Mortal Kombat 3D Legacy

Controversial, but for different reasons

In Part 2 of this 3D Video Game Lookback Series, I bring you to the Midway era of the Mortal Kombat franchise. For this post, I’m largely going to include the games I have played from this era being Deadly Alliance (2002), Deception (2004), and Armageddon (2006). For those seeing this lineup and wondering about the others, I will briefly touch up on MK4 (1997), bear in mind that my exposure to that game is limited as I’ve never been able to play it even emulated or remastered as the Midway library only ever mentions the three arcade games, most likely due to the little love it received for being a subpar transition to 3D from 2D, written well in this blog from February 2020 and explained by Ed Boon himself in this documentary video included in Deadly Alliance, most likely recorded prior to the game’s October 2002 release window:

Channel: Ro Sohryu

On YouTube, MK4 gets its spotlight about five minutes in.

Suffice it to say, MK4’s experiment with 3D showed the desire to follow a trend that would shape the future of the video game industry roughly indefinitely save for a few outliers calling for a simpler time.

Thinly-veiled marriage proposal to 2D platforming, I say.

With MK4 designed as an arcade game like its original predecessors, it doesn’t necessarily follow a canon ending, though some individual characters’ endings flow into Deadly Alliance. The only one so far that I know does this is Scorpion’s ending. After defeating Sub-Zero, the Grandmaster of the Lin Kuei accepts responsibility for the destruction of the Shirai Ryu clan, but reveals that no Lin Kuei ever touched his family. Quan Chi reveals himself to be the mastermind behind Scorpion’s vengeance and attempts to trap him in the Netherrealm. Fruitless endeavor as Scorpion drags the sorcerer to hell with him for the torturing. This is consistent up until 2004 where Shujinko has a hand in helping to find Quan Chi in the Netherrealm while there for his own reasons, but we’re jumping forward a bit, let’s bring it back.

Deadly Alliance follows on from Scorpion’s MK4 ending, with Raiden as the narrator of Quan Chi’s escape through a portal. On the other side, he found a tomb housing the legendary undefeatable army of the long, deceased Dragon King, deciphered the ancient rune stone, and the one that disturbs Raiden the most, he’d formed an alliance (based on ignorance) with Shang Tsung of all people. Per this deal, Quan Chi will help Shang Tsung gather the souls necessary to revive the mummified army of budget samurai warriors.

Wonder if the inspiration came from the Chinese terracotta army design-wise…

Shang Tsung meanwhile will teach Quan Chi the soul transfer spells that achieve this mass revival. Evil as they are, you’d probably expect them to singlehandedly lay waste to some innocent village, and as either of the two that’d be my first suggestion… and one I’d personally shoot down considering the types of souls I’d like to inhabit these skeleton warriors. Any old soul would likely not make the cut–if I’m bringing an army back from the dead, I’d want the souls of trained fighters, warriors!

And going with that thought process, the sorcerers went to concoct a plan to lure them all into one place. Two great problems lie in the way however: Emperor Shao Kahn and Liu Kang. No, the Emperor of Outworld isn’t aligned with the Champion of Mortal Kombat. Just that the two know they’d face heavy resistance from these guys. Shao Kahn would want to take part in the tournament and Liu Kang won’t stop until all threats to Earthrealm are beaten fair and square, this last part biting him in the ass. Naturally, they feign loyalty to kill Shao Kahn and make a beeline for the Wu Shi Academy where the Mortal Kombat Champion trains extensively. Shang Tsung could still not hold a candle to Liu Kang, unassisted at least. Enter Quan Chi to put him in a vulnerable position allowing Shang Tsung to take the killing blow.

The body of Liu Kang is the first of several transported back to Shang Tsung’s palace (whose construction has an interesting story that unfolds in Deception’s Konquest mode). An undead soldier is voluntold to get the Shaolin monk’s soul, and the intro cinematic warns of impending doom should the Deadly Alliance succeed, bringing Raiden to his closing argument. He turned away from the realm of Elder Godhood to mount a resistance against the sorcerers.

