GameSpot has just released a pre-E3 preview of Midway's upcoming fighting game, Mortal Kombat: Armageddon. The two-page preview gives a somewhat in-depth preview of what they saw in the build (which is likely to be the same one as used for E3), as well as give an idea of what overall to expect from the game. For example, they dive right in with a preview of the kombat mode. From the article:

Our demo of the game let us check out the three key elements of the demo, the fighting, character creation, and konquest mode, which are all headed in a positive direction. The fighting portion of the demo let us a check out the game's front end, which laid out the modes the game will contain. The modes listed were in line with what we've seen in the previous games, with some notable additions; kombat, konquest, and MK online have been included since 2004's MK: Deception. However, kreate a fighter is a very cool addition to the franchise; we'll be touching on that shortly. Kombat offers the usual three fighting options, arcade, versus, and practice. We tried out the versus mode to get a look at the roster and see what's new to this installment. The character-select screen is a massive two-sided panel the team had to create in order to accommodate the huge roster of fighters. The selection of fighters offered a good sampling of new and legacy characters that included Shinnok, Sheeva, Kintaro, Stryker, Sector, Rain, Scorpion, Goro, Jarek, Kai, Sareena, Fujin, and Sub-Zero. Sheeva and Stryker were looking quite contemporary thanks to their modernized makeover, which was more than just cosmetic. To ensure that the game is balanced, the team is retrofitting all the legacy characters. Every fighter will have two fighting styles you can switch to on the fly, as well as a weapon.

In addition to the retrofitted balancing, the fighting system is being refined over Deadly Alliance's in a number of smart ways. Jumping makes a welcome return to the fray after a noticeable absence, offering more combo options in the heat of battle. Speaking of combos, the trusty combo-breaker move is now joined by a parry that will yield precious moments that you can use to get in some choice blows that could lead to bigger combos. Better still is the expansion of air combos, which are now full-blown aerial butt kickings. However, the most significant, and radical, refinement to combat is the revamped fatality system. Whereas all the previous MKs tasked you with memorizing fighter placement and button combinations, MK: Armageddon's new system gives you the chance to create your own fatalities on the fly. Though purists may scoff at the new system at first, we have to say it's a pretty ingenious way to make the brutal finishing moves accessible to casual players while still letting veterans show their mad skills. The system is initiated in the same manner that fatalities have been in the last two games. After you've knocked the stuffing out of your foe in the second round of a match, you'll have to cycle to the fatality mode using the left trigger. Once you're in the mode, you can get to work. The system basically lets you chain together different button and D pad combos together to perform a fatality. The twist is that the moves are broken up into different levels that can be combined to perform lengthy chains or much simpler, but still brutal, traditional fatalities.

So for example, when you initiate a fatality you can perform linkable moves such as stabbing and dismemberment or ripping out spines, organs, or skulls, which you can then segue into finishers such as head popping. At the end of the chain, your handiwork will be rated. From the sound of things you can perform fatalities that run up to 10 parts. The catch to the lengthier combos is that every time you pull one off, a meter will appear onscreen and run down. If you manage to perform any of the fatality moves, another meter will appear and require you to pull off another move. The challenge is in pulling off the moves quickly, as each subsequent meter runs down faster than the one before it. When you top out at a 10-part combo or you run out of time, your fatality will be named based on how many moves you were able to combo. Though a departure from the fatality system fans have been weaned on, the new custom approach is smart. The system offers fair rewards to button mashers who aren't diehard MK fans, but also provides a pretty broad canvas for veterans who want to go to town and totally clown their foes. While the system was pretty much in place in the demo we played, the team is aiming to create a massive array of moves for players to draw on when performing fatalities that's a far cry from the 40 or so available moves in the demo. Superdiehard fans should also be able to re-create the various classic fatalities by chaining together the right moves.

They also mention seeing such stages as the Wastelands from Mortal Kombat II, the Subway from Mortal Kombat 3, and others. The preview also gave a brief look at Kreate-a-Kombatant, which allows you to even pick such minor details as his own bio! Again, from the article:

