THE MARK OF KRI (PS2)
Once gaming entered the third-dimension, action games had to find a way to facilitate multiple foes on-screen. This usually put a strain on the controls and camera and make choosing targets difficult. The Mark of Kri, Sony Santa Monica’s debut, focused on rectifying this issue thanks to its highly unique combat system. It allowed the player to highlight and target individual enemies at the swish of an analogue stick. Unfortunately, the game design doesn’t concentrate on these strengths, often muddying the gameplay with unfulfilling stealth mechanics, cheap encounters and dull mission design, meaning The Mark of Kri couldn’t fulfil all of its potential.
Players take the role of Rau, a strong warrior fresh from completing his training. Though his efforts start menial, as he helps locals with their woes against groups of bandits, he eventually begins to unravel a plot which involves the Mark of Kri that is possessed by a child and an obvious, generically evil guy trying to destroy the world. While its story is told through some impressively drawn sequences, The Mark of Kri doesn’t spin a very interesting yarn, with an especially dull start. Cut-scenes which utilise in-engine FMVs look particularly poor, meaning many may switch off from this one quickly.
The Mark of Kri is creative in its combat, allowing for double takedowns and headshots to be executed in novel ways
The Mark of Kri spans six levels, each seeing you return to a Cantina hub of sorts afterwards. Here, you can not only claim your next mission, but also interact with NPCs and visit the Sage. She hosts the many unlockables found throughout the game, including Challenge Arenas which test your timekeeping and combat skills, outfits earned from the above and concept art and movies. The Master can also be spoken to, allowing you to train on the myriad of mechanics you discover along the way as well as new weapons you acquire. The game takes roughly seven hours to polish off, but the collectables and extra challenges keep the game lasting a bit longer.
Several elements make up the gameplay and combat is easily the standout. There’s an admirable solution, at least for the time, for encounters with multiple foes on-screen at once. While Rau can slash without locking on, flicking the analogue stick locks you onto a foe and highlights them with a face button. Up to three foes can be targeted, allowing you to gracefully swap between foes with ease. But locking on to just one foe also has advantages, as any buttons left unlocked can be used to perform deadly combos which slice most foes sharpish. Two extra weapons, along with Rau’s sword, are eventually gifted and prove interesting alternatives to the standard blade. You can even go in unarmed, which while weak on the damage side, lets you perform deadly disarm counters. It’s not flawless, as some tighter areas see the camera struggle to keep up with your target, but the combat feels weighty and fun, with some gruesome decapitations adding to the visceral edge.
Several elements make up the gameplay and combat is easily the standout. There’s an admirable solution, at least for the time, for encounters with multiple foes on-screen at once. While Rau can slash without locking on, flicking the analogue stick locks you onto a foe and highlights them with a face button. Up to three foes can be targeted, allowing you to gracefully swap between foes with ease. But locking on to just one foe also has advantages, as any buttons left unlocked can be used to perform deadly combos which slice most foes sharpish. Two extra weapons, along with Rau’s sword, are eventually gifted and prove interesting alternatives to the standard blade. You can even go in unarmed, which while weak on the damage side, lets you perform deadly disarm counters. It’s not flawless, as some tighter areas see the camera struggle to keep up with your target, but the combat feels weighty and fun, with some gruesome decapitations adding to the visceral edge.
Sadly, the game design doesn’t keep to these strengths. Upon entering the second level, stealth is introduced and continues the baffling sixth gen trend of inserting sneaking into games not built for it. When unarmed, Rau can sneak behind guards and – after marking them – perform a kill. There’s some flexibility to this, allowing you to sneak behind walls and drop down from above. There are also distractions to shift attention, such as warthogs which can be shot with a bow to send them packing. The stealth isn’t the worst the console would see, but it feels very rudimentary and basic. While you can take on foes directly, guards can call in backup which sees you swarmed sharpish, and especially in the latter part of the game, this usually ends with your death. Considering save points are limited, this can also be super-frustrating.
Outside of this, you can also utilise a couple of other mechanics to gain an edge. Kuzo, Rau’s bird companion, can be sent to pre-designated spots and serve as your eyes ahead, pick up certain items out of your reach and activate certain switches. This proves particularly useful during stealth, and the instant switch between is very helpful. Rau also gains a bow, which proves interesting to use. While aiming in first person, your aim usually locks onto an enemy with a flashing icon. Adjusting your aim turns this into a solid one, and guarantees an instant kill headshot, proving fun when you can efficiently decimate a mob of unarmoured foes. The Mark of Kri proves a mixed bag, with some levels offering creative freedom to experiment between these mechanics while others prove frustrating and difficult to the point of being a chore, especially the finale which may push some players to their breaking point. Even combat isn’t always fun, when big mobs can attack you during execution animations and gang up on you without a chance to react to their offence.
Outside of this, you can also utilise a couple of other mechanics to gain an edge. Kuzo, Rau’s bird companion, can be sent to pre-designated spots and serve as your eyes ahead, pick up certain items out of your reach and activate certain switches. This proves particularly useful during stealth, and the instant switch between is very helpful. Rau also gains a bow, which proves interesting to use. While aiming in first person, your aim usually locks onto an enemy with a flashing icon. Adjusting your aim turns this into a solid one, and guarantees an instant kill headshot, proving fun when you can efficiently decimate a mob of unarmoured foes. The Mark of Kri proves a mixed bag, with some levels offering creative freedom to experiment between these mechanics while others prove frustrating and difficult to the point of being a chore, especially the finale which may push some players to their breaking point. Even combat isn’t always fun, when big mobs can attack you during execution animations and gang up on you without a chance to react to their offence.
It does benefit from a distinct, if not always flattering, presentation. As several high-profile 2D animators would contribute, there’s a striking contrast between Kri’s cartoonish aesthetic and the violence and gore. This style is appealing and colourful, though characters and textures can look a touch flat. Animations look surprisingly good for the time, with polished combat fluidity. The performance is mostly impressive, though crowded fights can drop the frame rate considerably. The sound is also mixed, with mostly nondescript voice acting paling next to the excellent music, inheriting the Polynesian cultures and adjusting with the game’s pace perfectly. Combat mostly hits the mark, with strong strikes and gruesome finishers standing out.
The Mark of Kri comes close to being a standout, but unfortunately, the game’s design fails to capitalise on its strengths. Combat is fluid, fun and brutal, proving remarkably adept for its time. Yet, before you can begin to enjoy it, stealth seemingly takes over the experience and proves far less as compelling. Nothing here is atrocious, but levels feel designed towards delivering frustration rather than fun. Though distinctive at times, the presentation doesn’t help either. While Sony Santa Monica’s debut would fade into obscurity with little fanfare, beat ‘em up aficionados may still glean some fun out of it.
The Mark of Kri comes close to being a standout, but unfortunately, the game’s design fails to capitalise on its strengths. Combat is fluid, fun and brutal, proving remarkably adept for its time. Yet, before you can begin to enjoy it, stealth seemingly takes over the experience and proves far less as compelling. Nothing here is atrocious, but levels feel designed towards delivering frustration rather than fun. Though distinctive at times, the presentation doesn’t help either. While Sony Santa Monica’s debut would fade into obscurity with little fanfare, beat ‘em up aficionados may still glean some fun out of it.
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VERDICT
"Despite some brutally fun combat that’s remarkably adept its the time, The Mark of Kri’s game design fails to capitalise on its strengths, delivering more frustration than fun." OVERALL: 6/10 |