Channel: merocch

Spoiler alert: it fails. And looking at how Deception starts, miserably. Raiden might as well have been feeding them soul after soul. Shang Tsung didn’t necessarily need them, but knowing his greed, there’s never enough souls. It’s never explained how many of the souls in the Soulnado in his palace are suitable for transplantation to the undead army, nor is it ever explained if there’s a purpose beyond prolonging death. The most we get out of his use of that Soulnado is to prop himself back up after a devastating blow from Raiden.

Deadly Alliance still suffers from the Arcade framework of all the other games before it, but its not like Midway couldn’t write a compelling story in the MK-Verse. Deception proves it with Shujinko’s narration of events that bring us up to speed on the results of Raiden’s impromptu militia. Needless to say, it got so bad, he had to face the Deadly Alliance himself. The final bastion against misery and terror.

Thunder god or not, the man couldn’t do much against the Deadly Alliance’s plans. And when they merged their own powers, they took him out of the fight for at least five minutes max. Naturally, treachery followed this short-lived victory. In either of their endings in Deadly Alliance, both have secret alliances with third parties: both used Kano in their respective endings, although Shang Tsung allied with the Oni that were about to feast on Quan Chi’s innards in the Netherrealm (which does happen in Drahmin’s ending); and Quan Chi with anyone who’s capable of putting the squeeze on Shang Tsung before he destroys the traitor he hired to carry out the initial betrayal. In the Deception intro, they simply betray each other for power, knowing that the command “Obey he who possesses the amulet,” depends on who he is. Quan Chi won out and kept the amulet on his belt.

In the distance, Quan Chi could hear a loud and approaching stomping, a crescendo of an even worse danger than even he or Shang Tsung could threaten to unleash on reality. The one-eyed man may be king in the land of the blind, but in this instance, the undead army would never bow to a pretender. They knelt in recognition of their one true ruler as he revealed himself to the lone sorcerer.

An ancient prophecy kept alive by the remaining holy men of the Dragon King, the last Dragon Egg had hatched, and had taken on a host in the form of the gradually devolving Reptile (further confirmed in his own ending). The true emperor of Outworld had returned to show everyone what a real monster is, stopped only by a duo of treacherous sorcerers and a thunder god in a desperate attempt to reverse course.

Even with their powers combined, Raiden realized it would take more to defeat Onaga, and so made a final sacrifice… that ultimately failed to even scratch Onaga. The blame falls largely on Shujinko for bringing this ungodly power to him. To take responsibility, he vows to right wrongs committed by his unknowing service to the Dragon King.

Channel: MKIceAndFire

To make sense of these dire straits, we go back forty years to Shujinko’s youth. A bright-eyed young man with a special place in his heart for the Great Kung Lao. Sadly, he lacks his idol’s martial arts’ skills and seeks to learn from one of his teachers, Bo’ Rai Cho, an Outworlder who has taught warriors for the last few Mortal Kombat tournaments to include the Shaolin Monks among others. Stuck in the confines of his village, Shujinko is essentially forbidden from venturing into the outside world until a strange entity called Damashi visits him in the street. With an offer of adventure and the chance to save reality from destruction, he gracefully accepts a quest that will take him throughout the Mortal Kombat universe (and expose players to some neat and interesting level design).

Over the years, he adopts the fighting styles of numerous warriors, is exposed to different rivalries between established characters of old and newer characters, and finds himself the star of several complicated overarching plots that resolve relatively quickly, to include one that involves a sorcerer and a ninja specter. Keep in mind, this is all for the sake of collecting six tools known as Kamidogu. Hiccups abound, but at the ripe old age of approximately 65, Shujinko concludes his quest in the Nexus.

