what was the best konquest mode?
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posted05/31/2008 01:41 AM (UTC)by
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satinsoven
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out of MKDA(completing training for every character individually), MKD(playing an RPG styled game as Shujinko), MKSM(playing as either liu kang, kung lao, scorpion, or sub zero in an action/adventure game similar to god of war and ultimate alliance) or MKA (playing as Taven in an action adventure platform game). for me it's a cross between mkd and mksm
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outworld222
05/17/2008 12:06 AM (UTC)
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Personally I liked the MKD Konquest the most. Seemed to have the most mystery in it.
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Nightcrow
05/17/2008 12:33 AM (UTC)
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Well, Mortal Kombat Deception's Konquest mode in my honest opinion is the best Konquest mode ever. It is the greatest side game on a beat em' up i have ever seen. It's just so full of mistery and misticism, it recreates in a perfect way the vision of Earthrealm i had constructed in my mind until Deception: an ancient (no matter wich century it is inserted), asian styled, mystic and supersticious setting with no urban spaces or moods. It is much like the version of Earthrealm we get to see in Mortal Kombat Conquest, although far from it's perfection.

The only things i would like to complain about MKD's konquest is that Midway got lame in using and re-using the same character models so much times. I mean, an example: when you fight a Lin Kuei member, he ALWAYS is Sub Zero, or a Shirai Ryu member always uses the character model of Scorpion.. i mean, they even made separate Lin Kuei member character models to appear in some missions, why couldn't they use one of those as a fightable adversary?

And then recolour it to yellow, and you'd get a pretty cheap, but plausible Shirai Ryu member. Also, i don't like the fact that time seems not to pass in the correct order in konquest... like: you first meet Li Mei at the time of Deadly Alliance when her city of Sun Do is enslaved, and she tells Shujinko that she is planning on taking on Shang and Quan Chi to free her people, but then, all of a sudden, Shujinko gets arrested by Hotaru for ridiculous reasons, we get a story screen that tells us that Shujinko waited for years in jail until he was released by Dairou, and some time after it, the storyline of Deception begins....

I was like "WTF?!!"" i mean, i'm sorry but wasn't Deception supposed to take place right after the closing events of Deadly Alliance? Then, how the fuck can Shujinko be imprisioned for years (and judging by his appearence, he was in jail for at least 20/25 years..) so....


Yeah, don't give me the lame excuse of "time can pass in a seemingly faster way, depending on wich Realm you currently exist", i mean... THAT IS CHEAP AS FUCK!


Aside from that, MKD's Konquest rulezgrin

(Shaolin Monks also does smile)
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Mick-Lucifer
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05/17/2008 12:57 AM (UTC)
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It's definitely a toss up between this one and this one...
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ThePredator151
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05/17/2008 02:14 AM (UTC)
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This thread should go in the overall forum.

But to answer the question, MKD was the best one. There was alot to do, it was long enough, and the mood was traditional MK. It was alot like playing a new, MKMythologies, or MK1.

My only complaint would be that he (Jinko) couldn't do some common sense stuff like jump,or climb on stuff. But it was still fine without that stuff.

I loved MKSM because it was something like MK2(which was the point), and on a large scale, because it was a really good co-op game. That had a great appeal for me. Only real problem with that game was the story element was jacked up. Everything else...even MK2 as an extra on the disc was great. It was a great game iMo.

I liked MKA's Konquest mode, but only for the things that MKDs' Komquest lacked. You could performed special moves, sufficient fatalities for the mode, jump, I guess you still couldn't really climb on things, but the upgrades from MKD were adequate enough to compensate. It was also alot more interactive, Like NightCrow said, but for this game, there were different character models through out...And as a side note, you could break and use things in the world to an advantage or disadvantage. That was good. Everything else was terrible. It was very short, it used the chests like it was the life of the mode, and it didn't let you explore at all like MKDs' Konquest mode did. Another HUGE problem with that one is that Taven was a forced character to me. Shujinko was set up better in his introduction.

With Shujinko, we were allowed to grow up with him, and I thought that was phenomenal. It's something that made me question my distaste for any MmOrPg. Which is what you wanna do as a developer if you wanna expand on a thing anytime in the future. With Taven, he was too forced. They made it so that you essentially, couldn't accomplish anything unless you played with him. I thought that was a terrible mistake. You should never limit the player like that. It's like the blinds on a race horse.


But yea, MKD's was the best. MKSM ties or is very close behind that.
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Mick-Lucifer
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05/17/2008 03:38 AM (UTC)
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ThePredator151 Wrote:
This thread should go in the overall forum.

Even though this one already encompasses two Konquest modes, and with time, presumably a third?

I'd go Armageddon just because, for it's faults, it offered the most satisfying gaming experience. It was still very clausterphobic not being able to jump, but the MKSM adventure gameplay was a lot of fun, and the linear narrative meant my attention was much better maintained.

MKA's Konquest also boasted a far more involving tour of realms and locations, with optional training modes, which was much appreciated. For some massochistic reason I play MK for the characters and story, so touching on the minimum (or nominated) gameplay modes was appreciated.

