Chris Massey

Games with Sonic in them are cool. The ‘blue streak’, as he is sometimes called was one of the coolest console mascots back in the days of the Genesis. The games focused on him, and only him (with the exception of Sonic & Knuckles). [i]Sonic Adventure 2: Battle[/i], however, is not cool, as we will find out as this review goes on.

The first thing you might notice about this game is that it’s a Sonic title… on the Nintendo Gamecube console. Yes, now that the Dreamcast has gone under, the blue hedgehog has made his way onto a Nintendo console, but with mixed results. [i]Sonic Adventure 2: Battle[/i] is merely a simple port of the Dreamcast’s [i]Sonic Adventure 2[/i] released a year before in 2001. While there are some changes to the game in [i]Battle[/i], it really won’t matter which system you play this on. As the title suggests, [i]Sonic Adventure 2[/i] is the sequel to the Dreamcast hit Sonic Adventure. However, this time around, the developers have changed around the game a little. In the first installment, you could choose which character you want to play as after you unlock them by playing as Sonic. In [i]Sonic Adventure 2[/i], instead of choosing which character you play as, you choose from two different stories, the Hero story, or the Dark story. Each story takes three different characters going through two different stories, each story meeting with the other from time to time and eventually, clashing at the end to see which side wins. The Hero story stars Sonic the Hedgehog, Miles ‘Tails’ Prower, and Knuckles the Echidna, while the Dark story stars Dr. Eggman, and two new additions to the Sonic universe; Rouge the Bat and Shadow the Hedgehog, Sonic’s alter-ego.

The three characters in each story go through their own different types of levels. Sonic and Shadow play through corridor-like speed levels, while Tails and Dr. Eggman pilot mechs through simplistic shooting levels. Knuckles and Rouge go through huge levels, looking for different items ranging from Chaos Emeralds to keys. This is where [i]Sonic Adventure 2[/i] and [i]Sonic Adventure 2: Battle[/i]’s first problems emerge.

The shooting levels that you take Tails and Dr. Eggman through are incredibly simplistic. In [i]Battle[/i]’s case, all you really do is go through the level, hold down the ‘B’ button, lock on to enemies and other objects, and release to fire missiles at everything that your laser-sight picks up. Older gamers will easily complete these levels, and they seem more suited to the younger audience. The levels that you take Knuckles and Rouge through are just plain annoying. Those consist of you taking either character and running around the level until your locator at the bottom of the screen begins to flash, playing the ‘hot or cold’ game basically. These levels become incredibly tedious, and as luck would have it, the game chooses to play these kinds of levels the most.

However, as boring as the other two gameplay types are, Sonic and Shadow’s levels are very fun to play through. In fact, these levels are probably the only fun part about [i]Sonic Adventure 2[/i], as they are much more compelling than Tails’ or Rouge’s levels. The problem is, Sonic and Shadow’s levels are scarce compared to the other character’s levels, and since their levels are really the only fun levels in the game, it’s a real blow to the overall quality of it. Most platformers are praised for making games with a variety of gameplay genres, but [i]Sonic Adventure 2[/i]’s gametypes get very tedious and are just plain unchallenging.

As mentioned earlier, [i]Sonic Adventure 2: Battle[/i] is a port of the Dreamcast’s [i]Sonic Adventure 2[/i], so you might be wondering if there is any sort of difference between the two. In short, yes, there is a difference, but if you played [i]Sonic Adventure 2[/i] on the Dreamcast, the Gamecube’s version is really no different. The Gamecube version contains a multiplayer section, but compared to other great multiplayer games like Super Smash Bros. Melee, [i]Sonic Adventure 2: Battle[/i]’s multiplayer is lacking, and isn’t really that interesting in the end. The graphics are slightly better than the Dreamcast’s version, but they are by no means incredible. The framerate is higher than the Dreamcast’s version, so there is a plus, but again, it is really no reason to play it again on the Gamecube. The game has horrible voice acting. All the characters seem pretty lifeless when they talk, especially Shadow, who has that ominously dark, evil dialogue, but fails to back it up with an ominously dark, evil voice. I’m going to use Knuckles as an example though, as when he talks, it sounds like he really isn’t aware of what’s going on around him, and sounds completely random. The voice actor who played Knuckles’ voice obviously is not very good at bringing his characters to life. To top things off, the models still move their lips like they are talking in Japanese, so the dialogue looks strange and off because of it.

