The Sims Competitor That Almost Was

Slight divergence

I’m still hard at work getting the research ready for the next set of topics, Undead Unluck, as well as a double bill between an old anime that flew under the radar (fitting for this one specifically) and a more recent one that wrapped up not that long ago. This and some other stuff in my professional life are why I missed my deadline. I’ll do my best to get the Undead Unluck review out before the end of the month as I’ve said before or during the 4th of July weekend, preferably the former so we can all kick back with our friends that weekend. So I offer you a quick post here as a supplement to what I’d normally post. Also I think we could use a quick break from all the anime posts as of late.

What we’re shifting to now is video games. Specifically, life simulators like The Sims series and the topic of this post, a would-be competitor that was supposed to knock them down a peg this year: Life by You.

As a user of Reddit, one of the subreddits on my feed is r/TheSims, where users either showcase the strange happenings in their respective games, news from EA concerning the series, or simply airing their grievances against the latest installment, The Sims 4. I’ve seen them myself and have been both a supporter and critic of many of these grievances. It may be because I’m used to not having a lot, but of the things to complain about, only a select few are worth crying over; the rest of the dreck is borne from Reddit’s diva-itis. Then again, like most users, I have mods installed to add more spice to my saves, so this is part of what I see as valid.

Occasionally, there’s spillover of other life sim subs. For a while, there were a lot of posts on the sub about a potential competitor called Paralives. It’s still in development, but so far is promising a lot of the features that seem to be missing from The Sims 4, especially at launch ten years ago. Life by You promised much of the same things, and with Paradox spearheading the project, Paradox veterans would probably expect the same gameplay styles familiar with any of their games… or so you’d think.

Moving away from action-packed map staring and manipulation of geography, Paradox was teasing the project for about a year, and there were signs all around that this was an ambitious project for them specifically. Not exactly the first time a city/country/empire-builder studio tried this, ironically The Sims began when the lead designer was inspired to focus more on the people whilst developing the next installment of SimCity. Funny how this all comes together, right?

I can’t say whether the case was similar for Paradox, but it seems like lightning failed to strike the same spot twice. The original reveal and release date was pushed back multiple times, from late 2023 to March 2024 to June until Paradox unfortunately pulled the plug on the project once and for all. I’m tempted to say that it was far too ambitious and Paradox’s standards got in the way, but that sounds a bit harsh and a little accusatory. This company pushes out quality games regularly, they’re shown to be one of the few devs still supporting their games, even years after they release and have a more devil-may-care attitude towards mods. In my experience, they support and implore modders and programmers to share their works for other players to experience. Get yourself a quality computer and you too can experience your fellow gamers’ creativity.

Note that I’m not at all saying that Paradox should stay in their lane. I love it when people try something they normally wouldn’t do. I find it inspiring that risks are being taken, even if they don’t always pan out. It’s terribly unfortunate that they had to bury the project and effectively hand EA Maxis another W, but I remain optimistic for Paradox.

I’m not personally looking for a competitor to The Sims; I would’ve played it even if it wasn’t aiming to dethrone The Sims. I remember writing last year about the cancelled MK: Shaolin Monks sequel and Shaolin Monks itself. As I recall, part of the gameplay was inspired by the semi-RPG elements in MK: Deception’s Konquest mode. Whatever Paradox does next, it’s highly possible that they’re going to salvage what they learned and what worked with Life by You and implement it in the next project they launch.

As I’ve stated before, my gears turn relatively slowly, but only because I want a clearer picture to work with before I start writing. If this post seems briefer than what I normally produce, in this case, the news of the subject is still being written even as this is complete, meanwhile Shaolin Monks was released in 2005, giving me nearly two decades worth of research for me to use.

I’ll try not to make this a regular occurrence in the future, but the nature of my work won’t make that a guarantee. I may make an update in the future on the game or Paradox itself as time goes on. For now, the double bill is still in the drafting stage and should be up by Friday evening or Saturday.

The Mortal Kombat Game that Never Was

Growing pains

Mortal Kombat 1 released on September 19, 2023 and continues with the new continuity left over from the last game MK11. For a recap, MK 2011 (MK9) retold the story of the first three arcade games but with twists. MK X can be considered a divergent timeline than what was seen in Mortal Kombat 4 and Deadly Alliance. MK 11 is what I personally consider a joining together of Deception and Armageddon, and the new game goes full circle.

