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It was a collision of worlds celebrated by some but regarded with
disdain by most when Midway's Ed Boon announced that the newest
addition to the Mortal Kombat franchise would feature a selection
of characters from DC Comics. Eyebrows shot up with superhuman speed,
chins were rubbed until they were raw and, for a short time, the
console-playing community held its collective breath, awaiting the
much-anticipated line-up. Unfortunately, once said line-up was announced,
the hype degenerated into a more restrained "Meh" and the doubts
began to solidify before most magazines had even received preview
code.
The
problem wasn't necessarily the marrying of universes (I mean, who
wasn't looking forward to Superman vs. Scorpion?) but rather
the unavoidable question of how? How would Midway come up
with a credible storyline to explain the intertwining of two such
radically different worlds? How could they persuade us to suspend
our disbelief and accept that the Man of Steel could be effectively
bitch-slapped by any of Mortal Kombat's eccentric hardcases? I mean,
he's Superman, for goodness' sake! The answer, we discovered,
was that - without beating around the bush - they couldn't. Instead
we got what we feared; some ham-fisted, throwaway plot about Outworld
portals and DC "Boom Tubes" reacting with one another - and Superman's
weakness? Magic, apparently, with nary a nugget of Kryptonite in
sight.
At
a crucial moment, the DC characters - Superman, Batman, The Flash
and Wonder Woman, amongst others - defeated nemesis Darkseid and
destabilised his Boom Tube, whilst in the Mortal Kombat universe,
Emperor Shao Kahn was beaten by Liu Kang, Raiden and Sonya Blade
et al and his Portal was damaged in the process. This caused both
worlds to begin merging, with Darkseid and Shao Kahn combining into
super-badass Dark Kahn. Another side effect of the anomaly is the
magical Combat Rage that leaks out of the portals and effects characters
on both sides of the fight, handily giving Midway an excuse to have
everybody fight anybody regardless of their respective universe
or moral alignment and at the same time making it plausible (if
such a word can ever be applied to a Mortal Kombat game) for Sonya
Blade to last three rounds against Wonder Woman. Ironically, it's
at this world-colliding moment that the rest of Mortal Kombat vs.
DC Universe tragically falls apart.
Mortal
Kombat games have always been guilty of a style-over-substance,
quantity-over-quality approach, but because it's always been the
kind of guilt admitted to and accepted by Midway with their tongues
firmly in their cheeks, gamers have warmed to the "it does what
it says on the tin" style development. Want a hardcore fighting
system? Buy Virtua
Fighter. Want an intricate backstory? Try Tekken.
Lightning fast animation and jaw-dropping visuals? Go pick up Soulcalibur
IV or Dead
or Alive 4. Even in terms of coin-op, Mortal Kombat never managed
to draw level with the beat 'em up daddy that is Street
Fighter. What you get instead is over the top gore, tongue in
cheek violence and a nonsensical (albeit colourful and multi-branching)
fantasy backstory. What MK vs. DC lacks is the faux-credibility
of the other games in the franchise; because it wasn't developed
to fit into the main story arc of the previous seven games (not
counting the several spin-off titles), the narrative, such as it
is, immediately loses the dumb charm of the recognised canon.
But
that's enough about the story; there's as much point criticising
an MK game for its lack of story as there is criticising it for
its gore content, though, with that said, MK vs. DC has been dumbed
down considerably in terms of bloodshed. You still get the cartoony
spray when punches and kicks land but the Fatalities we've come
to expect from the series have been tamed down, much to the chagrin
of many long-standing fans. This is owed in part to the merging
of franchises, as DC probably wouldn't be happy with Scorpion ripping
out Superman's spine at the end of a bout. The good DC characters
(i.e Supes, Batman, Wonder Woman, and The Flash) don't get fatalities
at all; they get Heroic Brutalities instead but such is the touchy-feely
nature of this incarnation's fatalities that there isn't actually
much difference between the two, as they almost all end with someone
being slammed aggressively into a concrete floor.
The
character roster is hardly slim, boasting ten fighters from each
universe and two characters unlocked upon completion of each side's
unexpectedly long story mode, though there are some surprising omissions
from the MK camp with firm favourites like Goro, Kintaro, Kung Lao
and Quan Chi missing from the line-up. In contrast, the DC side
seemed to scrape the bottom of the barrel after the initial Batman,
Superman, Catwoman grouping, shoehorning in Captain Marvel and a
suited-up Lex Luthor. Interestingly though, Quan Chi has a character
model in many of the cut scenes and at one point Wonder Woman mentions
the Martian Manhunter, possibly hinting at future DLC.
