Mortal Kombat Vs DC Universe Review
- Posted November 24th, 2008 at 14:21 EDT by Steven Williamson
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We've had a blast playing MK vs. DC Universe, despite its uninspired storyline.
- Comic-book humor may appeal to DC Universe fans
- Fast-paced entertaining fights
- Great new in-fight features
- Some pitiful excuses for starting fights
- Didn't see any fatalities from A.I.
- Lack of game modes
(continued from previous page) ...“Flattery will get you nowhere,” replies Kano. This is a prime example of the childish, tongue-in-cheek nature of the script. “It’s so bad, it’s good” is a cliché that immediately springs to mind. No matter how ludicrous the excuses get for characters from the same side turning on each other or the ridiculousness of bumping into a Mortal Kombat character casually wandering around Gotham City, the over-the-top introductions to each fight, which are told through some great voice acting and suitably impressive audio, are surprisingly enjoyable and bizarrely end up playing a big part in the story mode’s overall appeal . MK vs DC certainly provides more frivolous entertainment outside of the fighting arena than many other games of this ilk. The thing to bear in mind here is that it’s clear from the outset that MK vs. DC is not trying to be a serious fighting game. Keep that in the back of your mind and you'll have a decent time.
Although combat is still deep enough to appeal to hardcore fighting fans, with plenty of special moves, pro moves, fatalities and combos to master, technically MK vs. DC isn’t on a par with other more serious fighters, such as Virtua Fighter 5 or Soul Caliber IV. Here the action is more accessible and you can quite easily choose to plough through the single player mode without ever trying the likes of Kitana’s ‘Mystical Teleportation’ or Green Lantern’s ‘Triple Overhead Hammer.’ With the introduction of some entertaining new fight mechanics to the series, MK vs DC seems to be all about having fun with the characters and enjoying some of the moves on offer as well as the impressive visual production that comes as part and parcel of that.
Part of the fun factor comes in the form of some credible and worthwhile features to the genre that have effectively added to the enjoyment of the fights. “Freefall Kombat” crops up in certain levels and allows you to run and then and grab onto your opponent free-falling with them down to the next stage. As you fly through the air you press the face buttons to pummel your opponent, but if he guesses which buttons you've pressed, he's able to counter-act the move and switch the fight in his favor. If you do manage to smack him a few times without him guessing you can them pull of a special move to send him crashing to the ground with some force. "Freefall Kombat" fits into the fights seamlessly and doesn't break the flow of the battles.
"Klose Kombat" works similarly. When you're close enough to your opponent you can activate it and then the camera pans in and you're locked into a sequence. You can then land a few punches, an elbow, or a head-butt by pressing the face buttons. Once again, should the defending player guess which buttons you've pressed correctly he’ll be able to break the attack. We were worried that "Klose Kombat" would break up the gameplay and stop its fluidity. It does to a certain extent, but it also adds a tactical dimension to the gameplay. The fact that there’s an element of risk in both Freefall and Klose Kombat, which means that your opponent can turn this move on you in the blink of an eye, adds to the excitement.
Despite the lack of comical violence, which has been toned down to appease the DC Universe crowd, the gameplay in MK vs. DC does feel much more like the earlier Mortal Kombat games with fast-paced, visually exciting and fluid fight sequences. The decision to blend both 2D fighting of old with fighting on the 3D plane, which allows you to side-step left and right, isn't without it's problems though. In single player mode, it doesn't really make any odds because your opponent won't usually take advantage of side-stepping, but online, better players will constantly use the side-step to their advantage making some of your special moves seem somewhat worthless. It doesn't ruin the single player experience in the slightest, but we can't help but feel that multiplayer matches would have been better if the whole game was played entirely on the 2D plane.
Overall, the range of moves on offer and the way they translate on screen is undoubtedly one of the ... (continued on next page)