Mortal Kombat Vs Dc Universe For Pc

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There are a lot of things I never expect to see in my lifetime. I don't expect to see the Chicago Bears win three Superbowls in a row; I don't expect to see Sony, Microsoft, and Nintendo get behind one end-all, be-all system; and I don't expect to see hoverboards (no matter how badly I want them).

However, even though I don't expect to see those things, there's a still a chance that they might come to be because anything can happen - if you need proof of that, look at.This game defies logic by both existing and not sucking. If you're just joining us, MK vs. DC packs 22 characters from both the videogame that became Exhibit A in how brutal this medium could be and the comic book powerhouse that's been around for more than 70 years. These heroes, villains, and ice-hurling ninjas are then let loose on one another to do battle in bloody brawls that are decided in the best two out of three rounds, but MK vs.

DC is a bit more than just fight after fight after fight. Mortal Kombat vs.

Mortal Kombat vs. DC Universe is a crossover fighting video game between Mortal Kombat and the DC Comics fictional universe, developed and published by Midway Games (their last entry in the franchise before they went bankrupt in 2009 and sold the franchise to Warner Bros. Interactive Entertainment). Mortal Kombat vs. DC Universe Review The MK and DC crowds are a surprisingly good combo, but questionable roster balancing keeps this enjoyable fighter from achieving greatness.

DC Universe - Xbox 360ScorpionThe JokerSub-ZeroCatwomanSonyaThe FlashShang TsungSupermanKitanaBatmanJaxWonder WomanLiu KangDeathstrokeRaidenLex LuthorKanoCaptain MarvelBarakaGreen LanternShao KahnDarkseidHowever, before we get to the modes this game offers, talking about the fighting system MK vs. DC employs is probably a good idea. When things were 2D on your SEGA Genesis and Super Nintendo, Mortal Kombat was simple: up was jump, down was crouch, and left/right moved you left/right.

Being an awesome fighter came down to timing your blocks and moves while dodging ranged attacks the best that you could with your limited movement options. However, when MK made the move to the 3D realm, things got sticky.

Suddenly, characters could just walk deeper into the plane and watch Liu Kang's fireballs float past them harmlessly. Mortal Kombat vs. DC Universe blends both of these styles with a varied amount of success. The D-pad controls your movement on the 2D plane (crouching, jumping, and moving), but if you hold down L2, your up an down arrows move you in the 3D sense of side to side.

Meanwhile, the left stick is strictly 3D movement. The choice is nice, but I personally would've preferred anchoring the title to the 2D controls. It's nice being able to explore an arena - there are 14 in the game that range from the Guardian's Green Lantern base to the Batcave to Themyscira - but it's frustrating to launch a screaming skull as Shang-Tsung and have the opponent just step to his or her right and watch the Supermove - what the game calls all of your cool moves beyond simple attacks - fly on. Against a computer, these sidestepping shenanigans aren't that bad, but if you get two skilled players together, it's rare to land a series of ranged hits. If you're looking to compare PS3 and Xbox 360 control schemes, check out when you get a second. Beyond these movement commands are the tried-and-true Mortal Kombat combos we've all spent time punishing our thumbs with as we attempt to pull off bicycle kicks and Fatalities. Thankfully, you can scope all of your character's moves and Supermoves from the pause screen, directions are usually pretty consistent on a character by character basis - Kano and Superman use a lot of down-away and down-toward moves, while other folks will use more toward-toward attacks - and the moves actually look cool.

Wonder Woman's 'Gotcha Girl' has her kick the opponent into the air, catch the midair foe with her lasso, and then slam the body back to Earth; Sub-Zero can create a block of ice in the air that'll fall and crush opponents; and Captain Marvel's 'Mercury Bearhug' has him grab an opponent from behind, turn the foe so that his or her chest is pointed toward the sky, yell 'Shazam!' , and watch the ensuing lightning bolt fry the combatant. Mr.+Lantern,+tear+down+this+wall.Nifty, character-specific moves aren't the only things MK vs. DC brings to the table in terms of fighting mechanics.