Graphically,
the game is okay; the Unreal Engine has been put to good use here
and the male character models benefit greatly from the ridiculous
muscle effects. The female characters are proportioned according
to the Stupidly Provocative Female Beat 'Em Up Character Template™,
making you wonder how on Earth they manage to fight with enormous
jiggling breasts constantly thumping against their chins. Sonya
Blade seems particularly gratuitous, as the artists at Midway felt
the need to decorate her already-impressive washboard stomach with
bikini-thong tan lines. The arenas are less impressive, however;
bland throughout, the fact that they are multi-tiered (with lower
levels reached via a quick time event minigame called Freefall Kombat)
does little to get the adrenaline flowing, since every tier is as
boring to look at as every other. In Metropolis you can smash opponents
through several consecutive walls of a nearby building in a play
on the Test Your Might button-mashing minigame of old but, unfortunately,
the lacklustre level design make this just as dull as everything
else. It's not helped by the fact that it seems somehow perverse
to see Kitana smashing Superman through wall after wall when he's
the one with super-strength and the ability to fly.
If
it seems as though I'm being unfair to Midway here, I'm really not;
it's just that games like this only serve to highlight exactly how
far behind the genre leaders the Mortal Kombat franchise is trailing.
It's never been a series for the hardcore fight fan, granted, but
MK vs. DC seems almost amateur when compared to some of the fighters
on the market. The controls are unresponsive, at times to the point
where it all becomes an exercise in button mashing, and linking
moves together is next to impossible. The animation during bouts
still has the slidey, jerky problems that have always been evident
in Midway's fighting titles and frankly it's just not good enough
on this generation of consoles. You might argue that they're paying
lip service to long standing fans by keeping in the little quirks
that made the series loveable in the first place but at the end
of the day that's not really true; it's just that to correct all
the problems with the controls, animations and lack of true 3D environments,
Midway would have to take it all the way back to the drawing board
and risk the collapse of the entire franchise - which is ironic,
because it doesn't appear to have the legs to hold itself up for
many more sequels.
The
lack of modes is frustrating, too; no Chess Kombat, no Krypt, Konquest
Mode, Karting or Koins - no unlockables beyond the two extra characters,
no artwork or secret arenas. You pretty much get the story mode,
which - whilst quite long - can only be played from the perspectives
of either universe as a whole, rather than allowing you to experience
each character's unique story, limiting replay value to two play-throughs
before it becomes boring. The Arcade mode is exactly what you'd
expect, then you get Practice and Kombo Challenge, a chance to show
off your prowess with the game's more intricate combos. Frankly,
these paltry modes don't excuse the lack of variety and originality
you might expect from a Mortal Kombat game; the closest you get
to innovation is the Klose Kombat (yes, I'm tired of all the unnecessary
Ks too) whereby a tap of the right shoulder button grabs your opponent
and pulls them in close for some quick time face-breaking. A diagram
of the YBAX setup appears in the bottom corners of the screen (the
same as during Freefall Kombat) and the objective is to press the
same button as your opponent, thus Kountering their attack. In reverse,
when defending, the idea is to avoid them doing the same, so repetitive
attacks is a sure way to give them the upper hand and see your own
blood spray across the screen as they kounter your blow.
Unfortunately,
the whole experience just feels a bit pointless. It's a game that
was dreamed up, developed and marketed purely on the concept of
uniting DC with MK and whilst playing it I was forced to ask aloud:
"Why?". Sluggish controls, unbalanced characters (pit The Flash
against Shang Tsung or Wonder Woman and you'll soon realise that
fighting fair isn't something that Midway is concerned with), the
urge to simply button mash your way to victory by spamming the same
move over and over for two rounds at a time, a poor story, underdeveloped
arenas, bad voice acting and an overall air of things not quite
gelling together the way should rob this potentially interesting
game of anything resembling charm or fun. This isn't a dig at the
Mortal Kombat series in general, although even the standard canonised
franchise could use a fresh lick of paint, but rather a frustrated
stab at Midway itself. It's almost as though the publisher thought
that the inclusion of a property like DC would gloss over their
lackadaisical development. Fans of MK will warm to this game more
than fans of DC, but fans of neither might as well steer clear,
as there's nothing here to entice anyone but diehards. An online
versus mode might keep people interested for a few weeks and possible
DLC will add a little extra to those who can be arsed to pay for
it but, on the whole, you're better off waiting for the next game
in the main series, as at least Midway might put a bit more spit
and polish on it. Mortal Kombat vs. DC Universe isn't the worst
game in the world, but it's definitely no Klassic either.
Reviewed by Mick Fraser for AceGamez (All Rights Reserved).
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