Now, while Knuckles and Dr. Eggman’s levels are bad enough on their own, they are worsened by the horrible camera angles. Knuckles and Rouge’s levels are especially hurt by the camera. In fact, the camera in [i]Sonic Adventure 2: Battle[/i] is one of the worst cameras I have ever seen in a video game. Strangely enough, the camera really isn’t a problem in Sonic and Shadow’s levels, which is probably one more reason why they are so much better than the other character’s levels.

The music in the game has a mixed reaction from me. Each character’s level has a different form of music. Sonic’s music has a lighthearted pop-rock feel to it, while Shadow’s is the same, only darker sounding. Knuckles has hip-hop and rap music, while Rouge has annoying pop sound to it, and Tails’ is mostly rock while Dr. Eggman’s seems like a sort of mechanical grunge. While most of the songs (save for Rouge’s songs) are slightly catchy, some are marred by lyrics like ‘I’m gonna follow my rainbow’ and ‘live and learn’. One problem with the music is that, at times, the character’s dialogue is drowned out by the music, although with the horrible voice-overs, that may be a blessing in disguise.

[i]Sonic Adventure 2: Battle[/i] is very disappointing. Its storyline is compelling enough to keep most people interested, but the voice-overs will make it hard to enjoy cutscenes. Combine this with simplistic gameplay and a bad camera and you’ve got a perfect candidate for a weekend rental. While some may be drawn in by the challenge of making all ‘S’ grades in every level or the Chao Garden (which is surprisingly interesting), it really doesn’t take very long to complete the game, and unfortunately, has very little replay value, unless you are intent on a perfect score on every level. It’s quite obvious that any future Sonic title should focus itself on the blue hedgehog and his trademark speed alone, rather than the other minor players in the Sonic universe.

It might sound strange that somebody would make a game out of the concept of a courtroom drama. After all, when was the last time you squealed with excitement when you found out you had to sit through jury duty? Leave it to the Japanese and their anime to come up with a game pitting two attorneys against each other in a battle to stop an innocent from going to the slammer. Apparently, they know how to follow through with a quality and fun title as well. While there are some flaws that keep [i]Phoenix Wright: Ace Attorney[/i] from being perfect, an engaging story, witty comedy and great detective elements make this game easy to recommend to almost anyone. If the courtroom was anything like this in real life, I don’t think anyone would object to jury duty.

The game follows Phoenix Wright, a rookie defense attorney out to make a name for himself by, well, defending the innocent. The premise of the game is fairly straightforward, and if you’ve ever played one of those Japanese dating games, this may seem somewhat familiar. However, instead of getting slapped by women for going [i]there[/i], you work to uncover and present evidence to help your client. In fact, Phoenix Wright is more of a detective caper than it is about lawyers. The game does a great job keeping you thinking on your feet, and each piece of evidence you present adds another piece to the giant, convoluted puzzle. Evidence comes both in the form of the obvious to things that have almost nothing to do with the case at hand (but you know it’ll come into play somewhere because it’s a video game).

[i]PWAA[/i] is more challenging than it may first appear. The first chapter is a pretty simple A

Sonic Heroes

February 19, 2006

There once was a time when Sonic the Hedgehog was a contender. Back in the early days of console gaming, there was no rivalry greater than that of Sega’s Sonic the Hedgehog and Nintendo’s Super Mario. But where Mario made the transition into a three-dimensional environment almost perfectly, Sonic, sadly, did not.

