Like I said in the first King of Arcades competition, 3D
gaming was in full swing in the latter half of the 1990s thanks to the
Playstation and Nintendo 64’s polygon rendering abilities. As evidenced by last time, Namco was already
on that by this point, but for Midway, though they did dabble in 3D polygons in
the past, the usual pre-rendered visuals were their reliable aesthetic, though
even that started to change.
Namco was also chugging along in the console space with PS1
ports of their arcade games, most notably Tekken and their new Namco Museum
compilations.
Since home consoles were catching up to the technical
capabilities of arcade games, they started taking the attention and arcade game
development started slowing down, resulting in this competition having fewer
games in both competitor’s arsenals and thus another double year round. I might’ve skipped 1996 altogether, but I was
able to find one game from that year and it’s a pretty important one.
Technically the first 3D game to use weapon-based combat was
Tamsoft’s Battle Arena Toshinden, but that’s like saying The King of Fighters
94 is the first King of Fighters game. It’s
technically true, but it’s such garbage that we try to pretend it doesn’t
exist. It’s funny how the very same
developers of that tripe would go on to make the 3D weapon fighter Bleach:
Rebirth of Souls three decades later.
Rebirth of Souls is great. Go
play that instead.
Soul Edge tells the story of the eponymous evil sword (or
swords, if it feels like it) that was stolen by the dread pirate Cervantes
DeLeon. Now warriors around the world
seek the Soul Edge for their own reasons, be it to destroy it or take its power
for their own. The cast of characters
include a Samurai, a ninja, a Greek warrior lady, a German Knight and Cervantes
is a Spanish pirate. Soul Edge mashes
all kinds of genre staples into one game.
The only time Samurai Shodown got as diverse as this was in Samurai Shodown
Sen, but even then that game is a Soul Calibur knockoff.
Maximum Force(MID): This might as well be a conversion of
Area 51, except instead of enemies made from miniatures to shoot at, it’s all
digitized actors. The actors are integrated
into the game really well and the environments are more dynamic and varied than
Area 51, but when you get right down to it, Maximum Force is just another
basic, short-lasting shooting gallery of a rail shooter. Midway is lucky I wasn’t able to find a Time
Crisis 2 machine because by my recollection that game does everything this one
doesn’t.
The problem with Rampage: World Tour is that it starts to
run out of ideas about half an hour in.
A half hour of time wasting entertainment isn’t bad for an arcade game,
but if you look at longplays online, this game is at least 3 hours long and as
far as I can tell there’s no level select of any kind like Maximum Carnage
had. With a length like that, it’s
inevitable the gameplay will get stale.
If there were level select passwords, like in Total Carnage, World Tour
would be a good game to pick up, make some progress in for a while and then
come back to continue another time.
Since the arcade version doesn’t have that, it’s best to pretend the
game doesn’t have an ending and play until boredom sets in, which will take a
while because the game is pretty darn fun.
It’s quite a step up from the simple “bad guy with bad
company runs tournament” and the gap in time since Tekken 2 can be seen in the
character selection. Michelle Chang,
Marshall Law and Kazuya Mishima are replaced by their offspring, Baek Doo San
is replaced by his student and Heihachi’s hair is now gray. Only a few characters from Tekken 2 return
and Tekken 3 introduces future Tekken frequenters Bryan Fury, Ling Xiaoyu and
Eddie Gordo.
A lot has been changed up in the character selection, but
not so much the gameplay. Tekken 3
controls just like Tekken 2, but as it’s made on more powerful hardware,
environments and character motions look better and smoother. The environments in particular now look like
real locales instead of environmental areas in vast expanses. They still aren’t fully 3D environments with
boundaries like in Soul Edge, but it’s an improvement from the previous game.
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| I recall a big screen for the onlookers when I played it. |
However, other than the story shift, it’s really not a major
leap for the franchise or the best game in it.
Tekken 2 was the point where the games went from functional to good and
there’s no way I would put Tekken 3 above Tekken 5 or 6. I think the extras and enhancements to the
PS1 ports is where it gets that reputation.
For the arcade version, where all it has is the combat, it’s an incremental
improvement from Tekken 2 rather than a giant leap for gamingkind.
Compared to Tekken 3, Mortal Komat 4 has a huge leg up on
setting up its plot with supplemental material.
Tekken 3 has a page of text in the PS1 version’s manual. MK4 has a whole game and a comic.
