at least at the point in the game where Miriam’s moveset is more robust than your typical Castlevania protagonist. It was fun to play as Miriam, and, as a result, it was fun to revisit older areas with Miriam. It was fun to see monsters that had previously been a detriment, and were now a possible source for new and exciting items. It was fun to see old areas, and enjoy the ambiance of any given room in a capacity beyond just randomly hitting walls and hoping for a meat drop. I want one, too!It was fun! It was fun exploring the world of Bloodstained not for some overarching goal, but just exploring for the sake of exploring! Like some kind of fancy-pants, city-slicker 3-D game. And even if I wasn’t making any “plot” progress, I was still collecting a host of materials, shards, and experience from my unplanned sojourn. Even when I’m not doing anything, I’m doing something! That’s the sign of a good videogame!

And, ultimately, I feel like that is the source of the good from the “vania” side of the metroidvania equation. My personal theory for years has been that Metroid games are better than Castlevania games. Why? Well, if you find a Super Missile container hiding behind a wall while exploring Zebes, you can enjoy that Super Missile upgrade whether you’re at the start of the adventure or heading toward the final confrontation. Meanwhile, while exploring Castlevania (or… Igavania? Huh?), you might find a +1 sword hidden in a concealed room. But you’ve already discovered a +4 sword. Why would you ever bother with such a piddling weapon? Congratulations, you found the secret, and it’s completely useless. Why did you even bother exploring?

But that’s only true in a bad Castlevania. In a game where your every undertaking is enjoyable, then finding even the crappiest of swords is enjoyable, because you enjoyed getting there. Bloodstained: Ritual of the Night is such a game. Bloodstained is fun to play, and, in that way, encourages the player to stop and take it all in. Every movement, every monster, every gigantic severed dog’s head (it’s a weird game) contributes to an overall feeling that is bizarrely welcoming. Yes, Bloodstained predominantly takes place in a deadly castle filled with murder-beasts, but it also feels like Iga is inviting you to his magical kingdom (that incidentally contains giant werewolves). It’s fun to play Bloodstained, and it’s fun to be in Bloodstained.

Ante Up!I feel like that is something I forgot along the way. Through the portable metroidvanias, through the reimaginings of other titles, and through the current bounty of excellent indie titles, I’ve been focusing on “beating” these ‘vanias. And, while that is a perfectly valid approach to any videogame, somewhere I lost the simple ability to enjoy the moment. Stop, smell the zombies. and encounter a castle on its own terms. With an interesting moveset and environments, Bloodstained encourages exploration as slow and meticulous as the effort it inevitably took to build this kingdom.

Bloodstained isn’t a perfect game. It might not even be a truly great game. But it is a game that encouraged me to look at games differently, and that’s always perfect.

FGC #442 Bloodstained: Ritual of the Night

  • System: Xbox One, Playstation 4, PC, and Switch if you’re nasty. Vita and WiiU are right out.
  • Number of players: There’s some manner of multiplayer somewhere in here, right? For all I care, it’s single player, but I’m pretty sure there was a stretch goal somewhere in there…
  • Kickstart This: Yes, I contributed money to see this game produced. Do I feel that influences my own opinion on the game? No. Considering I am really terrible about checking any developer update emails, I’m going to go ahead and say my “production credit” is just an eternal reminder that I reserved this game way early.
  • Favorite Shard: Being able to manually “aim” Miriam’s hand is the perfect middle ground between your average metroidvania and Samus Returns’ continual aiming. And the best use of aiming Miriam’s hand is to shoot a bevy of True Arrows right at your opponents. There’s nothing finer than seeing a goopy zombie puddling around with arrows in its knees.
  • Look out!Boss Battler: It seems like the bosses that were most difficult in Bloodstained: Curse of the Moon have been converted to extremely easy encounters for this adventure. In particular, Andrealphus, the bird-armor thing, goes from the biggest bad to the smallest chump. Though I suppose a lack of pits really takes something away from the poor guy…
  • Say something mean: The entire first area is terrible. Bloodstained offers easily the worst opening I have seen in a videogame in years. Miriam starts off too limited, the areas are claustrophobic, and the boss of the area is just the worst. Did someone demand a really s*** prologue area? Because we got a really s*** prologue area.
  • Did you know? While Dracula technically doesn’t appear in this game, the ultimate impetus for the final villain of the game is very similar to the motivations of Bram Stoker’s Dracula. So even when the count doesn’t show up, it seems he has an influence on final bosses.
  • Would I play again: I feel like I got everything I wanted out of this castle, but I’m certainly going to dive in when further character DLC drops. I will be returning to this magical land once again. Actually, come to think of it…

What’s next? We’re going to continue our Bloodstained coverage. Kinda. Next up is Castlevania: Order of Ecclesia, and we’re going to play a little game of compare and contrast between the seemingly very similar protagonists. Please look forward to it!

Robin!