Mortal Kombat 4 -

MK4 brought back the classic "Fatality" system but also introduced "Stage Fatalities" and the humorous "Friendships" (though Friendships were more prominent in the console ports).

The controls in Mortal Kombat 4 are relatively straightforward:

| Fighter | Fighting Style | Weapon | Notes | | :--- | :--- | :--- | :--- | | Liu Kang | Martial Arts | Double Nunchaku | Same speed-based rushdown. | | Kung Lao | Shaolin | Razor Hat | Spin move is slower but hits harder. | | Reptile | Hunan/Zaterran | Raptor Claws | Gains an invisible dash. | | Sub-Zero | Cryomancer | Ice Shield (Hidden) | Uses freeze shards. | | Sonya Blade | Kickboxing | Kiss of Death | Her red kiss projectile returns. | | Johnny Cage | Hollywood Karate | Green Glow Punch | Lacks split punch; gains a high punch projectile. | | Jax Briggs | Wrestling | Rocket Launcher | No more Gotcha Grab; uses ground stomp. | | Scorpion | Ninjutsu | Ninja Sword/Kunai | Spear is slower but tracks slightly. | | Tanya | Edenian | Bo Staff | New female villain/mischievous fighter. | | Fujin | God of Wind | Crossbow | Raiden’s rival. Good zoning. | | Kai | Shaolin | Three-Section Staff | New hero, Liu Kang’s disciple. | | Raiden | Thunder God | Lightning Staff | Fly move is now a mobility tool. | | Shinnok | Fallen Elder God | Bone Staff/Amulet | The final boss. Has a mimic move. | | Quan Chi | Necromancer | Broadsword | Introduced here. Creates skeletons. | | Reiko | General | War Hammer | Shinnok’s general. Resembles Shao Kahn. |

| Character | Fatality 1 (Close) | Fatality 2 (Weapon) | | :--- | :--- | :--- | | Scorpion | Down, Down, Down, Down + HP (Toasty!) | D,F + HP (Pulls head off via spear) | | Sub-Zero | F, D, F + LK (Ice Grenade explodes victim) | D, D, D + LK (Freeze & Shatter) | | Liu Kang | D, D, F, F + LP (Cartwheel Decapitation) | D, F + LP (Feeds opponent to summoned dragon) | | Jax | Hold LP 10 sec, release (Giant clap squashes head) | F, D, D + LK (Rocket launcher to chest)|

The most significant change in Mortal Kombat 4 was the visual engine. Gone were the digitized sprites of real actors that defined the early 90s era. In their place were fully 3D polygon models. This allowed for smoother animations and the ability for characters to sidestep (dodge) attacks, adding a new layer of strategy to the classic "run, punch, and block" formula.

However, the gameplay remained rooted in the 2D plane. Unlike its competitor Tekken or the upcoming Soulcalibur, which allowed full 360-degree movement, MK4 focused on vertical fighting with sidestepping as a defensive tool. This design choice made the game feel like a modernized version of the classic MK formula rather than a complete reinvention of the genre.

Key Gameplay Additions:

Mortal Kombat 4 is a historically important, transitional entry that illustrates the challenges of moving an established 2D franchise into 3D. It preserved the essence of Mortal Kombat while experimenting with new mechanics and presentation; however, early-3D limitations tempered its immediate acclaim. For anyone tracing Mortal Kombat’s evolution, MK4 is essential—both as an artifact of late-1990s arcade ambition and as a bridge to the more refined 3D Mortal Kombat games that followed.

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Mortal Kombat 4 Review: A Clunky Leap into Three Dimensions

Developer: Midway Games Release Date: 1997 (Arcade) / 1998 (N64, PS1) Platforms: Arcade, Nintendo 64, PlayStation, PC

The Hype: After the critically panned Mythologies: Sub-Zero, the pressure was on to bring the flagship fighting series back to form. Mortal Kombat 4 promised the series’ first true jump from 2D sprites to fully rendered 3D polygons, a new host of “Weapons,” and the return of fan-favorite characters. But does it deliver, or does it feel like a first draft?

The Good: The Soul is Still There

Let’s start with what works. MK4 feels like Mortal Kombat. The violence is gloriously over-the-top, the character designs (while blocky) retain that distinct Goro/McFarlane toy aesthetic, and the Fatalities are genuinely creative again. Gone are the silly animalities of MK3; here we get classics like Jax pounding a foe into the floor or Reiko’s brutal shuriken execution. The sound design—that iconic thud of a punch, the spine-chilling "Toasty!"—is perfectly intact.