…or so he thought. The last Kamidogu is in place, but not immediately taken to the Elder Gods. The final piece needed to achieve this is Shinnok’s amulet, attached to Quan Chi whom he found in the Netherrealm twenty years prior. The Kamidogu now sitting in Onaga’s palace, Shujinko’s ending suggests he uses the fighting abilities acquired over the decades to destroy Onaga. All’s well that ends–no, that’s not what happens either. He does redeem himself in his ending, but in Raiden’s ending, he’s tortured over this mistake. And this isn’t the same Raiden that narrated Deadly Alliance. Deception gives birth to Dark Raiden, ironically hellbent on protecting Earthrealm.

Channel: i’m playing it!

Unbeknownst to the rest of the cast, Raiden doesn’t die very easily. He came back heavily corrupted and negatively influenced by the doings of mortals. No longer content with playing defender, he’ll take a page from Shao Kahn and directly challenge his adversaries, and effectively press any fighter into defending Earthrealm to the death. This new thunder god was a force to be reckon with.

Channel: Kamidogu

Further explained in his Armageddon ending.

For Armageddon, it’s exactly as advertised. If you noticed over the course of this entry, numerous factors I mentioned specifically as well as those I couldn’t specify for brevity’s sake, have a grave impact on the health and future of the realms. The sorcerers were always a threat, though the original timeline shows that the Elder Gods’ hardline inaction was what would ultimately doom the realms.

Armageddon explains that their solution to this was to brainstorm ideas with the parents of Taven and Daegon, Argus the Protector God (read: Raiden) of Edenia, and his sorceress wife, Delia. Argus outright proposes extinction, but Delia, levelheadedly, asks to render them powerless in recognition of the heroes that sacrificed themselves to save the realms, even if it was only their own homes. Thus was given the Armageddon Konquest plot where it was passed off as a competition between the brothers to defeat the firespawn, Blaze. Taven and Daegon were told what their respective dragons, Orin and Caro, were told, in that the quest was intended to challenge the brothers to see who could succeed Argus as the Protector of Edenia. Defeating Blaze grants this as well as full godhood to the victor.

Over the course of the quest, however, Taven discovers numerous details that don’t add up. His parents have temples in Earthrealm, which I personally don’t find all that unheard of. It’d be the equivalent of a cult of Raiden in Outworld or Edenia, presumably in defiance of Shao Kahn or worse. MK lore does establish holy men responsible for the upkeep of these temples, and when they abandon it (or get killed), it inevitably falls into disrepair. So imagine how surprised Taven was to find that red-clad warriors bearing the mark of a Red Dragon occupying it.

It wouldn’t be the last time he finds the Red Dragon clan on his journey. They hide amongst the traps outside his mother’s temple, the same one commandeered by the Lin Kuei generations before, and the same one where Shujinko learns Lin Kuei martial arts at from Sub-Zero himself. After a confrontation with the same Grandmaster of the Lin Kuei and an impromptu offer of help when Noob and Smoke plan an infiltration on the grounds, Taven is led to the Red Dragon stronghold where he discovers a twist for the ages.

The founder of the Red Dragon clan was his own brother, Daegon.

Further exploring the Red Dragon stronghold, Taven is made aware of a sickening series of science experiments to physically alter the appearance of individual members into dragons themselves. Funny enough, Kano clues him in to all of this. He’s a Black Dragon member with no love for the Red Dragon and if spilling the secrets of a hated enemy means anything, who, besides Mavado, was gonna stop him?

Taven reunites with Daegon’s companion dragon, Caro, imprisoned and forced to scatter the Red Dragon clan throughout the realms. From Caro, Taven learns that the entire course of events that precede Armageddon relied on a mental connection to Blaze. However, he was kidnapped by Onaga’s holy men and enslaved to safeguard the last dragon egg. Since it hatched in Deception, his purpose there had concluded and a side quest in Deception resets his path to continue the quest.

