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Mortal kombat shaolin monks scorpion fatalities
Mortal kombat shaolin monks scorpion fatalities











The basic gist is this: things pick up at the end of the first Mortal Kombat tournament and it's all going a bit off-script. Shaolin Monks is another beast entirely - it's deeply troubled and troublingly shallow, but it's not all that troubling the rest of the time and it looks nice and you can uppercut a guy's head off and then scissor-kick it to smash his torso into bits. Ninja Gaiden - another beat-'em-up to action-game spin-off - held my attention with its absurdly gorgeous looks and the subtleties of its ferociousness, which demanded as much thought and strategy as guts and the desire to spill guts. Best to betray myself though, because it's precisely that degree of thought and application that goes into enjoying Shaolin Monks. I just went and looked at the first thing that popped up and stuck in a "clever" comment on the end of the intro. Well, I say "philosophically speaking" - actually that's Google speaking. On the other hand, there's no option for a second player to duck in and out at any time - you either play together from the start or you don't.Īnd that's ignoring its rather odd title, featuring a colon where philosophically speaking you might imagine a wall's actually meant to go. On the one hand, it's designed for people to enjoy together co-operatively - with a great many areas and secrets that can only be reached or unlocked by introducing a second character. On the other, it's almost bizarrely accessible - a third-person action game complete-able using just a handful of core move combinations, which blend greatly simplified takes on classic kombat attacks together. On the one hand, it's designed for Mortal Kombat fans - charting some of the series' untold back-story, home to virtually every quirk, sound effect, special move and character from the period it draws upon. Mortal Kombat: Shaolin Monks is conflicted.













Mortal kombat shaolin monks scorpion fatalities