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Mortal Kombat Chess Game: How It Works and Why It's Awesome



I was wondering if theres a PC chess game, where you can play in a tournament style play against AI players generated by the PC. Like mortal kombat but playing chess instead of beating the crap out of each other.




Mortal Kombat Chess Game



It doesnt have to be based in real players, Id love to participate in a tournament, but all the chess games I've bought or played offline only have the single player mode or the quizzes option, no touranment offline against AIs generated by the PC.


The issues raised by this parody parallel, and serve to introduce, the issues discussed in this book. It is true that more boys play chess than girls. It is also true that chess teaches skills that are important for other arenas of life--skills such as logical thinking, strategic planning, and memory. It might therefore be argued that girls, because they are not enjoying chess, are also not enjoying the cognitive effects of chess. Should this worry parents and teachers? Should this push educators to "open up chess to girls?" If so, what would this opening up look like? Would we encourage girls to take pleasure in the (often minimally social, and not-always-cool) activity of chess by pointing out the benefits to be gained by chess playing? Or would we start companies designed to bring chess closer to pursuits that are more associated with girls--perhaps, as this parody did, by constructing chess pieces that resemble dolls? Or, finally, would we look into the contexts in which girls might appropriate chess, leaving the rules the same but setting up clubs that had the purpose of beating boys at their own game? Might chess-set companies realize that only 50 percent of the youth population was spending its dollars on chess sets, chess books, and electronic chess teachers and implement advertising campaigns aimed at cultivating girl players? Which of the above three strategies would educators and parents choose, and which strategy would the game industry choose? As cultural theorists, psychologists, and theorists of education, which strateg(ies) would we stand behind, and which strategies would we criticize?


Why does a "Chess for Girls" movement seem absurd, while a movement to bring computer games to girls has evoked such strong allegiances? The difference may stem from the fact that while chess has been around long enough for most parents to be comfortable with it, the computer has not. The personal computer, and digital media in general, have come into our lives very recently. Consequently, our children are more likely than us to see the computer as an essential part of their lives, and we are less likely than our children to be entirely comfortable with the technology. This situation leads naturally to parental discomfort: what is this technology, and what is it doing to/for my children? How do I get my children comfortable with this technology (when I am not) so that they can reap the benefits that I see touted everywhere? In addition, whereas it would be difficult to argue that chess--as it is played today--reproduces and reflects inherently sexist images of women (except through exclusion), there are abundant reasons to judge the video games of today as reaffirming sexist ideologies and circulating misogynistic images. For this reason too, parents may worry about the ubiquity of such technology, knowing that the game console may represent the technological equivalent of a "headstart" program, preparing children for participation in the digital realm, and yet at the same time potentially socializing boys into misogyny and excluding girls from all but the most objectified of positions.


The latest in Midway's influential and long-running fighting game series, Mortal Kombat: Deception, picks up where 2002's Mortal Kombat: Deadly Alliance left off by featuring lots of new and returning fighters, a variety of surprising new modes of play, and, perhaps best of all, the ability to play online. The strangest part about Deception is how it includes several completely off-the-wall modes, the likes of which you'd never expect from a fighting game. These include the single-player konquest mode, which is a story-driven adventure; puzzle kombat, a competitive Tetris-style puzzle game that's an unabashed homage to Capcom's Super Puzzle Fighter II Turbo; and chess kombat, which is inspired by the classic computer game Archon. The konquest mode is disappointingly bland, while these other two modes are at least amusing. However, the core one-on-one fighting action--whether you play it offline or online--is easily the best part of the game. Like its predecessor, the fighting in Mortal Kombat: Deception is gory, intense, and quite complex, meaning it captures much of what's made MK an institution among fighting games.