Except the damage had been done. Daegon was awoken prematurely and pretty much singlehandedly set the course of events from Deadly Alliance onward. Blaze made cameos in earlier games, but didn’t come into prominence until Deadly Alliance as a secret playable character.

Caro had felt personally responsible for setting this course of events to occur, but Taven is right. The dragon was being too hard on himself. No victim plans their own kidnapping unless they’re in on it. As Daegon also knew the quest wasn’t all it was said to be, he sought the answers from the source and killed them where they stood. Taking responsibility for all of that, Caro sent Taven to follow Daegon and stop him while Caro stayed behind to destroy the Red Dragon Clan by himself.

Following Taven into the Netherrealm, he happens upon a weakened fallen Elder God, and here we learn how long Taven had been in slumber. The gap in his memory seems to begin with Mortal Kombat 3 and ends in this game. Oh, to fill him in on all the lore.

Shinnok offers to help Taven find and stop Daegon from corrupting the quest further, but he puts Taven through a series of trials first to reclaim his spire. When all is said and done, Taven had been delayed by an elaborate ruse orchestrated by Shinnok and Daegon to advance Daegon’s position as Protector and by extension, god. He also revealed the quest’s existence and prize to other combatants as a means to slow Taven down, from Sektor’s initial ambush at Argus’ temple in Earthrealm to Prince Rain challenging him outside Delia’s.

Taven goes back to Earthrealm where Orin was subject to fatal wounds by Quan Chi. In pursuit, he follows him to Outworld and fights his way through Shao Kahn’s fortress to learn that A. death is a bitch ass in the Mortal Kombat world since Shao Kahn’s fortress would’ve been reclaimed by Onaga and B. Onaga, Shao Kahn, and the former Deadly Alliance have all formed an alliance (still based on ignorance, they all betray each other in the intro cinematic) and fled to Edenia.

Dark Raiden rears his corrupted head once again, having struck an uneasy truce to stop Taven so long as Shao Kahn ignores Earthrealm. A desperate Raiden would definitely do this, but a smarter Raiden would incapacitate Shao Kahn and company. Finally in Edenia, Taven is ambushed by the last of Daegon’s impromptu agents, Scorpion himself. After his defeat in Edenia, Daegon shows up to finish the job but is interrupted by the firespawn himself. The quest didn’t have to and ultimately did not pan out how Argus and Delia foresaw, but by the Elder Gods, if Blaze had to make sure it ended a certain way than gods dammit he will!

Taven and Daegon were taken to the rim of the crater where Armageddon would begin. Finally able to confront Daegon over his corruption and evil, Daegon revealed that he would’ve been a potential victim of primogeniture. Taven earns a pyrrhic victory, and almost walks away from the quest being the sole survivor of his own family.

He finishes the quest after Blaze reveals the truth of the quest to him. If anything, Taven chose to do so because the role needed to be filled. As a result of the events of the other games, Armageddon’s stated mission purpose was to resolve the instability of the realms. It did nothing of the sort. The godlike power wound up empowering the rest of the combatants in Taven’s ending.

Channel: MKIceAndFire

If things went right, Argus and Delia would’ve annulled the combatants of their abilities and made Taven the successor. No Red Dragon, no atrocities, nothing.

Everything does connect in the long run, though. Dark Raiden shows what he’d do to save earth, Onaga shows himself the most treacherous and self-serving, and Blaze reappears to fulfill a greater role since 1993. But as I’ve said before in a prior post, if it wasn’t for the last-minute distractions, most of the plot would have more neat and tidy endings. Not that I’m asking for rewrites after twenty years since the HD Continuation is the rewrites, but more like there were a few areas of the 3D games that could’ve used some ironing out.

The hunt for lore and information is there, and it’s deliberately hidden so that the player can be challenged into finding it, but it’s an uphill battle of sorts when things don’t flow neatly from game to game. Some stuff is left too open to interpretation and while I maintain that Mortal Kombat is guilty of abandoning plot points, the ones they leave in place weren’t any better. Maybe this is a consequence of doing the same thing over the course of thirty years, the same story beats rhyme like an epic, but unfortunately Mortal Kombat ain’t no Beowulf. All in all, this all sounds like a job for The4thSnake on YouTube.

