Why Mortal Kombat Mythologies: Sub-Zero Is Actually Better Than You Remember

Why Mortal Kombat Mythologies: Sub-Zero Is Actually Better Than You Remember

Everyone likes to dunk on it. If you grew up in the late 90s, you probably remember the frustrated screams echoing from living rooms as Bi-Han—the original Sub-Zero—plunged into yet another bottomless pit because of a missed platform. Mortal Kombat Mythologies: Sub-Zero is widely considered one of the most polarizing entries in fighting game history. It wasn't even a fighting game, really. It was a side-scrolling action-adventure title that tried to bridge the gap between arcade combat and cinematic storytelling. It was weird. It was clunky. Honestly, it was kind of a masterpiece of ambition that just happened to be strangled by its own controls.

The game arrived in 1997, a pivot point for Midway. They wanted to expand the "MK Universe." Looking back, this game is the reason we have the rich, convoluted lore of the modern NetherRealm era. Without the risks taken here, the backstory of the Lin Kuei, the Brotherhood of Shadow, and the Elder Gods would be half as interesting.

The Brutal Reality of Mortal Kombat Mythologies: Sub-Zero

Let's be real for a second. The controls in Mortal Kombat Mythologies: Sub-Zero were a nightmare. Midway decided to use the exact same button layout from the arcade fighters. This meant you had a dedicated "Turn" button. In a platformer. Imagine trying to run away from a hazard, but having to press a button just to face the other direction before you could actually move. It felt like steering a shopping cart with one locked wheel.

The difficulty curve wasn't a curve; it was a vertical wall covered in grease. You had limited lives. If you ran out of continues, you started the entire game over. Not the level. The game. It was a relic of the "quarter-muncher" mentality brought into a home console environment where it didn't belong. Yet, there’s something fascinating about that cruelty. It demanded a level of precision that most modern games are too afraid to ask for.

The story follows Bi-Han, the elder Sub-Zero, before the events of the first Mortal Kombat tournament. He’s hired by the sorcerer Quan Chi to steal a map. Then he's sent to steal an amulet. It’s a classic "oops, I accidentally helped a demon start the apocalypse" narrative. What makes it stick is the FMV (Full Motion Video) sequences. These weren't high-budget CGI. These were real actors in costumes standing in front of green screens. Richard Divizio as Quan Chi is iconic. He chewed the scenery with so much enthusiasm it’s impossible not to love.

Why the Lore Actually Matters

If you’re a fan of Scorpion, you owe this game a debt of gratitude. This is where the rivalry truly began. In the first level, you encounter Hanzo Hasashi (Scorpion) in the Shaolin temples. You kill him. Like, canonically, Bi-Han finishes him off. This sets the stage for Scorpion’s resurrection as a spectre and his eventual revenge in the first tournament.

The game introduced us to Shinnok, an Elder God who fell from grace. Before this, MK was mostly about an island and some soul-stealing. Mortal Kombat Mythologies: Sub-Zero blew the doors open on the cosmology. It introduced the concept of the Netherrealm as a multi-layered hellscape, not just a generic fire pit. We met Sareena, a demon who showed that not everyone in the depths was purely evil. These characters aren't just footnotes; they are the backbone of the "MK11" and "Mortal Kombat 1" storylines we see today.

A Technical Mess or a Visionary Leap?

Technically, the game was a hybrid. It used digitized sprites—real photos of actors like John Turk—moving through 3D-rendered environments. On the PlayStation 1, this looked crisp. On the Nintendo 64, it was... well, it was a struggle. The N64 version lacked the FMV cutscenes entirely, replacing them with static images and text. If you played it on N64, you missed half the charm.

The RPG elements were actually ahead of their time for an action game. You gained "Experience Points" by defeating enemies, which you then spent to unlock Sub-Zero’s signature moves. You didn't start with the Ice Clone. You had to earn it. This sense of progression made Bi-Han feel like he was actually growing in power as he descended into the bowels of the earth.

