Sticking with the review theme, GameSpot has posted their version of the review for the newest game in the series, Mortal Kombat: Armageddon! Unfortunately, GameSpot is on the very low end of the current review table, as MK: Armageddon musters a 7.0/10. While this is still classified as "Good" on GameSpot, it is below the average of both Mortal Kombat: Deception and Mortal Kombat: Deadly Alliance. The major problem cited by the reviewer is MK: Armageddon's similarity to the previous two games in the series. Other problems cited by the review include the Kreate-a-Fatality system and the reuse of older animations and sounds from the previous installments. Konquest mode however, wins praise as being the strong point of MK: Armageddon in GameSpot's view. The audio is also noted as being above average. Some major points from the review:

Strangely enough, the konquest mode, which was such a low point of MK: Deception, is one of the relative strengths of MK: Armageddon. The story focuses on a character named Taven and winds up being an unfocused mishmash, but it packs in a lot of action and throws so many unlockables at you around every corner that it winds up being fun. It spans a good six hours or so and doesn't bog you down in tutorials like Deception's konquest mode did. Even still, it's hardly a sufficient reason on its own to take the plunge on this latest MK.

Unfortunately, a lot of raw excitement at this huge selection of characters goes away as you realize many of these characters have little to distinguish them from the rest. In the last MK game, each fighter had three different fighting st
yles you could freely switch between in battle, but now most everyone's down to just two--a hand-to-hand style and a weapon-based style. This change isn't necessarily for the worse, as the prospect of having to memorize moves and combos for so many different characters would be daunting for any fighting-game fan. However, the basic moves and tactics don't differ much from one fighter to the next, and special moves include your basic assortment of projectiles and powered-up punches and kicks. But all this has always been true of Mortal Kombat's gameplay. So what is it about the fighters that makes them all seem the same? It's the game's new "kreate-a-fatality" system.

The fighting engine itself is showing some serious signs of aging, as well. It doesn't nearly offer the same fast-paced, fluid feel that's common to other fighting games these days, and it instead focuses on "dialing in" canned combos to deal damage to an opponent who leaves himself open. There's a new parrying system and air combo system, but they don't help the gameplay's awkward look or its counterintuitive feel. This MK is still recycling a lot of the same graphics and animations from 2002's Mortal Kombat: Deadly Alliance, so even when you're running the game on a wide-screen progressive-scan display, the action doesn't always looks flattering. There are a good number of amusing or painful-looking animations, as well as awkward-looking moves that cause the same old blood to start spraying. The game looks virtually the same and runs just as smoothly on the PlayStation 2 and Xbox, though the Xbox version is a little cleaner. As in the last MK, some of the stages add some complexity to the action since they include deathtraps that can instantly end a round, but most of the novelty of this is gone, too. At least the game's audio has held up better than the visuals. There's not much voice work, but the full-contact hits and the gloomy music still sound good.

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Thanks to forum member for sending the news lead on this review!