I do not hate the Mortal Kombat franchise; I understand where it lies on the totem pole that is the fighting genre, and I respect and enjoy it accordingly. I bought Mortal Kombat for the Genesis on "Mortal Monday," I didn't think Mortal Kombat: Special Forces was that bad, and I even spent a fair amount of time with the fun (but flawed) Mortal Kombat: Deception (Puzzle Kombat needs to be on XBLA, Midway - thanks).
That said, I couldn't dig Armageddon on the PS2/Xbox.
Sure, it covered all of its bases, with nearly every character from the MK universe playable, and a robust create-a-fighter mode. But something about it was lacking. Was it the loss of the third fighting style per fighter? Had I just had enough of Mortal Kombat in 3D? Who knows, but the fact remains that I was not expecting much out of the Wii port.
As I said earlier, the game is essentially the same as what I remember. Although it contains an exclusive Endurance mode and one secret character not available in the earlier versions, if you've played Armageddon, you already know what to expect. That is, of course, until you get the Wii controller in your hands.
You move your fighter with the nunchuck (the Z and C buttons are block and change fighting styles, respectively) just like you would with any other analog stick. Your right hand will be doing things a little less familiar, however. For starters, all of the attacks are mapped to the directional pad instead of buttons and yeah, it's as awkward as it sounds ... at first. After awhile though, I was pulling off combos with ease, although I still feel standard buttons would be more effective.

Summa has posted the images which show how the game's special attacks work and it's pretty much as simple as it looks. I spent most of my time with my old standby, Scorpion, and once I understood the timing, I was throwing spears and burning up fools in no time. Waving the controller left in conjunction with the B button, and then waving it right was all it took to throw a spear. Making a basic quarter circle "fireball" motion while pressing the B button activated Scorpion's flaming jack knife attack.
In the context of a battle, everything seems to work smoothly (until the Wii batteries start to die, since Nintendo doesn't provide that mystical rechargable battery technology I've heard about), and I quickly became the greatest Mortal Kombat: Armageddon Wii player of all-time. I was so good that I consistently whooped designer John Edward's ass (he let me win, I suspect), giving him an opportunity to attempt to show off how the create-a-fatality features works with the Wii controllers.
Like the special moves, creating your own gruesome fatality with the nunchuck and the remote should be a snap, but I was only able to chop Edwards to his knees. He kept telling me to lunge forward with the Wii remote and then swing up in order to rip his head off, but it never happened (so I just had to talk a lot of shit, instead). Presumably, decapitation and limb removal will be much easier in the final game.

For those who are scared of motion controls, fear not. Simply use the nunchuck's analog stick to pull of special motions in a traditional manner or, if you're feeling saucy, Armageddon supports both the classic controller and the standard GameCube controller.
I also had a chance to play some of the game's Motor Kombat mini-mode (kart racing FTW) with Edwards and Senior Producer, John Podlasek, and much to my surprise, it was the highlight of the game. While this feature was also included in the PS2/Xbox version, I found it incredibly disappointing on those platforms. Despite the hyper adorable, super-deformed MK characters, the controls using a regular controller felt stilted and unresponsive.
Not so on the Wii, which uses motion controls, much like Excitetruck. I had a blast with Motor Kombat on the Wii, and if it were a full-featured, stand alone game, Midway just might have my money.
Unlike other versions of the game, the Wii version of Armageddon will not support online play, but that's okay because I can't remember my phone number, much less my friend code.
Mortal Kombat: Armageddon will be available for the Wii this Summer.
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Oh, also does this game still lack modes? Survival comes to mind. How the fuck do you make a fighting game with 60+ characters and not add survival? At least team battle or some thing... FUCK!
Then there are the endings... I'll just assume they did nothing to fix those. Like maybe just remove them completely. OR just have an extendo boxing glove fly out of the t.v. screen and punch you in the coin purse. Forever.
I was really disappointed in the create a character too. I don't know what more I could have done in the game yet I found myself asking "so... where are all the moves?" Maybe I'm missing something but it seems like there just aren't enough. Most of the ones in there suck too.
If nothing else, I hope they get create-a-fatality right. That could be awesome. Then again, where motion control might make that more fun than say, the PS2 version, how good can it make something that is inherently... "blah"?
So a Mortal Kombat game that attempts to remedy this problem really interests me, and, I imagine, many other gamers who were put off of the fighting genre.