Shame it all seemed to fall apart after the first few levels.
It felt like someone was certainly working on making this Konquest an immersive side-game when suddenly deadlines caught up and they realised they hadn't stuffed Scorpion into the mode yet. And just when you thought giant bodypart bosses were a thing of the past! Mmm, floaty skulls! Who needs a Splatterhouse revival?! grin

As a concept MKD's Konquest sounds better on paper, but the lite open world format didn't really do it for me.

That said, if you could take MKD's spirit of a free roaming open world game, slammed some MKSM/MKA style gameplay/graphics, and turned it into an MKSF sequel, though? Dog heaven, sir!
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RazorsEdge701
05/17/2008 10:04 AM (UTC)
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I guess I'm gonna be the only one who votes Deadly Alliance, but let me explain why.

Yeah, the gameplay was just a training mode and being forced to get the timing right on really long dial-a-combos sucks, but it did something the next two games didn't do: It let you pick your character.

And because every character had their own Konquest, that means you got a fully rounded story for every single character in the game, instead of giving one guy's entire life story while everyone else only gets bios, if that. Most people didn't like Shujinko or Taven, which means they'll probably NEVER like being told that some new guy they've never seen before is the game's "main" character. It always feels forced.
I think all future MK games should have a mode patterned on MKDA Konquest. Leave out the training elements and just make it straight fighting like Arcade Mode, so it's not boring, but make each character in the battle plan set instead of random, and put storyline information, either as a cut scene or an info box, in between every single fight.
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Reign_of_Chaos
05/17/2008 03:18 PM (UTC)
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Yea, deffinately deception. It was very mysterious and I never truely did everything in it i think?
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satinsoven
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05/17/2008 03:38 PM (UTC)
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RazorsEdge701 Wrote:
I guess I'm gonna be the only one who votes Deadly Alliance, but let me explain why.

i'm glad someone voted for this mode. in my opinion, here's my rating-
1.MKD- this has so much mystery to it, and it expands upon the story so much- both for the storylines of previous games and the current. it also introduced some vital storyline elements- like the one being. it was a great way of wrapping up everything that had happened that led up to the current situation. A great extra is that after you beat it, there's so much more you can do, like in GTA. You can do side-missions, unlock some more stuff, collect money, do training, etc. this greatly increases the replay value.
1.MKSM is tied, for all the great reasons. It has a spectacular fighting system, that has a great flow and really does air kombat justice, unlike MKA. It is easily one the best konquest modes, let alone one of the best MK games.
3.MKDA- this would be number one if the above two weren't actual adventure modes instead of a training mode. Even though the format is very simplistic and repetitive, it did as much for MKDA's story as shujinko did for MKD. Not only did it provide unlimited insight into the main character's story- oh wait, that's right. There is no main character! You can play as anyone. And for whatever character you pick, you get intense insight into what their role is in the story- insight that bios alone wouldn't give you. I also have fond memories of trying to do some long kombo.
4.MKA- I don't care if you can do fatalities, run, jump, climb, do special moves, or whatever- this was a big step down from MKD. All the extra features didn't save this mode. It also did very little for the story, and didn't help to advance it like MKDA and MKD did. As a result, MKA is not memorable at all, and I often go "Oh yeah, I think I remember something like that....
confused" when people talk about it.
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mkflegend
05/17/2008 05:01 PM (UTC)
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I wouldn't include MK:SM honestly because it's a separate game that's an adventure honestly....

But MK:SM was a great game FTR.

On the actual konquest modes now, my view

MK:A's was easily the best in terms of gameplay, most interactive and good time overall.

MKD's was fun, but IMO had a few downsides....A. wayy too long and dragged out B. At times too tough to find shit unless you have the guides or game faqs help. C. NOT interactive at all, I loved the fact that you could explore realms etc but not punch or knock someone over, yet they could hit you? ummm (thank goodness they fixed this in MKA's)

The one thing that I do like in MKD's Konquest over the other games was the exploration of newer realms, other then that I liked MKA's the best.

MK:DA's was good in the sense of "an introduction" Konquest, you train, learn moves, how the game is played etc. I liked it, more of a "training konquest" rather then "adventure game konquest" like MKD and MKA had.

So, my tiers as far as best Konquest modes

MKA>>MKD>MK:DA

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Check
05/17/2008 05:09 PM (UTC)
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mka = mkd >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>mkda


best replay value = mkd
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SubMan799
05/17/2008 05:21 PM (UTC)
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MKD was kind of boring and annoying. All the training pissed me off. I enjoyed MKA the most, but the storyline was lame. I actually rolled my eyes when I saw Scorpion.

MKSM is obviousely the best, but I don't think it should count because it's a complete game
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MsMarvel
05/17/2008 05:22 PM (UTC)
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I Konquested Barakaz_cuz last night, if that counts.
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reptile88
05/29/2008 08:31 AM (UTC)
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MK:DA Konquest.
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skorptile
05/31/2008 01:41 AM (UTC)
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MKD cuz all the sekrets.
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