I had the pleasure of watching the YouTube channel MKIceAndFire play the game from start to finish, I believe with a review copy. I won’t spoil too much for the game, but continuing the trend of reboots, rehashes, and retcons like a late 2010s Marvel or DC Comic there are some changes that I welcome and some I think could’ve been done better. Of those I won’t change: Fire God Liu Kang.

From 1992 to 2023, seeing this franchise evolve over the years is amazing as a fan, so in celebration, I thought today I’d take a look at the franchise’s attempts at spinoffs; and I exclusively mean spinoffs, so updates like Ultimate MK3, Mortal Kombat Gold, or MK vs DC don’t count as most of these are laid out the same as their main contemporaries and don’t do anything different from the others or if they do, not enough.

Video games spawning spinoffs and spiritual successors is a time-honored tradition. Sleeping Dogs succeeds True Crime, the BioShock series to System Shock, and several others. Generally focusing on individual characters or inventing something new comes easy to video games and Mortal Kombat does that in spades, many times over. The first success coming from 2004’s Deception.

By himself, Shujinko’s journey across the realms to gather the Kamidogu though (spoiler) under false pretenses is a solid and interesting story to follow. The boy who dreamt of great things. As an addition to the MK franchise, his story definitely stands out while also adhering to age-old kung fu cinema tropes like that of the wise old foolish master. A combining of the old and new, though he’s currently limited to the 3D era with few references beyond that.

Fortunately, there’s a spinoff that by all accounts is considered perfect. Fluidic combat, leveling abilities, a reimagining of the characters, and a great big tournament with traversable realms, along with a co-operative mode. It’s MK: Shaolin Monks.

With all that had occurred in the franchise’s history, I like to think of this game itself along with the Konquest modes of Deception and Armageddon as culminations of what worked in the past coupled with new ideas that carried these games in particular to new heights. Having said that and considering the title of this post, it’s not hard to see the struggles endured by the franchise.

With even some main games struggling at the first hurdle, some of the updated versions helped somewhat to pick up the slack and can thus be forgiven for their faults. Few games age as well as some others. For spinoffs, though, Ed Boon and John Tobias seemingly had a desire to branch out beyond the main Mortal Kombat tournament or reimagine it somehow. The ideas they had were interesting, but the execution wasn’t what it could’ve been.

Starting with the first of these, the 1997 spinoff featuring the failed Mythologies series.

The Development section of the game’s Wikipedia page states that John Tobias wanted Mythologies to be a separate series, not dissimilar from the multiple series within the Sonic or Mario franchises. The reason for this was to better flesh out and develop the individual stories of the characters far exceeding the limits of the character endings and bios. The people at Midway chose Sub-Zero as their candidate and went with a side-scrolling platformer, also not unlike the more family friendlier video games of the era, or even Castlevania.

Unfortunately for Midway, the results of these efforts were executed poorly. If they were perfect, then the shape of the Mortal Kombat franchise as of now would be different. For their efforts, Mythologies failed at what it set out to do. Awful graphics for the time (and even now), frustrating controls, confusing layout, and uninspired enemy designs, and a difficult loop instead of a curve put this game below the bottom of the barrel.

Probably would’ve been better to spend more time in the oven. That same development section of the Wikipedia article explained that the team working on this game was much smaller and the techniques used a whole bunch of green screen and overlays. Not saying that more cooks in the kitchen would’ve produced a better meal, but if the size of the dev team was the culprit than a few more hands would’ve helped. Or if not that, then the old ways that worked for the other games were still available.

Could Mythologies have been made better? Perhaps. Whatever the defining factor is that gave us the Mythologies of this timeline than whatever another timeline got, I can’t say with certainty. As a positive for that game though, the costumes and set design were true to the original character designs and it’s cool to see someone loved Quan Chi’s appearance in MK4 enough to make that his alternate costume going forward. Observe.

