

The game's tone also suggests a disjoint between the directorial vision and the actual implementation the overall mood of the story is dour and brooding, but there are so many silly moments during actual play one can only imagine heads were on the chopping block at the time of the game's release. A higher screen resolution may have allowed for devilish character-defining facial expressions instead of the featureless blobs, etc. Many of the limbs flailing about in the special moves suggest designs more ambitious than actors perched on stools or propped up by wire could realistically support at the time.

Fire, ice, and lightning elementals perhaps suggest an unfinished rock-paper-scissors dynamic.

For example, "low" and "high" attacks suggest some intense what's-he-gonna-do-next mind games that must have been on the drawing board, but aside from the sweep kicks these are all blockable regardless of stance. But some ideas feel they needed more time for a thorough fleshing out. There's a lot to like: rapid fire fisticuffs are thrilling, and slow but powerful roundhouse kicks deliver a satisfying "oomph". Visuals aside, though, 'Kombat' (sic) showed a lot of promise at the time, and one surmises it must have been the victim of a fraught development. Unfortunately, while a novel idea in theory, in practice we had trouble telling many of the characters apart, likely due to the smeary resolution limitations of the era eventually it's just "the girl", "the guy with the funny hat", "that other guy", "that other other guy who looks like him", and so forth. Midway (from Bally-Midway of pinball fame) tries their hand at the 90's fighter craze with this whimsical one-off tournament fighter that was Midway (from Bally-Midway of pinball fame) tries their hand at the 90's fighter craze with this whimsical one-off tournament fighter that was a bit ahead of its time, distinguished by digitized photographs of live actors instead of the hand-drawn art that was then prevalent.
