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Review of War Gods on PlayStation

by Chucky Chucky photo Jun 1997
Cover image of War Gods on PlayStation
Gamefings Score: 4.0
Platform: PlayStation PlayStation logo
Released: 20 Jun 1997
Genre: Fighting
Developer: Midway Games (arcade), Eurocom (home versions)
Publisher: Midway

Introduction

War Gods arrives wearing all the confidence of a mid-90s arcade export trying to pass for a home console sensation. It is a 3D fighting game from Midway that bears a striking family resemblance to Mortal Kombat - not in subtle, genetic ways, but more like a cousin who turns up to family events in a novelty costume and tells the same jokes twice. The premise is deliciously simple and slightly ridiculous: a meteorite of mysterious ore crashes on Earth, ten humans gain planet-threatening powers from the fragments, and then they punch each other until one of them is the most powerful. If that sounds like an elevator pitch written on a napkin between two shifts at the arcade, that would be accurate. Midway tried something new here: 'digital skin' textures - basically mapping photos onto 3D models - and a '3D' button that lets players sidestep into the foreground and background. The result is a game that wants to be an innovative 3D fighter but ends up being remembered for awkward character design, stiff animations, and a general sense of missed potential. It's the sort of game you bring to a retro party to remind people what could go wrong when ambition meets early experimentation.

Gameplay

War Gods plays like a familiar recipe with a slightly different spice. Controls are close to Mortal Kombat and Street Fighter: high and low punches and kicks, combos you can chain with the right inputs, and a suite of finishing moves including familiar-sounding fatalities. There are ten playable fighters who each guard a piece of space rock: some are ostensibly 'good', some are 'evil', and one or two are probably indecisive. The single-player path is basic arcade ladder fare, and local multiplayer is available for the era's ritual of pressing face buttons until one of you storms out. Where War Gods genuinely tries to differentiate itself is with the 3D button. Hold it and your character can dive into the background or foreground to perform special attacks or evasive maneuvers. The camera orbits to keep the left/right fighting line coherent, which is important because the cabinet controls were designed for a two-player, side-by-side experience and not for modern sensibilities. To stop fights from devolving into permanent stage-hopping - a niche but annoying problem - each character also has a teleport that snaps them back into proximity with the opponent. Practical, if not exactly theatrical. Combat offers the expected roster of tricks: ten-hit combos, stage ring-out finishers activated by holding the 3D button and pressing high kick, and a move that launches your opponent skyward via uppercut for dramatic, if brief, aerial humiliation. There are also the classic fatalities, one unique finishing move per fighter that you can use to put a cap on a match. The button layout and move logic will be immediately readable to anyone who has played Midway fighters before; the novelty is more in the stage interactions and the occasional cheeky camera shimmy than in any radical redesign of fighting mechanics. Underneath the novelty, though, is a core that reviewers found frustrating. The AI could be inconsistent and sometimes disturbingly competent - plenty of write-ups note enemies performing perfect strings on easy settings - and the controls, depending on the port and controller, could feel unresponsive. For PlayStation players, this translates to bouts that swing between boring and unfair with little warning. If you approach War Gods as a curious footnote to the Mortal Kombat legacy rather than as a contender for your main fighter rotation, you'll have a better time. It's playable, sometimes clever, and occasionally maddening in ways that inspire either laughter or the precise curse-word you save for controllers.

Graphics

Visually, War Gods is the part of the review where you sit back and admire the ambition before slowly lowering your expectations. Midway's digital skin technique involved digitizing photographs of live actors and mapping those textures onto 3D models. In theory, this makes characters feel more lifelike than polygonal models alone; in practice, it produces fighters that look like glossy papier-mâché mannequins caught mid-awkward twitch. Animation was captured via motion capture with just two actors, which explains why many moves have a recycled, slightly robotic feel. The camera is smart enough to orbit the ring to maintain the fight line - a clever solution to a real problem - but it can't make up for choppy frame rates, limited character detail, and stiff limb movement. Critics at the time were split: some praised the innovation and acknowledged that the PlayStation/N64 ports improved certain technical aspects over the arcade build, while others found the digital skin initially intriguing and ultimately hollow because the animations didn't match the textured realism. On PlayStation hardware, the game looks dated in ways that feel less nostalgic and more 'experimental technology stuck mid-development'. Backgrounds are varied - pyramids, temples, military bases, haunted churches, bayous - and the stages are atmospheric enough to stage an impromptu funeral for your expectations. Boss fights bring in alien antagonists Grox and Exor, who are the narrative reward for wading through the roster. At worst the visuals are embarrassing; at best they're an honest record of a company trying to push graphics in a direction that hardware and implementation weren't quite ready to fully support.

Conclusion

War Gods is an earnest attempt to graft a new branch onto the fighting-game family tree, but the branch is crooked and a bit brittle. It borrows heavily from Mortal Kombat's playbook and then sprinkles in ideas like the 3D button and digital skin that sound good on a design doc but wobble in practice. The game is notable historically - it was part of Midway's early 3D experiments and used novel hardware tricks - yet it failed to translate novelty into fun for most players. If you want a historical curiosity that demonstrates what happens when motion capture, digitized textures, and ambitious camera work meet the limitations of 1996-97 home consoles, War Gods is worth a look. If you want a fighting game with tight, competitive mechanics and graceful animation, you should probably go elsewhere and save this one for a 'remember that thing?' laugh with friends. Final tally: interesting ideas, mediocre execution, and a legacy that reads like a cautionary memo to developers who believe texture mapping can fix everything. Score: 4.0/10.

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