Not to be deterred by one failure, the alchemists of Midway sought to try again some three years later with a worse attempt at a spinoff: Mortal Kombat: Special Forces. The specter of video game development hell would have it out for Midway at this stage it seemed. The moderately-sized dev team behind MK Mythologies was unlucky, but according to this game’s Wikipedia article and this article by Gaming Bolt, the development of the game was way more trouble for subpar returns.

Comparing MK4 from 1997 to Deadly Alliance from 2002 shows that for the former, the transition to 3D was neither easy nor pretty while the latter made use of what was learned the first time around to produce a better looking product. But MK4 is a game the old heads of Midway are at least somewhat proud of for not breaking too much and experimenting with a new trend at the time. Special Forces is infamous for being so maligned that Ed Boon hasn’t acknowledged it since its 2000 release on the almost retired PlayStation and for good reasons.

The technology at the time was well outside the dev team’s scope and experience, given how much of a chore it was just to get MK4 and the subsequent Gold up and running. As for what gameplay consisted of, it was quite ambitious at the time. An action-adventure beat ’em up with a revolving door of abilities and even weapons at the player’s disposal sounded way too good to be true for a 2000 game and it unfortunately was. These difficulties mounted with distressed developers jumping ship and leaving new folks with a mess to sort through.

Of these departures was John Tobias himself. One of the two men who brought us this franchise needed to dip out and take a much needed breather, and with news of this during the dev cycle, rumors abound that Special Forces was set to be cancelled soon. But the remaining devs continued forth in this perilous journey to bring the game out and their efforts sadly did go to waste.

Never mind cooking with a missing number of cooks; this is what happens when some of the cooks leave and new cooks fill their shoes without filling them in on what they’re finishing. Needless to say, ugly graphics, bad controls, a convoluted story, and last-minute changes to who the protagonist was supposed to be, the wider MK community has little love for this game and those who are joining but don’t know about this game, take it from those who do, you’re not missing much. Deadly Alliance has more bang for your buck.

I’d already said above that Shaolin Monks was perfection as far as spinoffs go and for a while I didn’t realize that it was also supposed to have a sequel. I tried looking into this more and for games that get canned for XYZ, many of those that don’t see the light of day at least have footage for the public to gaze upon. Like Eight Days, or Sonic X-Treme or Scalebound to name a few. In my research, I’d found that a developer known as Paradox Studios (not the makers of Europa Universalis or Hearts of Iron) were supposed to spearhead a sequel focusing on Scorpion and Sub-Zero with the working subtitle of Fire & Ice.

It would’ve been loosely based on the Mortal Kombat II ending to Scorpion’s arcade run where to atone for killing Sub-Zero’s brother, he vows to protect him as a savior and guardian. If you’ve played any of the recent Mortal Kombat games, there are several nods to this in a few select endings. My personal favorite being guest character Spawn’s from MK11.

Credit: MKIceAndFire

All things considered, the great focus paid to Sub-Zero and Scorpion culminating in an almost game that was canned on the drawing board makes it seem as though Fire & Ice was the one that got away. The reasons behind the cancellation had to do with Paradox Studios suffering from financial woes, as explained in this article from Game Informer. The most they could do was a concept level and character design before the project was tossed out with the bath water.

Still, the concept resonated enough for Ed Boon et al to keep referencing it some 15 years after the project’s premature death and for fans to produce a bevy of fanart and fanfics over what the story could’ve been about. Perhaps it could’ve been something like what Mythologies would’ve been with the fleshing out of other character stories; maybe the two would combine to beat down on Quan Chi only for him to be saved by one of the Brothers of Shadow or even Shinnok himself. The sky was the limit back then, and it still is. For all its faults, Armageddon was onto something with the character customization, something that made a comeback in MK11 with the different loadouts for each character.

Since the reboot in 2011, NetherRealm Studios (probably with insistence from WB Games) has been focusing on the main plot with nothing to show for a side plot to explore aside from the associated comics that most folks probably won’t realize are being released until they do some more digging. I’m hesitant to say that WB Games won’t allow a new Fire & Ice; while backwards compatibility is off the table for them, it’d help me greatly if I knew what their game plans were before I say anything. And with studios so tightlipped about projects and pitches, speculation is the best we can do until a statement is made.