The Wind, Earth, Water, and Fire Gods

The boss fights were legendary for their frustration. The Four Guardians—the elements—were massive hurdles. The Wind God, Fujin, eventually became a playable fan favorite in later games. But in Mythologies, he was a terrifying whirlwind that could blow you off a platform in seconds. These fights required more than just punching; they were puzzles. You had to use the environment, timing, and specific special moves to survive.

Most players never made it past the Wind Level. Honestly, I don't blame them. The platforming was pixel-perfect in a game where the character moved like he was wearing lead boots. But for those who pushed through, the reward was a deeper understanding of the MK mythos than any instruction manual could provide.

The Legacy of the Lin Kuei

We often talk about the "Ninja" characters as if they’re all the same. This game gave the Lin Kuei an identity. They weren't just "blue ninjas." They were a clan of high-tech (for the 90s) assassins with a code. We saw the interior of their headquarters. We felt the weight of their missions.

When people complain about the "lore bloat" in modern gaming, they often point to games like this. But complexity isn't a bad thing. Mortal Kombat Mythologies: Sub-Zero proved that you could take a fighting game character and build a whole world around them. It paved the way for Mortal Kombat: Shaolin Monks, which arguably perfected the formula that Mythologies stumbled over.

Common Misconceptions About the Game

  1. "It’s just a bad fighting game." No, it’s a platformer that uses fighting game mechanics. If you try to play it like MK3, you will die. Frequently.
  2. "The story doesn't count." It’s probably the most "canon" spin-off in the series. It explains why Sub-Zero is in the first game, why Scorpion hates him, and who the real villains are.
  3. "It was a failure." While it didn't move Street Fighter numbers, it sold well enough to warrant a planned sequel (Mortal Kombat Mythologies: Scorpion), which was sadly canceled after the disastrous reception of Mortal Kombat: Special Forces.

The game is a time capsule. It represents a moment when developers were fearless. They didn't care if a mechanic was "frustrating" as long as it was new. There’s a purity in that.

How to Play It Today (If You Dare)

If you’re looking to revisit this relic, you have a few options. Original discs for the PS1 are becoming collector's items. You can find them on eBay, but expect to pay a premium for a clean copy with the manual. Emulation is the most common route today, and honestly, it’s the best way to experience it. Why? Save states.

Being able to save your game right before a difficult jump changes the experience from a "controller-breaking nightmare" to a "challenging but fair adventure." You can actually appreciate the background art and the creature designs without the constant fear of losing three hours of progress.

✨ Don't miss: Whoa Easy There Buddy Crossword Clue: Why Short Phrases Trip Up Even Pro Solvers

There are also fan-made "HD" projects and mods that aim to fix the controls. Some dedicated fans have even tried porting the mechanics to modern engines. It shows that despite the flaws, the game has a soul that resonates with people decades later.

Final Insights on Bi-Han’s Journey

Mortal Kombat Mythologies: Sub-Zero isn't a game for everyone. It’s for the lore nerds. It’s for the people who want to see where the seeds of the Netherrealm were planted. It’s a testament to an era of gaming where "experimental" was the default setting.

If you decide to dive back in, remember:

  • The Turn Button is your enemy. Learn to love it, or it will destroy you.
  • Save your ice power. Don't waste it on low-level monks. You’ll need it for the bosses.
  • Watch the cutscenes. They are the highlight. Embrace the 90s cheese.

To truly master the game, you have to stop fighting the controls and start working with them. It’s a rhythmic experience. Once you find the flow of the jumps and the timing of the freeze blasts, the game opens up. It’s a glimpse into a dark, moody, and surprisingly atmospheric world that defined the future of a multi-billion dollar franchise.

For those looking to explore the roots of the series, start by looking into the original casting of the digitized actors. Many of them, like Carlos Pesina and John Turk, have shared incredible behind-the-scenes stories about the grueling motion capture sessions for this specific title. Tracking down the "Making Of" featurette included on certain versions of the game is also a must-watch for a look at the technical hurdles Midway faced in 1997.