The 3D era of Mortal Kombat is, what I’d call, a conglomerate of rough gems. The beauty exists in the lore than in the visuals and I’m sick to death of this part of the franchise’s history being buried by many so-called fans.

Bring back Chess Kombat, and I’ll wear clothing too explicit, even for pornography.

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.

Mortal Kombat 1

Another entry to the king of blood and guts

About two weeks ago, a teaser was released for the next installment in the Mortal Kombat franchise slated for released in September of this year. The gist of the teaser was that post MK 11 Aftermath, there’s a new timeline and therefore a new god because Kronika and her merry band of lackeys have been defeated or written out of history as to not muck anything up like they did the first time.

In spite of what I wrote above, the announcement doesn’t reveal much, though it still requires a general knowledge of the plot line of the games from 1992 to the 3D era of the 2000s for why it was soundly rebooted in 2011 and the timeline post-2011, both of which I think I can safely say I have knowledge in.

To set a primer, Ed Boon and John Tobias began working on a fighting video game with digitized sprites for the actors in 1991 for arcades. A small team of programmers, actors with an intermediate or advanced knowledge of martial arts, and a marketing team brought the dream to light, but with a twist: blood. Unlike other video games like Final Fight or Streets of Rage or more appropriately Street Fighter, Mortal Kombat got grizzlier with the inclusion of blood and the option to kill the opponent in the ring by dismemberment

In the era where video games were the same as children’s toys, Mortal Kombat and Night Trap, a video game released the same year as MK, were the subject of intense political debate over what is appropriate for a child to see in fictional media. You and I both know that try as one may, there’s no realistic way to imitate the exaggerated violence seen in a video game, but nevertheless the extremeness in the game led to the creation of the Entertainment Software Rating Board or ESRB.

The ESRB is responsible for the guidelines for parents when it comes to purchasing video games for their kids. When it was created, most adults rarely played video games, or aged out of it with time (not including parents), and were likely to be unaware of what was in the game. But with a specific letter marking on the cover of the box, a parent can best determine what their child can play on paper. In my experience, it takes a trusting or admittedly negligent adult to let their child get away with playing something like GTA or Call of Duty, a problem that persists even now.

Still, whatever would come out of these government hearings on interactive entertainment wouldn’t matter much to gamers and arcade goers of the time. The controversy and the marketing worked wonders that Ed Boon and Midway Games could make more sequels in the 1990s and eventually get the games on home consoles when Mortal Kombat: Deadly Alliance was given its’ own spotlight during E3 2002.

As for the plot of the Midway Games, the evil emperor of Outworld Shao Kahn has absorbed another realm into his empire and has his sights trained on Earthrealm. The Elder Gods put their foot down and give the realm a chance to fight back through a tournament. Over the course of a millennium, 10 consecutive tournaments are meant to take place with the last one determining the fate of the realm. Shao Kahn’s representative on earth is a sorcerer named Shang Tsung who has the power to take souls and replenish his youth. Basically, he’s immortal, and every time a fighter dies in the tournament he takes their souls, though he has different methods of stealing souls if he wants to (and he always does). The tournaments are spread out over the course of fifty years, which means theoretically someone can fight in two tournaments if they’re healthy and lucky enough to live to be that old.

MK 1992 begins at the 10th tournament, and the final boss of the game is Shang Tsung who additionally can shapeshift. I have fond memories of this levitating old man transforming into the sub-boss Goro while I was playing the game in the Midway Arcade Treasures collection.