Ever since Sonic went 3-D in [i]Sonic Adventure[/i] for the Sega Dreamcast, there’s been something missing from the series. While the game received much acclaim from gamers and reviewers alike, it was very obvious that the series had taken a drastic turn. The frenzied speed of the original Sonic titles for the Sega Genesis was gone, replaced by slow moving action of Knuckles searching for shattered Emerald pieces. Even Sonic’s part in Sonic Adventure had slowed to a crawl, with the classic corridor-style level replaced with spacious, full blown-out 3-D levels. The excessive amount of new characters didn’t do the series much good either, taking the main focus away from Sonic and more on side characters. The series has also seen some of the most annoying camera angles and horrible voice acting in gaming. Now, nearly 5 years after the release of Sonic Adventure, [i]Sonic Heroes[/i] tries it’s best to revive the original speed of the 2-D era, and while it does succeed in doing so, it fails in other areas.

Note the ‘Heroes’ part of [i]Sonic Heroes[/i]. Yes, it’s plural, meaning more than one. [i]Heroes[/i] separates itself from Sonic’s previous installments by letting you control three different characters at once. The game has four different teams, which we’ll cover later, and each of the three characters in a team has different abilities that must be used to progress through the story mode. There are three different types in each team; Fly, Speed, and Power. For example, in Team Sonic, Knuckles is classified as the Power character, and is used to fight enemies and break obstacles that the others cannot. Tails is classified as a Flying character, and helps Knuckles and Sonic up to higher ledges. And Sonic is the Speed character of the bunch, used to speed quickly through loops and pathways. You need to learn how to effectively switch between characters in order to complete levels, and while it takes some getting used to, it will eventually become second nature.

As said earlier, [i]Heroes[/i] has 4 different teams to choose from. Team Sonic is made up of Sonic the Hedgehog, Miles ‘Tails’ Prower, and Knuckles the Echidna. Team Dark is made up of Rouge the Bat, and Omega, the only robot made by Eggman that has actual emotions. Team Dark also has Shadow the Hedgehog, Sonic’s alter-ego, who was supposed to have died in space at the end of Sonic Adventure 2, but somehow survived to be in this title. Amy Rose, Cream the Rabbit, and Big, the… I don’t know what Big is exactly, make up Team Rose. Team Rose is by far the most annoying team in the game, with Cream sounding like she’s voiced by a 30 year old man trying to sound like a little girl at times, and Big, who has the brains of an infant and is obsessed with his Froggy. Then we have the most questionable team in the game, Team Chaotix. Chaotix is made up of Vector the Crocodile, Espio the Chameleon, and Charmy Bee. If you have never heard of these guys, don’t worry, you haven’t missed a new addition to the character pool in the last few years, nor are they newly introduced to [i]Heroes[/i]. These guys were last seen in Knuckles Chaotix, for the ill-fated 32X add-on for the Sega Genesis. The only people who might remember these guys are die-hard Sega fans who bought the 32X, or perhaps people who read Sonic the Hedgehog comics back in the day.

All these characters and team selections bring up [i]Heroes[/i]’ first problem. For a Sonic game, [i]Heroes[/i] really doesn’t focus on Sonic. In fact, in its entirety, Sonic is almost treated as a minor character in the game. The only time Sonic shows up is when you play as Team Sonic and during other team’s cut scenes (which isn’t often). Even when you’re playing as Team Sonic, since you have to use all three characters, you’ll only end up using Sonic one-third of the time. On the plus side however, [i]Heroes[/i] doesn’t add any new characters to the Sonic universe, although it does take existing ones from Chaotix, Sonic Advance 2, and the Sonic Adventure series.

One of the things [i]Heroes[/i] does right is bring back the speed of the original Sonic titles. Compared to its previous 3-D titles, [i]Sonic Heroes[/i] is easily the fastest and is the first 3-D Sonic title to come close to the frenzied speed of the Genesis’ Sonic. However, the team swapping slows down [i]Heroes[/i] considerably. As soon as the speed begins to pick up, you will usually have to switch characters and stop to fly over obstacles, or find a switch to activate a door. It’s a good feeling of Sonic nostalgia when you begin to pick up speed and go through loops at lighting fast speeds, but just as soon as it starts, you’re forced to switch characters to compete certain tasks. It really slows down the speed of the game.