After we had our run through the finer aspects of combat in MK: Armageddon, we moved on to a look at the character-creation system in the game, which will likely be a mighty time suck for fans of the series. The robust system lets you make play in several main categories--appearance, fighting style, weapon style, special moves, extras, and bio--that feature several subcategories to offer even more customization options. For example, the appearance option will let you tinker with every aspect of a character, such as their gender, size, and skin color, as well as tweak specific elements of their face. Once you've crafted your ultimate fighter's appearance, you'll be able to log in some time creating a fighting style for them. You'll be able to name your style and pick moves to assign to different button combinations. The moves we saw in the demo were culled from the vast array of attacks used by characters in the demo, but the final game should also include original ones. Once you sort that out, you'll be able to do the same for your character's weapon and the special moves they'll be able to perform. To ensure that no one goes crazy, the system will include some limits to keep you in line with the amount of moves and attacks the other fighters will have access to. You'll top off your creation with a run through the extras option, where you'll be able to sort your fighter's voice and victory stance. The final piece of the process in the bio section lets you type your fighter's name, place of origin, and even a short bio. Though the system is still being refined, the meaty taste of how it works in the E3 demo was impressive and should let players create just about anything they want, including very close approximations to a number of well-known characters.

As for Konquest Mode, new details were released concerning it. For example, the story's main character now has a name (Taven), and it goes into a bit of new detail concerning what we can expect to see in this mode. Once again, from the article:

The last element of the demo showed off the konquest mode, which is being tweaked in response to user feedback on Deadly Alliance. This time out, the story focuses on two brothers, Taven and Daegon, who wind up in a bit of Survivor-style sibling rivalry. It seems their father is trying to decide who to crown as his successor. The old man's method? A contest between the two brothers that sends them adventuring through Earth Realm in search of an ancient weapon that they'll need to use to defeat an elemental named Blaze, last seen in Mortal Kombat: Deception. Whoever manages to do that first will be crowned the new defender of Edenia and be given a powerful gift. Not the coolest thing for a parent to do, to be sure, but it does make for a good setup for Konquest mode, which now features a sense of urgency. You'll play through the mode as Taven and attempt to race through the challenges laid out before you so you can beat your brother.

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This time out, you'll be able to engage in some old-school brawling when enemies pop up. Better still, you'll discover you can perform simple one-button fatalities on the fly against your foes when they're dizzy. To be clear, the konquest mode's fatality system isn't anything like the new customizable system in the main game. You'll simply have to run up to a dizzy foe and hit one of the face buttons on your controller to perform a quick fatality. As you progress through each chapter, you'll begin to unlock special moves that will come in handy during your adventures. The first chapter yielded a special ground-pound move that sets off a fiery radial blast wave when you strike the ground in front of you, as well as a traditional fireball you can send hurtling at your foes. Once you've earned these moves, you'll perform them with the press of a button by holding down the left trigger, which calls up icons of the face buttons that have a particular move mapped to them, much like in X-Men Legends. The only limit to using these powerful moves will be a super meter that will be drained every time you perform one.

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Now, amid all of the above, the narrative will be playing out via in-game cinematics. The story unfolds a lot like a mystery, with pieces of info being revealed in cinematics that show Taven's parents having cryptic discussions about what's going on. At the same time, you'll be discovering bits of information through interacting with NPCs or, as in the first chapter, discovering murals in an old temple that hint at what's going on. As far as cameos go, MK: Armageddon's konquest mode seems to be aiming to cram in at least as many cameos as the MK: Deception's did. Besides Blaze figuring prominently into the story, the demo featured appearances by Kabal, Sektor, and Sonya Blade. The cameos tie in to one of the aspects of the mode that stood out to us, which was its scale. This time out, the mode has a bigger feel to it thanks to the various locations Taven went through. The young warrior wound up journeying from the starting area to an old temple, then to a forest, and finally wound up in Sektor's warship after being captured by the surly robo ninja. The final bit of the demo saw Taven escaping from his prison and trying to get off the warship while it was under attack from Sonya Blade's forces. In a nice geeky touch for fans, you'll hear Sonya and Sektor verbally facing off against each other over the ship's intercom while you go through its interior.

The article goes on to mention how well the returning characters and levels fit in with Armageddon's standard of multi-level arenas, plus indicate that the visuals actually look better due to an "improved graphics engine". They also mention little touches such as random themes in the main menu, and how koins appear to be more or less universal.

To read the article in its entirety, click here.

In addition, GameSpot has posted twenty-six exclusive new screenshots, showing such things as possible Kreate-a-Kombatants, battles in such arenas as the Subway and the Prison from Mortal Kombat 4, and even new shots of battles between such returning favorites as Reiko taking on Fujin, and Shinnok having it out with Shang Tsung. Most amusingly, Goro finds himself on the receiving end of an old-school death trap thanks to Kai...

To see all of the screenshots, click here.

Our thanks to forum/chat user for the heads-up on this very important preview!