But when he does lose, the character Ed Boon et al determines to be the default protagonist, Bruce Lee clone number 1009 Liu Kang is chosen to be the champion of Mortal Kombat. At the same time, Shang Tsung is reprimanded and demoted by Shao Kahn who decides to take matters into his own hands and becomes the final boss of 1993’s Mortal Kombat II, complete with a larger cadre of characters representing Outworld and Earthrealm.

History repeats itself and the heroes soundly defeat Shao Kahn, but the power hungry emperor isn’t done yet. By 1995’s Mortal Kombat 3, the man is desperate to have Earthrealm in his expansion pack, and at the risk of sounding like a cheerleader for several historical conquerors, Shao Kahn could’ve studied the techniques of Alexander the Great, Napoleon, and militarily Adolf Hitler to learn why throwing your men at the frontlines like this doesn’t work or what worked for the defenders at the expense of the invaders, but then again, Shao Kahn has almost always been a one-track conqueror. Even a little bit of credit is too much for a character like him.

By 1997, Mortal Kombat 4 played with 3D graphics to give us another cast of ne’er-do-wells to fight. Shinnok, and his protégé Quan Chi. I admit that my exposure to MK4 is limited with the exception of some of the character endings making it to MK: Deadly Alliance’s krypt as unlockables, but one that I remember was that if playing as Quan Chi, the sorcerer betrays Shinnok and everyone else to hold infinite power. In another ending, the character Baraka takes serious issue with this and attempts to kill the sorcerer who just so happens to have necromantic powers and becomes another skeleton in Quan Chi’s graveyard, funny enough.

Quan Chi himself was written as the source of Scorpion’s woes. For the longest time, it was believed that the rivalry between himself and Sub-Zero was due to Sub-Zero’s clan of Lin Kuei warriors exterminating him, his clan the Shirai Ryu, and his family, when in MK4 it was revealed that the Lin Kuei never went after Scorpion’s wife and son. That was Quan Chi’s doing, and when the dunderhead revealed his hand in an attempt to be rid of his lapdog by transporting him to the Netherrealm, Scorpion grabbed the sorcerer at the last minute to exercise his misdirected vengeance on the sorcerer, leading into Mortal Kombat: Deadly Alliance.

Released in November 2002, Mortal Kombat: Deadly Alliance did 3D much better than its predecessor and had more room to expand on existing mythology thanks to cutscenes and extra content in the game’s krypt. With a payment of a specific amount of koins, different stuff can be unlocked from pre-production art to full characters and their alternate costumes to movies and interviews with the staff and many more.

Plot-wise, the game includes an introductory movie narrated by the thunder god Raiden to a gaggle of Earthrealm warriors whom he plans to lead in a coming battle. Quan Chi survived Scorpion’s onslaught in the Netherrealm and escaped into a hidden tomb containing the mummified remains of Outworld’s ancient dragon king. To make matters worse, he teamed up with Shang Tsung and the two sought to remove the obstacles in their way to power.

By Mortal Kombat’s rules, Shao Kahn was revived which teaches you all you need to know about how seriously death is taken in this universe. It’s not like in Naruto where a reanimation jutsu can revive a character by way of a sacrifice; most of the time, characters tend to Kratos their way back into the world of the living because “I decide when I die!”

Anyway, the Deadly Alliance takes out Shao Kahn and in a ballsy move for a creative in any industry, they take out Liu Kang himself. The champion of Mortal Kombat is killed and his and other dead warriors’ souls are used to revive the mummifed army of the dragon king. If they succeed, Outworld and eventually Earthrealm will fall at their hands.

Raiden had previously ascended to the position of Elder God, but the chaos and peril unfolding in the realms coupled with the Elder Gods’ inaction to it all motivated him to relinquish this position and take charge personally. Almost every warrior died or defected to the side of evil and 2004’s Mortal Kombat: Deception begins with a new narrator.