Another big problem with [i]Heroes[/i] is that, aside from difficulty settings, every team plays through the exact same levels in the exact same order. The only real difference is that some team’s levels are longer while others are shorter. Team Sonic’s levels are moderate in difficulty, while Team Rose’s levels are shorter and much easier. Team Dark’s levels are just like Team Sonic’s, but they have more enemies, some being more hazardous. The only team that really sticks out is Team Chaotix, which plays through the same levels, but has different goals, such as destroying every robot in a level. [i]Heroes[/i] still goes by the harsh level grading system that the first two installments had, and in order to get all A’s, you’ll have to play a good long time.

The camera angles were very awkward in the previous Sonic Adventure games. [i]Heroes[/i] improves slightly on the camera, but for the most part, it’s still flawed. At times, it won’t lock onto an enemy, specifically bosses and you’ll be forced to navigate the camera manually. Other times, it will get stuck at an awkward angle and you won’t be able to see what’s going on 50 feet away from you. The voice acting is much improved over Sonic Adventure’s horrid voice overs, but it is by no means tolerable. The game even has some major glitches in it, although they rarely happen. One such glitch was at the beginning of a fight against another team, the opponents started out over the water. As soon as the fight began, they dropped into the water, giving me the victory. Other glitches include your character falling through the floor. The spastic controls don’t help the game much either. At times, you will press the B button only to fly all over the place, and most likely off the edge of a platform. The controls are one of the more intolerable features of [i]Heroes[/i].

[i]Sonic Heroes[/i] is one of the more disappointing Sonic titles to come out in recent years. Die-hard fans of the original Sonic titles that didn’t enjoy the previous 3-D Sonic titles may get a kick from the revived speed, but be cautious. Be aware that the Gamecube version is supposedly the best version you can get, while the Xbox version is mediocre. The PS2 version however suffers from poor frame rates and is generally lesser in quality than the Gamecube and Xbox versions. [i]Sonic Heroes[/i] may serve many better as a rental.

Unreal Tournament 2004

February 19, 2006

The Unreal series started with [i]Unreal Tournament[/i] in 1999. [i]Unreal Tournament 2003[/i] came out in late 2002, and received much acclaim from gamers worldwide as being one of the best First Person Shooters around and having some of the best computer A.I. in a game. The Unreal series has now entered into its third installment, [i]Unreal Tournament 2004[/i]. Before this review goes on any further, lets just make this clear: [i]Unreal Tournament 2004[/i] is one hell of an awesome game.

What makes [i]Unreal Tournament 2004[/i] so great is the content within the game. The game has, and count them, a total of one hundred different maps divided into nearly a dozen different gameplay types. Yes, a hundred maps. To be fair, [i]Unreal Tournament 2004[/i] basically splices most of [i]Unreal Tournament 2003[/i] into itself, and a good number of [i]UT2k4[/i]’s maps come straight from [i]UT2k3[/i]. Have no fear though, as there are plenty of new maps available, and the older maps are still just as enjoyable. Of course, there is a downside to the game having one hundred different maps. While [i]UT2k4[/i] comes as a steal of a price, you’ll be getting a whopping six CD PC game, which takes up an overwhelming 5.5 gigabytes of space on the hard drive. It’s all worth it though, and if you happen to have a DVD drive, you can also get the special edition set, which packs the entire game into one DVD, and comes with a headset and other extras.

The [i]Unreal Tournament[/i] games have always been about frantic FPS action, and [i]UT2k4[/i] doesn’t disappoint. The gameplay is, for the most part, just like the gameplay from [i]UT2k3[/i]. You’ll end up jumping in all sorts of different directions, frantically trying to aim your weapon while dodging the enemy’s. At times, a kill shot may be completely due to luck, as it can be near frustrating to aim your weapons while jumping around like a fish out of water. This frantic gamestyle is what makes [i]Unreal Tournament[/i] so compelling though. If you count out gametypes where you work as a team, the only strategy you really need to know in order to play [i]UT2k4[/i] is how to aim, and head into the fray, guns blazing. This makes [i]UT2k4[/i]’s learning curve easy for new players to get used to. They can simply get into a game and unleash their wraith upon the other players, learning as they go along.