Online play is a major attraction in MK: Deception. You can play puzzle kombat or chess kombat online, but the regular one-on-one fighting is where the real action is. It's easy to get into a match, and we experienced surprisingly smooth, lag-free gameplay in each of the different online modes, which is impressive considering this is the first-ever online-enabled 3D fighting game to hit consoles. Furthermore, the game's very timing-intensive, which would make lag not just noticeable but quite detrimental. Interestingly, you have access to all of your unlocked characters while playing online. Some of the game's hidden characters seem noticeably stronger than average, so the play balance--especially with the death trap-filled environments--is a little suspect. On the other hand, it's not like you're dropping quarters into a machine each time you play. At any rate, like pretty much any fighting game, MK: Deception is at its best when you're playing a similarly skilled opponent. And the presence of online play means you should be able to find ready and willing competition 'round the clock. It's a huge deal and a major milestone for 3D fighting games.


Fortunately, the puzzle kombat and chess kombat modes are much more successful than konquest mode, though they're a little gimmicky in their own rights. Each lets you play against the computer, another player on the same system, or another player online. The computer ramps up in difficulty quite a bit as you defeat successive opponents in puzzle kombat, but it rarely strikes a good balance, since early opponents are nearly incompetent, while later opponents are extremely tough. The gameplay itself is reminiscent of any number of competitive puzzle games. Consequently, you'll see pairs of colored blocks dropping from the top of the screen, both in your playing field and in your opponent's. The pairs of blocks must be arranged so that similar-colored blocks end up being adjacent to one another. Occasionally, special-colored icons fall instead of blocks, and if you match these up with blocks of like colors, all adjacent, colored blocks will shatter, clearing part of your playing field and causing an equivalent number of blocks to fall into your opponent's playing field. This, of course, serves as a perfect abstract model for deadly combat.


It's possible to pull off combos as blocks shatter and others fall into place, but, really, the main strategy in puzzle kombat is to try to shatter large numbers of blocks at once. This way you can often fill the opponent's field in one move, thus winning the round. Each selectable character in puzzle kombat has his or her own special move that may occasionally be used either to assist you or hinder your opponent. This is nice for variety, but puzzle kombat is still a fairly slow-paced mode that isn't quite as well executed as the games that inspired it. The action speeds up when you've graduated to later stages against the computer, but, unfortunately, when playing against a human opponent, puzzle kombat feels a bit sluggish. It will invariably take a good several minutes before a round gets interesting.


Chess kombat is also rather deliberate, but you might expect this, since it's essentially a turn-based strategy game like chess--except when two pieces meet on the map, you and your opponent must fight it out. You start by choosing characters to represent each of your pieces, and once the game's started, the object is to defeat the opponent's leader. The best way to do this is to occupy a couple of glowing points on the map that cause all of your units to gain a health boost. Typically, both players will occupy one of these points in the first couple of turns, and then you'll both spend the rest of the match fighting over them. You can cast a few single-use spells to aid you or hamper your opponent, but chess kombat will basically boil down to a lot of fights between you and your opponent's "grunts," which are like pawns in chess. So if you're playing chess kombat against someone of substantially greater or lesser skill, then it'll be easy for the more-skilled player to gain the upper hand and then quickly win. However, against a similarly skilled opponent, chess kombat often becomes a drawn-out stalemate.


So while puzzle kombat and chess kombat are refreshingly different types of modes to include in a fighting game, don't expect them to take too much of your attention away from the actual fighting here.


In 2017, AlphaZero showed it could teach itself to roundly beat the best computer players at either chess, Go, or the Japanese game shogi. Kramnik says its latest results reveal beguiling new vistas of chess to be explored, if people are willing to adopt some small changes to the established rules.


The game of chess finds its roots all the way back in 7th century. Being a fantastic mind game of strategy and logic, it is one of the most popular board games and sports of today. With all this popularity it could not avoid entering the video game era as a part of it.


The attempts to create a chess-playing computer date back to 1950, when one of the first papers on the problem of the computer chess was published. But leaving the supercomputers out, battling with world champions, how did this challenging sport reach the video game world? 2ff7e9595c


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