Developer: JGI Entertainment
Release Date: 5/29/2007
Also Available On
The Good: MK on the Wii!, 60 fighters, tons of content, revamped konquest mode, kreate-a-fighter system adds a lot of replay value, custom fatality system is fun
The Bad: Extremely poor Wiimote controls, only special moves use motions, no online multiplayer kills the replay value, rehashed stuff since Deception, short Konquest mode, no Puzzle Kombat or Chess Kombat, the series is starting to feel really old about now
The reason why I picked up MKA for the Wii is that of the motion sensing. I thought this would be really slick and after struggling through the training I gave up. The game does NOT respond to the Wiimote at all. You hold down the B button then execute the motion on screen and you would think that’s simple…but not with MKA. I even tried flailing the remote around wildly and it did nothing. The game requires such precise movements it makes you so frustrated in the heat of the battle.
The ONLY cool thing about the Wiimote here is the fatalities. You feel like you’re actually ripping the guy apart. The bottom line with the controls is that the Wiimote is a gimmick here. ONLY the special moves are pulled off with motions and the rest is controlled with the D-pad…yawn. Instead, take the classic or GC controller instead but if you played this for PS2 or Xbox don’t bother because you’re not missing anything exciting here. This game is otherwise EXACTLY the same as the other versions so if you want to play MKA and all you have is a Wii go for it but use a controller. Also, with no online multiplayer it really makes things dull after awhile.