You might be asking yourself why this game is so much different from any other PC FPS around, if that’s all it takes. [i]UT2k3[/i] eliminated this question by adding in a variety of different game modes that focus on teamwork. These are more accustomed to intermediate and advanced players, and involve a lot more strategy than your basic deathmatch and team deathmatch. Bombing Run, Capture The Flag, and other modes were introduced, and like [i]UT2k3[/i]’s map selection, they too make their way into [i]UT2k4[/i].

[i]UT2k4[/i] also adds in its share of content, including many new game modes. The two most anticipated modes are known as Onslaught and Assault. Onslaught is a complete change from the traditional UT gameplay, mainly because of the addition of vehicles. The objective in Onslaught is to capture what are known as nodes placed throughout the levels, until you make it to the power core located at the enemy base, which you then have to destroy. The maps in Onslaught mode are big, and actually require a good usage of vehicles in order to be successful. This doesn’t mean lone players without vehicles are helpless, and the game does a good job of balancing pretty much everything. Tanks are powerful enough to take out most vehicles, but are prone to aerial attacks. Smaller vehicles are fast, but easily destroyed, and while infantry aren’t exactly strong enough to take out a tank very easily, a tank will have a hard time clearing out large groups of people.

Assault is a mode where one team attacks a series of enemy objectives in order to complete the final objective at the end of the level. Meanwhile, the other team must defend their objective until the timer runs out. Assault (and Onslaught for that matter) is one of the modes that require a lot of teamwork in order to be successful, and if your team is scattered around the map, you will probably lose, very badly at that. Vehicles are present in Assault, but not to the extent that they are in Onslaught.

The downside to these two great game modes is that, neither of them have many maps. Assault has less than a dozen maps, and while Onslaught has a couple more, there still aren’t a whole lot. The good news is, it’s only a couple weeks since its release and Epic Games has already released three different maps for Onslaught, so you know they aren’t sleeping on the job.

Like its predecessors, [i]UT2k4[/i] is at its best when playing online. There’s no better challenge than playing against other real people, and there’s no better experience than working with others to complete an objective. The added headset that comes with the special edition DVD boxset allows people to communicate with each other and issue commands. You can also use headsets other than the special edition, so those who have bought the six CD set don’t have to feel left out.

Even though multiplayer is where it’s at, you shouldn’t count out the offline computer A.I. The UT games have always had some of the best A.I. in a multiplayer dominating game, and they are actually challenging enough to play against, unlike the A.I. in a game like [i]Battlefield 1942[/i]. The singleplayer campaign treats the [i]Unreal Tournament[/i] like, well, a sport. You first battle through deathmatches and once you climb the ladder; form a team of computer bots to fight with you. As you progress, you will unlock more of the higher gamemodes like Bombing Run, which fuses football and the UT gameplay into one, and the classic Capture the Flag, which has each team fighting for the other team’s flag.

The graphics in [i]UT2k4[/i] are amazing. Weapons bob as you run, and the detail of the maps are great. Vehicles look great as they come bearing down hills towards you, and in only seconds, your head has been chopped off by a Manta hovercraft. The rag doll physics have returned from [i]UT2k3[/i], and it makes dying a little enjoyable. There’s just something captivating as you watch your character’s dead, limp body fall from a 10,000-story skyscraper. It’s probably a little disturbing in its own merit, but if you are disturbed by a dead body flailing all over the place, you probably shouldn’t be playing [i]Unreal Tournament 2004[/i].

[i]UT2k4[/i] lets you create your own character from a huge amount of skin choices, including many from [i]UT2k3[/i]. While character creation level isn’t as detailed as that of a RPG, it is nice for a FPS. The sound quality is excellent, which you probably would expect from a game like this. You can have around 4 different voices to choose from in your character’s profile, and there is also a command menu to communicate with other players. Like stated above, you can also use a headset, which will allow you to talk out tactics with your fellow teammates. The music sounds good for this type of game, with the usual dark, ominous rock feel to it.

