War Gods

I like to think that War Gods was created with one thing in mind: to tie fans over until the highly anticipated 3D debut of Mortal Kombat. If I can accept the fact that it was designed to be mere hors d’oeuvre for the Mortal Kombat 4 main course, I become a little more understanding of its mediocrity, but then, War Gods doesn’t really whet your appetite for anything except a different game. The whole product feels crude and unfinished, as if it’d been a mere experiment for the 3D engine Midway planned to employ in Mortal Kombat 4. To begin with the arenas, they’re all dull and uninspired and mostly consist of flat surfaces with scenery strewn about the parameter. You can move along the z-axis to dodge projectiles, but the added range of movement doesn’t contribute much to the battles. The fighting system seems to be hampered by two major issues: the clumsy implementation of the 3D engine and the general choppiness of the animation. Battles feel as if they lack fluidity, and it’s easy to get disoriented. The character selection is unfocused, and there’s no rhyme or reason as to why they’re in the game. While the characters in Mortal Kombat have interesting backstories, the War Gods roster exists for no other purpose than for Midway to showcase their “digital skin” high resolution texture technology, which does look pretty nice. There are some creative fatalities, but mostly they’re unimaginative and rather unsatisfying to pull off. Overall, I think it’s safe to say that Mortal Kombat 4, though far from perfect, dodged a bullet. With the commercial failure of War Gods, Midway managed to discern everything a 3D fighter should aspire not to be. Good for Mortal Kombat; bad for War Gods.