In Deception, the Konquest mode takes the player through the past of Shujinko and his journey to recover the Kamidogu, or godly tools, to be transported to the Elder Gods. This lifelong journey introduces Shujinko and puts him at different points in the Mortal Kombat timeline. As a matter of fact, he helped Scorpion find Quan Chi in the Netherrealm and was one of the first to learn of Liu Kang’s death with further developments pulling the two in different directions with a significant point of divergence. I wrote above that most of the warriors representing the good guys died or defected, but in Shujinko’s case, spoiler alert, he’d been an unknowing tool of a greater evil, worse than anything the Deadly Alliance could ever conceive and had been hard at work performing this evil for decades until the big reveal at the end of MK: Deception’s Konquest mode.

Before Shujinko defeated his enigmatic puppeteer, Onaga had marched into Outworld to take back his army and empire by force. Raiden and the Deadly Alliance knew the dangers that would come with an Onaga victory and sought to stop it, even to the point of self-destruction (which happens to be one of Raiden’s fatalities in Deception), but it proved fruitless when Onaga was revealed to be the sole survivor when the blast eliminated everything… or so it would seem. Raiden also lived, but was so corrupted by mortals messing with reality that he set out on a new mission to strike back pre-emptively.

Following Shujinko’s victory against the dragon king, Raiden appeared before him as punishment for allowing Onaga to even get as far as he did. The intentions of either didn’t matter to the immediate consequences, nor was it important to the corrupted thunder god that he rectified his mistake. Raiden wanted blood reparations and Shujinko wouldn’t be the only one to face this wrath.

Speaking of messing with reality, Mortal Kombat: Armageddon was the first time that it would happen in the MK universe and owing to its name, Armageddon was what was at stake at the time. Every fighter in Mortal Kombat history (including maligned characters) fought each other in the realm of Edenia, in a large crater where a pyramid dedicated the realm’s protector god Argus would later rise housing a fire spawn creature named Blaze. At Blaze’s death, the victor would set off a reaction with one of two outcomes: annulment of all abilities or total extermination.

In this game’s Konquest mode, the creators of the quest Argus and his wife, sorceress Delia, designed the quest with a winner in mind, their eldest son Taven. If things went right, he and his brother Daegon would engage in a quest sold to them as a friendly competition where they’d acquire weapons and armor to defeat Blaze and become full gods instead of the demigods they are now. Thing is, they intended for Taven to win it all, but when Daegon was awoken earlier than expected, he found out about this and went on a third, unpredictable path; he founded the Red Dragon clan and spent the last few centuries finding Blaze who it’s revealed was kidnapped and hypnotized to watch over the last dragon egg in MK: Deception. Bad sense of direction? Incompetence? Bull manure? Well, it’s convenient either way that in Armageddon’s Konquest mode Daegon’s clan had better luck ambushing his own brother than he did in finding the main element in the quest.

I made this meme just now. I’m probably wrong about Daegon’s efforts here, but with what I learned this late into the 3D era, it’s still a bit weird that he put more of his time in trying to kill his brother than in finding Blaze first. It makes it even weirder knowing how technologically advance the Red Dragon clan was to perform human experiments on their own members attempting to turn them into hybrid dragons like Reptile.

Anyway, Taven fights his way to Edenia intending to defeat Daegon out of necessity before being persuaded by Blaze himself to finish the quest. At the end of this, we can conclude that Taven became a god as intended and one of the adverse affects of the quest was that instead of death or depowering, everyone got stronger and the realms remained in peril, for which Taven would have to serve as the bulwark against extinction. And so the 3D era ends in a bit of a whimper.

The developer side had several troubles to deal with themselves. Mortal Kombat successfully franchised to get an animation and toy line ups and comics, but spin-off games were Midway’s Achilles’ heel. 2000 saw the release of Mortal Kombat: Special Forces, a game that Ed Boon wants everyone to forget.