As you might have guessed by now, this game is awesome. The game easily opens itself up to new players with deathmatch, and reels in veterans of the series and FPS fans by adding in a number of tactical gameplay types. This is simply one of the best FPS games to come out in a long while, and it deserves every bit of the score it gets. To be frank, if you are a fan of the FPS genre, and you have the PC power for it, there is really no reason not to buy this game.

[i]Mortal Kombat[/i] is back with a vengeance. Any fighting junkie from the early days of the Super Nintendo and the Sega Genesis remembers the first two iterations of [i]Mortal Kombat[/i] as two of the best fighting titles ever. However, after the second outing, the [i]Mortal Kombat[/i] series stumbled over itself and took a toll on the entire series. [i]Deadly Alliance[/i], released in 2002, brought the game back to the top though. Now, Midway has released [i]Mortal Kombat: Deception[/i], the follow up to the 2002 revival of the series. Gory and blood-soaked as ever, [i]Deception[/i] does a good job of capturing [i]Mortal Kombat[/i] nostalgia, fixing what needs fixed, improving on the good stuff, and overall, presents a very formidable fighting game.

In reality, you may find very few differences between [i]Deadly Alliance[/i] and [i]Deception[/i] as far the fighting mechanics go. Many of the things that [i]Deadly Alliance[/i] brought to the table returns, such as the three different fighting styles. And of course, the infamous fatalities return. The real differences in [i]Deception[/i] lie in the new game modes added in, as well as a few minor changes to the fighting system. Of course, one of the other huge factors is the amount of [i]Mortal Kombat[/i] nostalgia, bringing back old favorites from the classic titles.

The main differing factors that set [i]Deadly Alliance[/i] apart from most other fighters were the three fighting styles each character possessed, which again, returns in [i]Deception[/i]. Little has changed from the system. Each character has two different fighting stances (such as judo or moi fah) and one weapon stance. Aside from the combos though, most of the fighting will feel the same. Although there is a new breaker option, where you can counter an opponents attack at any time, although you are limited to three in one match. The characters make up a bundle of new and old faces, although for the most part, you will see many old faces from the earlier incarnations of [i]Mortal Kombat[/i]. The sword-arm freak Baraka returns, as well as crowd favorites like Mileena and Ermac. And of course, the trademarks return as well, including the rival mascots Scorpion and Sub-Zero and the electric Raiden.

A new feature to hit the arenas in [i]Deception[/i] are traps, which, if you or your opponent gets caught in one, ends you life in an incredibly gruesome fashion. Some traps include a dragonhead that chomps down on the pathetic bait. Another is the smelter, which throws the person onto a bed of red-hot plates just before sandwiching him. And of course, like the copious amounts of blood spewing from the fighters, these are just as gruesome, if not worse than the infamous fatalities.

The fatalities have made a change as well this time around. This time, each character has two different fatalities that end the life of their opponent in a horrible, but admittedly devilish way. Ermac uses his psychic powers to tear his opponent in two, while Scorpion, in an almost too-gruesome-for-television kind of way, literally rips the head off of his opponent, spinal cord and all (and parades it like a trophy to boot). The fatalities clearly state that this game isn’t for the faint of heart, if those people didn’t know better already. Another new twist on the fatalities are the Hara Kiris, which is basically a suicidal way of killing yourself, robbing your opposing victor the satisfaction of killing you himself.

The Krypt returns as well. Many who played [i]Deadly Alliance[/i] will remember the nearly overwhelming graveyard full of secrets, and [i]Deception[/i] continues with another round of graves. However, like [i]Deadly Alliance[/i], while The Krypt does have an overwhelming amount of “kontent,” most of it probably will not interest many people. Most of what you’ll find will be still pictures of developers, concept art, and rendered models of characters and arenas, and almost makes collecting the large amount of koins futile. Very few of The Krypt’s tombs contain anything worthwhile actually, and most of the good stuff (such as hidden characters, alternate costumes, and puzzle fighters) remain under locked tombstones, which require you to play though the game’s konquest mode in order to unlock.