The prequel comic came with the later PC port of the game,
after skipping on making one for Mortal Kombat 3. The prequel comic primarily sets up the plot
of Mortal Kombat 4 and its playable characters, but it also adds to the
backstory of Shinnok and the Netherrealm.
It explains that the Netherrealm is actually what humans have referred
to as the afterlife for bad people, like Hell, Hades and presumably Naraku. When Shinnok was banished there, Lucifer, the
devil himself, beat Shinnok using all the souls that Shinnok sent there in his
time as an elder god and trapped him for a lifetime of torture until Quan Chi
came in and busted Shinnok out to take Lucifer’s throne. It’s a great backstory and is more in-depth
than simply being an otherworldly conquerer.
A shame the game doesn’t do a lot with that.
I will give it to Mortal Kombat 4 that some of the Fatalities now have camera angles with the 3D space to show them off better and it boasts some very nice-looking stages that harken back to the fantastical stages of Mortal Kombat 2 so I can at least give it that above Tekken 3.
Mortal Kombat 4 really needed to look and play better than
the previous games to make up for its lack of content. Each character, of which there are fewer, has
only 2 fatalities and there are only a handful of stage fatalities. There are alternate costumes, which is a nice
way of taking advantage of 3D character models, but that’s the only unique
thing it has. No more animalities,
babalities, friendships or brutalities.
It doesn’t even have a final boss, really. Shinnok barely counts as one because he’s a
regular playable character and is given no unique advantage in the final battle
other than raised AI difficulty, which thankfully plays relatively fair this
time. He doesn’t even get his own boss
stage.
The combat works and there are some new characters to play
with so Mortal Kombat 4 is fun for a little while, but it doesn’t have any of
the staying power of the other games in the franchise, partially because until
recently playing it was next to impossible.
I’ve used the term “Primal Rage problem” before, but you
could just as well rename that the Mortal Kombat 4 problem because just like
Primal Rage, getting MK4 to run on anything other than the original arcade
board was impossible for decades. There
were home conversions like the aforementioned PC port and another for the
Dreamcast, but nobody could get the original arcade version to run until the
Mortal Kombat Legacy Kollection, but even then it had to keep being patched and
one of the stages noticeably runs worse.
I played MK 4 for this on both the Legacy Kollection and a
legitimate arcade machine just to be sure there were no meaningful
differences. Actually I had played it on
an arcade machine long before that. Way
back when it was new, when I was a grade schooler, the local movie theater
(which is still going strong) had Mortal Kombat 4 and I vividly remember the
game over screen of falling to my death and Richard Divizio on the cabinet staring into my
soul.
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| I would lose a staredown. |
So many people remember NBA Jam, but I never hear anyone talk
about NFL Blitz. I think it’s just as
good and deserves your attention if you like sports arcade games.
The Winner
With two major successes in fighting games on Namco’s side,
a lot rode on the latest game in Midway’s flagship franchise. It’s not that Midway had a bad year; Maximum
Force was mediocre, but Rampage: World Tour was fun for a while and NFL Blitz
is great, but those weren’t good enough to topple the big winners Namco put
out. Midway needed Mortal Kombat 4 to
shine. Too bad then that it wasn’t especially
exceptional or special. I would play
Soul Edge or Tekken 3 any day of the week before Mortal Kombat 4 so that means
Namco is the winner of this round.
Capcom and SNK had practically perfected the art of the
fighting game in 1997. They were making
even better sequels to already great games with Street Fighter 3: Second
Impact, Vampire Saviors and The King of Fighters 97, but even the new
properties like Shock Troopers, Battle Circuit and The Last Blade were up there
with the best of them. The King of
Fighters 97 in particular really solidified the King of Fighters as the best
fighting game by removing all the jank that was left after The King of Fighters
96.
From an aesthetic standpoint, 3D technology wasn’t good
enough to match up to the 2D sprite work from the previous contestants. From a content standpoint, all of the
previous contestant’s games had dialogue, cutscenes and endings, bringing the
player into their worlds. Soul Edge at
least had endings, but Tekken 3 didn’t and Mortal Kombat 4's were laughably
inept. Namco and Midway didn’t stand a
chance.
The scores are tied.
It’s down to the wire. Whoever
wins 1998, there will be a possibility of a tie for 1999. Next time we’ll see which company is going to
take that lead.











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