Wednesday, March 14, 2012

If you're craving a less kid-friendly experience on the Kinect at launch, then your options are limited to just one game--Ubisoft's Fighters Uncaged. Sadly, not only does it fail on nearly every level to offer a compelling fighting experience, but its broken motion controls also make it immensely frustrating. Lifeless animation, generic visuals, and a baffling scoring system all serve to sap the fun out of playing. And, in a crazy omission, there isn't even a two-player option. Uncaged isn't so much a game as it is a way to make you want to bang your head against a brick wall in despair.



The premise behind Fighters Uncaged is as short and generic as they come. You play as an up-and-coming street brawler named Simon, who must battle his way through other brawlers in underground leagues to save his father from a kingpin. Aside from a mention in the manual and a short cinematic intro, you hear nothing about the story once you start playing, which makes this setup completely unnecessary. The game offers up just one mode, called Fight. But, before you can get down to fighting, you must endure an excruciatingly dull tutorial that teaches you the basics in a drawn-out fashion.



You view your character from behind in an over-the-shoulder perspective, with your opponent directly opposite. To fight, you mimic the moves you want your character to perform. For example, punching out directly in front of you launches a jab, while arcing your swing launches a hook. An onscreen animation demonstrates the movement, after which you must perform it three times against an instructor before you can progress to the next move. The game handles lateral movement of your character, so all you have to worry about is performing one of the kicks, punches, and dodges on offer.



The tutorial stretches on for what seems like an eternity because you not only have to perform each move three times, but you also have to repeat the process for both limbs--it's like attending a fighting school for toddlers. Furthermore, once you've completed basic training, you then have to fight against the instructor three times in best two-out-of-three matches before you can actually jump into the leagues. There is a skip option, but using it means the game thinks you haven't completed the training, so you can't progress anyway.



While most of the basic moves are easy to learn, there is a noticeable lag between performing them and having your actions reflected onscreen. This means you often throw a punch, only to think it wasn't recognized and throw another one, causing the game to suddenly launch two in quick succession. Thus, fights quickly degenerate into the Kinect equivalent of button mashing as you swing your arms and legs in the air, trying to get the game to pick up your movements. This only gets worse if you subject yourself to the advanced training, where you're taught moves like roundhouse kicks and combos. They require much more subtle movements, such as sliding your foot along the floor for a sweep, and are rarely recognized at all.



If you somehow manage to drag your way through the tutorial, then you can take part in the leagues. You start off in league three, where you face off against six other fighters with names as cliche as Rider, Ratface, and Mover. The aim is to progress to higher leagues, where you battle against increasingly tough though no more interesting or entertaining opponents. Fights themselves are an exercise in frustration as the game struggles to recognize your moments. This removes any sort of depth because you can't plan your attacks or launch advanced moves.



One of the most confusing aspects of a fight is the scoring system, which fails to reward you for your hard work. To reach league two, you have to gain a certain number of crowns, which are awarded if you score above 6000 points against an opponent. However, how you score points is never clearly explained, so even if you beat an opponent, you might not get any crowns at all. This means you have to go back and fight opponents repeatedly until you score points to progress, without ever really knowing how you did so.



To make matters worse, there aren't even any decent visuals to look at while you're fighting. The character models are lifeless, with stilted animation and a poor design that plays off of generic street stereotypes, such as leather-clad bikers and tattooed thugs. The 2D prerendered environments just add to the misery, with little detail and no animations. Even the music is poor, with a grating 10-second hip-hop-style loop repeated ad nauseam in every menu.



Fighters Uncaged is a prime example of how not to make a fighting game for the Kinect. The presentation is poor, the scoring system doesn't reward your hard work, and worst of all, the motion controls are simply broken. There's not even a multiplayer mode to, at the very least, let you eke some enjoyment out of fighting a friend. The only thing you'll get out of this game is a sweat, as you manically punch at the air in frustration. No matter how eager you might be for a Kinect-powered brawl, Fighters Uncaged is one game that's worth leaving locked up.

Mortal Kombat Trilogy Review

It seemed like a good idea. Take all three and a half Mortal Kombat games and cram them into one. And at its heart, it was. In effect though, it ended up something else entirely.



Mortal Kombat Trilogy on the Sega Saturn is a nearly identical port of last year's PlayStation version of the game, for all the good and bad that entails. It includes 32 playable kombatants (plus the four MK/MKII alternates of Kano, Raiden, Kung Lao, and Jax), stages, fatalities (and all the other humiliating finishing moves), and a handful of new moves - all together providing quite a bit of value for the player, right? Well, there are a few problems along the way that keep everything from seeming quite so rosy.



Just like the PlayStation version of the game, the character balancing and computer AI are atrocious. Fighters such as Noob Saibot and Jade are incredibly overpowered, with moves that run from rendering projectiles ineffective to making characters momentarily powerless. Meanwhile, the AI often simply works in clockwork response to your own actions. For example, try a special move and certain opponents will dodge it and execute an attack before you can block. This would be less obnoxious if they didn't do it the same way every single time, making it entirely frustrating and totally unlike playing a real human being.



When it comes down to it though, I consider this the best version of MKT out there, as it does have a certain amount of value in letting you play all your favorite MK characters against each other. My preference for the Sega controller for fighting games makes me like it slightly more than the PlayStation version, which in turn was worlds better than the atrocious Nintendo 64 revision. Unfortunately, there are a few things that could've been added to make it clearly better, such as character balancing and AI tweaks, and to a lesser extent, endings, vs. screens, and full animations for all the boss characters. After a year of waiting, it's pretty sad that they're not all present. Having a cartridge add-on for the game could've helped make the animations really incredible, though at least it's understandable that the developers didn't go that route.



In the end, Mortal Kombat Trilogy really symbolizes how out of hand the whole MK series has gotten with the "-alities" and all. Sure it was a great idea to include features people had rumored about on the Internet, but face it, Animalities suck. And Brutalities, even more so. It's the worst kind of punishment to get a demonstration of all of them after winning the game. Luckily, Ed Boon and John Tobias seem to have realized this, and have gone back to basics with Mortal Kombat 4, having only fatalities. Thank God.