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Cappella
12/14/2004 10:40 AM (UTC)
0
I liked it, because now you need to play the conquest first to unlock all these other characters, fabulous.
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Liu_Kang187
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My MK Tribute Video (NEW version): http://www.youtube.com/watch?v=aGO5ozJy584

12/14/2004 12:01 PM (UTC)
0
i hate it! it is so boreing. only reason for me to go through it was to unlock the stuff too. actually i got so bored i stoped and i still got a bit of keys to unlock.... atleast i got all the characters tho. ill have to force myself to play the Konquest mode to finish unlocking stuff at some point..... and hell even do the quest... last tho.... like after i master all the chars i want to and every thing..... yeah....
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ReptilianHelms
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As I was going up the stairs, I met a man who wasnt there. He wasnt there again today, I wish I wish he'd go away

12/14/2004 12:05 PM (UTC)
0
I have to admit, Konquest was a pain in the ass, all the little side missions really did nothing for me.
Upon my 1st attempt at Konquest, I avoided them side missions and went right into tryna complete the mode altogether.
Did I enjoy it? Yeah I did, it was fun, it was different.
If Konquest was like Soul Calibur's similiar mode, you guys would have gone "PLZ, ITZ TOO MUCH LIKE SOUL CALIBUR LOLZ" Theres just no pleasing some.
Theres nothing wrong with runnin thru the realms, bitchslappin people and collecting koins, if you ask me. Wait, you did ask me!
I enjoyed the history lesson it gave us....for example : the tanya ending situation mentioned above and I gotta agree with whoever said it up there ^, it was a neat way of showing us how Tanya's endin DIDNT happen. Liu Kang wasnt trapped in the cave cos Shujinko warned him. Clever I think.
Seeing Cyrax & Nitara in the netherrealm was also good. Ya cant get to them, but you can see them chatting. Other noticeable kombatants were Sheeva dead and Reiko being exposed as a clothes thief, thus clearing up the whole Reiko is Khan debate alot of us have had for years [thank god thats now over...no wait, thank Boon!]
I enjoyed Konquest.
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DeepInsanity
12/14/2004 01:08 PM (UTC)
0
I LOVED the konquest mode! MK:DA's konquest put me to sleep on several occasions,.
Although I can not deny the in depth history of the characters, it was truly boring to me. This
new konquest was an amazing look into the MK universe and the realms, although I hated the
Chaosrealm, i still enjoyed the overall konquest. in MK:D.
-later-
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DeepInsanity
12/14/2004 01:15 PM (UTC)
0
oh yea, i forgot, where do you find sheeva dead in konquest?
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TOKombatant
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"What's the worst that could happen?"

(cue falling piano)

12/14/2004 06:19 PM (UTC)
0
Konquest was excellent. Sure there were some parts that could've used some re-tooling but to introduce an outside character (Shujinko) basically to act as an observer on the Mortal Kombat world. I think the purpose of the story was to basically show a 3D & Historical perspective of all the things you've heard about since MK1. Now you can see where a bunch of stuff happened and when and who was around. It's cool for hardcore fans of the game to get somewhere in the story or a side quest and say "Hey, I remember this from Scorpion's MK3 Ending" or something like that. It's fun and I think it's enjoyable the most for hardcore fans.
Some of the unlockables were a bit too hidden in my opinion. Some of the time restrictions kinda pissed me off (which is why I had one of the gamefaq.com guides by my side while playing at all times lol).
One thing that interests me though is once you've "finished" it, it allows you to stay and do other side quests or just walk around AND the green mission beacon stick on all the portals... is this just a resting place for those becons once the game is done, or does it perhaps mean that your quest is not over completely? (That white portal theory is reeeeally starting to look feasable now isn't it wink )
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Raging
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World of Warcraft Characters: Horde
Ravenholdt:
Reclawed 85 Druid
Alliance
Alleria:
Declawed 85 Druid

12/14/2004 09:46 PM (UTC)
0
I thought it was great and added a depth to the game that just plain fighting will never reach.
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Chrome
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12/14/2004 09:54 PM (UTC)
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The idea is perfect, the execution was a little flawed. The sidemissions were sometimes irritating. You know what, I liked it-it had a good atmo-sphere. And a good atmosphere can bind me more than gameplay or fatalities.
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Zerodegreez
12/15/2004 01:59 AM (UTC)
0
Yes,.
As an old skool mk player (mk 1 arcade days) I can't see anything wrong with it.
I think some people have extremely high expectations, its a SUB GAME not a Game, it fun and interseting.
Isn't that enough?
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yo-man
12/15/2004 02:15 AM (UTC)
0
dont like it one bit, its boring but have to play to unlock stuffconfused
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IonBlade
12/15/2004 03:59 AM (UTC)
0
I thought it was absolute incredible. It has excellent atmosphere, and the music really made it feel like a continuing adventure, not a 2-minute superfast thingydingy repeating over and over. I also thought the controls were great and very responsive, and it ran smoothly the whole way through.
WIth that said, there are a HUGE number of improvements that could be made to this mode that would make it absolutely perfect. I'll list some:
1. We need a quest journal! There should be an option to see the current quests we're on, the quests we've completed, and at what stage of our current quest we are at. Without this, i forgot countless sidequests, and sometimes even what i was doing at the moment.
2. The graphics were good, but only in the sense that there was nothing horribly wrong with them, and they were very very atmospheric. However they could be improved on a number of fronts, including a bit more detail on the ground like rocks and things, make trees look a bit less like carbon copies of eachother, increase the detail on the character models, make the ground less flat and more varied, put something interesting inside houses that don't repeat the same thing in every house, and add spiffy effects like the reflections you see in kombat mode. Imagine being in earthrealm, it's nighttime and the moon is in the sky, you are standing by the beach and see the marvelous reflections of the moon and stars in the water.. bending and refracting on the surface.
3. The controls were great, but there were some problems, the biggest being the many, many invisible walls you just couldn't pass through. Walking through the trees in earthrealm was like walking through a maze where the barriers are invisible walls between trees. It really just takes away from the experience if you have to walk around a rock or tree to get to a spot you can see, even though there's nothing blocking it.
4. The fights you'd encounter along the way were mostly boring and sometimes way too hard. If we have to fight a character, atleast give us a good reason to that would reward us in some way other than koins. Once the krypt is unlocked, koins become uselss, and we don't need them anymore.
These are just some suggestions that would tighten up the overall experience of konquest, without turning the game into a full blown 100% RPG. Ofcourse there are many more improvements i have in mind, but they're the kind of things that would involve pretty much devoting the entire game to the adventure mode.
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Raging
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About Me