The new combat mechanic—weapons—is a genuine highlight. Each fighter can now pick up a dropped weapon (or summon their own) and switch between hand-to-hand and armed combat mid-combo. It adds a strategic layer that Tekken and SoulCalibur would later refine. Throwing your sword at a fleeing opponent is deeply satisfying.

The Bad: The Third Dimension is an Afterthought

Here’s the problem: MK4 doesn’t truly understand 3D fighting. Unlike Virtua Fighter 3 or Tekken 3, the "3D" here is mostly a visual gimmick. You can sidestep, but the movement is stiff, awkward, and rarely useful. The game is still fundamentally played on a 2D plane. Trying to sidestep a projectile feels like wading through mud. Mortal Kombat 4

The graphics have aged like milk. While the move to polygons was inevitable, the PlayStation and N64 versions are a texture-warping mess. Characters have frozen, doll-like faces, and the animation is jerky compared to the silky smoothness of MK Trilogy’s sprites. The gore, once shocking, looks like red Play-Doh.

The Ugly: The Roster and The Voice Acting

With only 15 fighters (including the hidden ones), the roster feels thin. Where are fan-favorites like Nightwolf, Jade, Kabal, and Baraka? In their place, we get forgettable newcomers like Jarek (a Kano clone with zero charisma) and Kai (who is... a guy with a headband?).

And then there’s the voice acting. My god. Mortal Kombat 4 features what might be the single worst voice performance in gaming history. Listen to Quan Chi’s grating screech or Jarek’s infamous ending line: "This is not a brutality... this is a FATALITY." He says it with the enthusiasm of a DMV employee. It’s so bad it’s legendary, but at launch, it was just embarrassing.

The Verdict: For Completionists Only

Mortal Kombat 4 is a fascinating artifact. It’s the awkward teenager of the franchise—caught between the classic 2D glory of Ultimate MK3 and the polished, cinematic perfection of Deadly Alliance. It tried to innovate with weapons and full 3D arenas, but the execution is clumsy.

Score: 6/10

Should you play it today? Yes, but only via emulation with a few beers and friends who appreciate retro jank. As a fighting game, it’s stiff and shallow. As a piece of Mortal Kombat history, it’s essential. Just don’t expect a FATALITY; expect a MEDIOCRITY.

Best for: Nostalgia hunters, bad voice acting connoisseurs, and fans who want to see where the 3D era began. Skip if: You demand smooth animation, a deep fighting system, or if you hate looking at polygons that look like melted crayons.

Released in 1997, Mortal Kombat 4 (MK4) marked a pivotal turning point for the franchise as its first foray into 3D graphics

. Shifting away from the digitized actors of the original trilogy, Midway Games moved toward polygonal modeling to compete with contemporaries like Virtua Fighter Plot & Setting The storyline centers on the return of

, a corrupted Elder God who was banished to the Netherrealm by Raiden millennia ago. After the defeat of Shao Kahn, Shinnok escapes his confines and launches an assault against his former comrades. Players choose from a roster of 17 characters—including newcomers like the sorcerer and the wind god

—to either defend Earthrealm or assist Shinnok’s conquest. Key Gameplay Innovations Weapon System:

MK4 introduced the ability for characters to pull out specific weapons (like swords or clubs) during combat, adding a new layer of strategy. Environmental Interaction:

For the first time, players could pick up and throw objects found on the stage, such as rocks or severed heads, at their opponents. 3D Movement:

While the game retained a 2D plane for most attacks, it introduced a MK4 brought back the classic "Fatality" system but

mechanic that allowed players to dodge projectiles and navigate the 3D space. Limited Fatalities:

Unlike the bloated "Animality" and "Friendship" finishers of previous games, MK4 returned to a grittier tone with two standard Fatalities per character and specific stage finishers. Legacy and Reception MK4 is often remembered for its notoriously campy cinematic endings

. Unlike the static images of previous games, these endings featured fully voiced, real-time 3D cutscenes that have since become internet memes for their awkward dialogue and over-the-top delivery.

Despite the "rough" look of its early 3D models by modern standards, the game was a commercial success and was later updated for the Sega Dreamcast as Mortal Kombat Gold

, which added fan-favorite characters like Kitana and Cyrax. for the arcade or console versions?