Speaking of konquest mode, it has been revamped in [i]Deception[/i]. Unfortunately, it is for the worse. The developers decided to package the usual fighting konquest mode into an all out third person adventure. I won’t go into huge detail about the story, although it is fairly mystical and at times, a little bland. The main character goes by Shujinko, who starts out as a young man who is granted power by a mystical force, which allows him to copy other fighters attack styles. In return, he is to set out and retrieve relics for the force that granted him power. The majority of konquest mode has Shujinko traveling to different realms to retrieve these relics, as well as copy the various techniques of fights like Scorpion and Sindel.

The majority of konquest mode is incredibly flawed though. It is really more of a chore to work through the story, which comprises of very badly voiced characters and a plot that is inane to say the least. Most of the time, you will be forced to walk from point A to point B in the third person adventure perspective, and most of the fighting involved is actually training in the different character workings, which gets old after the first couple training sessions. The worst part about konquest mode though is that in order to unlock most of the things in the krypt, it is absolutely necessary to play through it. Most of the koins you receive will be from konquest mode, and to top things off, most of the secret characters and other goodies are hidden throughout the konquest world, most of the time in very obscure places.

So far, this may sound like [i]Deception[/i] is a fairly bland rehash of [i]Deadly Alliance[/i]. This is not so, as there are other significant additions to [i]Deception[/i] that make it a worthy update. The most notable of the upgrades is the ability to play against other people over Xbox Live, which is actually very enjoyable. The game plays very smoothly over the network. There are very few complaints to be had with the online mode, except that it could have had a couple more options to what you can do. Overall though, the online play in [i]Deception[/i] is a great new feature.

[i]Mortal Kombat: Deception[/i] also adds the game of chess into itself, with a quirky and gory twist. The same rules of chess apply as always, with pawns guarding the major pieces and the king acting as the backbone of your army. You select your army of chess pieces from the roster of characters, and each piece has a specific advantages, such as the knight’s ability to cast spells. The biggest point of chess though is that when two pieces meet on the board, they go into kombat, usually receiving bonuses depending on the situation. Chess kombat is a great and inventive mode of play, although it can feel sluggish in the beginning and can actually take a long while to pick up in any real action.

The other mode of play, puzzle kombat, shares this setback as well. Puzzle kombat is essentially the game Tetris Attack we all played years ago, only with a [i]Mortal Kombat[/i] twist. There are no real changes in core gameplay mechanics from the original Tetris Attack, although as you stack up the blocks, your bobble-head character will battle it out with the opposing character, and at times, each character will build up enough power to execute a special attack. Other than that, it is a fairly simple game, but interesting nonetheless. Like mentioned though, puzzle kombat can take a while to really heat up, and the first few matches will actually feel a little dull.

[i]Deception[/i] looks and sounds pretty good, although there seems to be little difference between [i]Deception[/i]’s graphic quality and those seen in [i]Deadly Alliance[/i]. The music is set in a fairly dark tone, but to tell the truth, you’ll usually be too busy fighting to really even take notice of the music. Characters spew out blood by the buckets as per usual, and the gore factor is out of control. In fact, sometimes it may seem a little too bloody, making [i]Deception[/i] seem a little laughable really. Even so, the blood graphics are done fairly well, and even if you are skittish around the red stuff, you can turn it down or completely off, although I question why you purchased [i]Mortal Kombat[/i] in the first place if that’s the case.

In the end, while much of it seems rehashed, [i]Mortal Kombat: Deception[/i] is a worthy follow-up to [i]Deadly Alliance[/i] and a formidable part of the series whole. [i]Deception[/i] does have its flat moments, such as in the cases of konquest mode and the unbearable amount of useless “kontent” that fills the krypt. Even so, the new additions like puzzle and chess kombat somewhat make up for the poor decision of konquest mode, and online play with Xbox Live makes konquest seem forgettable off the bat. And even if the fighting is what we all saw in 2002’s [i]Deadly Alliance[/i], the magic and gruesome qualities of [i]Mortal Kombat[/i] just cannot be overlooked.