If the co-creator won’t aid the game, why would anyone else, right? Before that, 1997 also saw the release of Mortal Kombat: Mythologies which was meant to tell the stories of individual characters beginning with the one who appears in every installment: Sub Zero, but the controls, graphics, and full AMV cutscenes saw hardly any returns on investment and so they didn’t bother with another spin-off until Mortal Kombat: Shaolin Monks in 2005, a game with excellent beat ’em up mechanics even if the roster is quite small. A sequel to this called Mortal Kombat: Fire and Ice was in pre-production, but the only traces of its existence come in the form of concept art before the project was canned between 2006 and 2010 when Midway’s assets were sold to Warner Bros. following a Chapter 11 bankruptcy.

By 2011, Ed Boon and co. started again under the new studio NetherRealm Studios and redid much of the story of the first three games in Mortal Kombat 2011, colloquially known as MK9. By the end of the game, Shao Kahn was soundly defeated and in the immediate aftermath, Quan Chi and Shinnok redo this timeline’s events of MK4, but with a twist. 25 years and the old generation of characters had had children of their own, many of whom joined in the fight to not only defeat evil but to contain it.

The connecting element this time around is Shinnok’s amulet which can’t be destroyed and thus needs to be heavily guarded around the clock. The problem here is that there are saboteurs around and the new leader of Outworld, Kotal Kahn, doesn’t easily trust Earthrealm. Things don’t go as bad for them until halfway through when Earthrealm chooses not to eliminate immediate threats and dangers where they spring up, even when they would all make sense.

The saboteur in question is a character named D’Vorah, who went down in history as one of the less welcome additions to the roster in recent memory. The point of divergence here is that Shang Tsung and Quan Chi don’t form the Deadly Alliance (though there’s a neat reference in MK9’s story mode). There’s also no Onaga and Blaze despite there also being references to them both. So no Deadly Alliance, and no Quan Chi to betray Shinnok. Instead, Shinnok is summoned behind enemy lines and finally for a necromancer, Quan Chi’s ability to command the dead is explored in this timeline when he has the souls of fallen heroes who dream of taking their revenge on Raiden, who still goes dark in this timeline.

The shoe’s on the other foot now with Dark Raiden taking the plunge against evil like how Shao Kahn opted to be the final boss in the other games. This time, Shinnok’s mother Kronika and his sister Cetrion rearrange the timeline to maintain the balance between light and dark, one of the most important instances being the fallout between Liu Kang and Raiden. Once they realize this on their way to stop Kronika herself with a new cadre of friends and an army to command, Raiden and Liu Kang combined to form Fire God Liu Kang which, fun fact is how MK: Mythologies ends.

This time, their fighting chances have gotten better and with Kronika’s defeat, Liu Kang has a new timeline to oversee, which is where we are. Based on what I wrote and what I know I have a few ideas of what to expect based on what happened, but there’s no guarantee everything will live up to my predictions even slightly. The Aftermath DLC in MK 11 ended with Shang Tsung’s defeat and Liu Kang starting with the ancestor of Kung Lao, the fabled Great Kung Lao who lost favor when he was defeated by Goro in the old timeline. My first and so far only prediction is that this time, Liu Kang cheers this one on and Kung Lao’s bloodline becomes venerated instead.

After that, remains to be seen. Ed Boon’s been doing this for 30 years and has a great love and respect for his own series, often dropping hints and teasers for fans on Twitter, so we can expect further updates from him in the lead up to MK 12 or Mortal Kombat 1 as it’s going to be known as.

I have opinions on sequels named the same as the original that can best be summarized in this episode of You Know What’s Bullsh-t?!

This week, I’m recommending the YouTube channel h0ser, recently rebranded as hoser.

https://www.youtube.com/@h0ser/about

The channel talks about history and geopolitics in a comedic manner, often with insert country’s most common animal here as a stand in for the nation in question, painted in the country’s flag. A buffalo for the US, a bulldog for the UK, a bear for Russia and the Soviet Union, etc. An old approach to when the channel did this through countryballs method.

Those of you who want to learn more about the world, hoser is one of many sources for that knowledge.