Mortal Kombat 4 (1997) serves as the most significant turning point in the franchise's history, marking the difficult but necessary leap from 2D digitized sprites to 3D polygonal graphics. While often remembered for its campy voice acting and experimental mechanics, it fundamentally reshaped the series' lore and technical trajectory. The 3D Transition

MK4 was Midway’s ambitious attempt to keep pace with 3D juggernauts like Tekken and Virtua Fighter. While it retained the 2D plane for movement, it introduced 3D rendered environments and character models.

Polygonal Shift: The transition moved away from the iconic digitized real-life actors to fully 3D models.

Weapon System: For the first time, players could draw unique weapons like swords or clubs to alter their move sets.

Interactable Environments: Players could pick up objects, such as rocks or severed heads, to throw at opponents. Narrative Evolution

The game’s story moved away from the Earthrealm vs. Outworld conflict to focus on the threat of the fallen Elder God, Shinnok.

The Netherealm War: Shinnok, escaped from his eternal prison, led an assault against the Elder Gods.

New Faces: Introduced long-standing characters like the sorcerer Quan Chi, the wind god Fujin, and the sorceress Tanya.

Cinematic Endings: It replaced text-based slides with fully voiced (and now notoriously humorous) 3D cinematics. Legacy and Reception

Today, MK4 is viewed as a "charming" bridge between the arcade glory days and the more polished 3D era of the early 2000s.

Transitional Status: Critics and fans often label it a "necessary" step that allowed the team to find their footing for future hits like Mortal Kombat: Deadly Alliance. Mortal Kombat 4 Review: A Clunky Leap into

Gold Edition: The Sega Dreamcast version, Mortal Kombat Gold, remains a fan favorite for restoring cut characters like Cyrax and Mileena.

Meme Culture: The dramatic, often mismatched voice acting in the endings has gained a second life as a cornerstone of internet fighting game memes.

💡 Key Takeaway: Mortal Kombat 4 was the franchise's "growing pains" phase—clunky and experimental, yet bold enough to define the series' lore for decades to come.

The Story

After the events of Mortal Kombat 3, the Elder Gods have reconstituted the Mortal Kombat tournament to once again decide the fate of Earthrealm. The story begins with the introduction of a new threat: the sorcerer Shinnok, who seeks to conquer Earthrealm.

Shinnok, the ruler of the Netherrealm, was once a god in the Elder Gods' pantheon but was cast out for his evil ways. He returns to Earthrealm with a new army of demons and the ability to use advanced technology, which he uses to create powerful robotic warriors.

The Mortal Kombat tournament is reinstated, and the characters from the previous games are once again called upon to compete. The main characters, including Liu Kang, Kitana, Jade, and Johnny Cage, are back to fight in the tournament.

The Characters' Quest

As the tournament progresses, the characters face off against Shinnok's minions and other opponents. Along the way, they discover that Shinnok's plan is to use the Soul of Onaga, the ancient dragon, to gain ultimate power.

Onaga, also known as the "Dragon King," was a powerful entity that once ruled the realms. His soul was captured and imprisoned by the Elder Gods, but Shinnok seeks to free him and use his power to conquer Earthrealm.

The Final Confrontation

The main characters eventually reach the final stages of the tournament, where they face off against Shinnok and his inner circle. The final battle takes place in Shinnok's stronghold, where the characters must fight their way through hordes of demons and robots to reach the sorcerer.

In the final confrontation, Shinnok reveals his plan to use Onaga's soul to destroy Earthrealm. The characters must then band together to stop him and prevent the destruction of their world.

The Ending

The game's multiple endings vary depending on the character chosen to play as. Here are a few of the most notable endings:

The Mortal Kombat 4 story serves as a prelude to the events of Mortal Kombat: Deadly Alliance and the subsequent games in the series. The game's characters and storylines have since been expanded upon in various media, including animated series, comics, and novels.

For 1997, the arcade version of Mortal Kombat 4 running on Midway’s Zeus hardware was a technical showcase. The characters were fully 3D polygonal models, able to move in real-time 3D space. In motion, it was impressive. However, standing still, the character models have aged terribly. Faces were blocky, expressions were nonexistent, and the animation lacked the organic snap of the digitized sprites from MK2 and UMK3. The game fell deep into the "uncanny valley."

The sound design, however, remained excellent. The bone-crunching impacts, the electric hum of Raiden’s moves, and the iconic "Toasty!" shout all returned. The music, composed by Dan Forden, was an experimental blend of industrial metal and gothic choir. While not as memorable as the techno beats of MK3, tracks like "The Prison" and "Shinnok’s Temple" perfectly captured the game’s grim, medieval-horror atmosphere.