World of Warcraft Characters: Horde
Ravenholdt:
Reclawed 85 Druid
Alliance
Alleria:
Declawed 85 Druid

12/15/2004 10:01 PM (UTC)
0
I'd have to agree with your number one statement. A journal would've helped.
IonBlade Wrote:
I thought it was absolute incredible. It has excellent atmosphere, and the music really made it feel like a continuing adventure, not a 2-minute superfast thingydingy repeating over and over. I also thought the controls were great and very responsive, and it ran smoothly the whole way through.
WIth that said, there are a HUGE number of improvements that could be made to this mode that would make it absolutely perfect. I'll list some:
1. We need a quest journal! There should be an option to see the current quests we're on, the quests we've completed, and at what stage of our current quest we are at. Without this, i forgot countless sidequests, and sometimes even what i was doing at the moment.
2. The graphics were good, but only in the sense that there was nothing horribly wrong with them, and they were very very atmospheric. However they could be improved on a number of fronts, including a bit more detail on the ground like rocks and things, make trees look a bit less like carbon copies of eachother, increase the detail on the character models, make the ground less flat and more varied, put something interesting inside houses that don't repeat the same thing in every house, and add spiffy effects like the reflections you see in kombat mode. Imagine being in earthrealm, it's nighttime and the moon is in the sky, you are standing by the beach and see the marvelous reflections of the moon and stars in the water.. bending and refracting on the surface.
3. The controls were great, but there were some problems, the biggest being the many, many invisible walls you just couldn't pass through. Walking through the trees in earthrealm was like walking through a maze where the barriers are invisible walls between trees. It really just takes away from the experience if you have to walk around a rock or tree to get to a spot you can see, even though there's nothing blocking it.
4. The fights you'd encounter along the way were mostly boring and sometimes way too hard. If we have to fight a character, atleast give us a good reason to that would reward us in some way other than koins. Once the krypt is unlocked, koins become uselss, and we don't need them anymore.
These are just some suggestions that would tighten up the overall experience of konquest, without turning the game into a full blown 100% RPG. Ofcourse there are many more improvements i have in mind, but they're the kind of things that would involve pretty much devoting the entire game to the adventure mode.
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MadeMan5
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dnim ym ni eb reverof lliw tabmok latrom

12/15/2004 10:34 PM (UTC)
0
I LOVED Konquest. MK:D would have been horrible without it.
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SkyCaptain
12/17/2004 09:43 AM (UTC)
0
Konquest = Shit
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TOKombatant
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About Me

"What's the worst that could happen?"

(cue falling piano)

12/17/2004 02:41 PM (UTC)
0
IonBlade Wrote:
I thought it was absolute incredible. It has excellent atmosphere, and the music really made it feel like a continuing adventure, not a 2-minute superfast thingydingy repeating over and over. I also thought the controls were great and very responsive, and it ran smoothly the whole way through.
WIth that said, there are a HUGE number of improvements that could be made to this mode that would make it absolutely perfect. I'll list some:
1. We need a quest journal! There should be an option to see the current quests we're on, the quests we've completed, and at what stage of our current quest we are at. Without this, i forgot countless sidequests, and sometimes even what i was doing at the moment.
2. The graphics were good, but only in the sense that there was nothing horribly wrong with them, and they were very very atmospheric. However they could be improved on a number of fronts, including a bit more detail on the ground like rocks and things, make trees look a bit less like carbon copies of eachother, increase the detail on the character models, make the ground less flat and more varied, put something interesting inside houses that don't repeat the same thing in every house, and add spiffy effects like the reflections you see in kombat mode. Imagine being in earthrealm, it's nighttime and the moon is in the sky, you are standing by the beach and see the marvelous reflections of the moon and stars in the water.. bending and refracting on the surface.
3. The controls were great, but there were some problems, the biggest being the many, many invisible walls you just couldn't pass through. Walking through the trees in earthrealm was like walking through a maze where the barriers are invisible walls between trees. It really just takes away from the experience if you have to walk around a rock or tree to get to a spot you can see, even though there's nothing blocking it.
4. The fights you'd encounter along the way were mostly boring and sometimes way too hard. If we have to fight a character, atleast give us a good reason to that would reward us in some way other than koins. Once the krypt is unlocked, koins become uselss, and we don't need them anymore.
These are just some suggestions that would tighten up the overall experience of konquest, without turning the game into a full blown 100% RPG. Ofcourse there are many more improvements i have in mind, but they're the kind of things that would involve pretty much devoting the entire game to the adventure mode.

Oh My God! The invisible walls in between trees and rocks is the WORST!!! LOL! My gf gets so frustrated by them everytime she plays. I've gotten used to them but they're still friggin stupid.
And just to let you know, when you win koins even after you've open all the krypts, you can use them to bet on fights either in 2-player or online play.
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