This addition to the Mortal Kombat franchise introduces four scenarios to the series: Klose Kombat, Free Fall Kombat, Test Your Might, and Rage Mode. To initiate Klose Kombat, you'll need to tap L1 and watch as your player reaches out and grabs the opponent. The camera zooms in to a tight shot of the fight between the combatants, and the face buttons of the controllers will pop up on the different sides of the screen to represent the different players. It'll be up to the attacker to input his or her individual commands. A lot of people confuse this with a quick-time event, but the buttons that light up on the screen are actually the buttons you are pressing.

See, the person getting attacked needs to block and the only way to do that it to hit the same button the attacker is hitting. So, when Klose Kombat begins, the person about to get wailed on needs to start trying to match the attacker's onscreen moves. If the guy on the defense hits the right button, the character pulls off a reversal and you're back to fighting in the normal view. If the reversal never comes, it's a beatdown for a few hits. Free Fall Kombat takes the button tapping game to the air.

Here, a fighter will tackle his or her opponent and run the foe through the side of the environment - a computer screen in the Batcave, ice walls in the Fortress of Solitude, etc. When you clear whatever you've smashed through, you and the enemy are falling to the next level while fighting. The same sets of buttons that pop up for Klose Kombat are on the screen and it's the same random press/guess to block situation. However, this time the onscreen doodads are joined by a meter labeled 'Super.' As you fight, this meter builds. When it crosses a white line that divides the meter, you can press R1 to pull off a devastating Supermove that generally propels the enemy into the ground below - Wonder Woman grabs the opponent with her lasso, twirls the foe around, and launches him or her at the ground; Jax shoots the opponent with an Uzi before blasting the foe into the floor below; and so on. This knocks off a large percentage of health based on how full the meter was when the move was deployed.

Free Fall Kombat isn't available for every level, but at the stage select screen you can tell which ones are. To me, both Klose Kombat and Free Fall Kombat are cool ideas that fall a bit short in practice. Klose Kombat is sweet because MK vs. DC features character bruising and costume tears so it's nice to get an up close look at that and Free Fall Kombat is cool because the fistfights end with such power, but the mechanics around these tantalizing tidbits are a bit stiff. Fighting in Mortal Kombat is supposed to be fast and furious, but the action slows down considerably when you get to the button-pressing parts of Klose Kombat and Free Fall Kombat.

Mortal Kombat Vs Dc Universe For Ps3

Suddenly you go from hurling fireballs and stringing together uppercuts with laser blasts to sending out sluggish punches and headbutts. It takes you out of the experience.

Poor old Mortal Kombat. Everything seemed to go downhill for the world's most visceral fighting series when it hit the third dimension after the release of Ultimate Mortal Kombat 3: Mortal Kombat 4 was a letdown, Deadly Alliance and Deception failed to make up for it, Armageddon was ill-conceived and the less said about the likes of Mortal Kombat: Special Forces the better.But what was it about the early games that made Mortal Kombat so endearing?

Was it gameplay that offered a viable alternative to the likes of Street Fighter II? Or was it the thrill of Sub-Zero's spine-ripping fatality, performed with the help of a tips section? No one seems to remember exactly, but with the series now languishing behind the likes of Soul Calibur and Virtua Fighter, Midway is hoping Superman, Batman and friends can rescue it from the brink in this comics vs. Beat-'em-up crossover.Crossovers sometimes work (Namco x Capcom, for instance), and the inclusion of Solid Snake and Sonic in Super Smash Bros. Brawl earlier this year proved popular. But the most obvious touchstone for MK vs.

DC is of course Marvel vs. Capcom - with Tatsunoko vs. Capcom the most hotly anticipated. DC doesn't have what it takes to dethrone Marvel vs. Capcom, but it's relatively competent.The Story Mode opens as Raiden defeats Shao Kahn and sends him hurtling through a portal. At the same time on Earth, Superman defeats super-villain Darkseid by blasting him with his heat vision as he tries to teleport away.

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In a typical DC twist, neither villain is actually destroyed, and instead they merge to become Jeff Goldblum - sorry, Dark Khan.As the universes slowly cross over, the various combatants on either side suffer from fits of rage, attacking everyone they encounter - even former friends! Everyone's power also fluctuates wildly, explaining away Liu Kang's sudden ability to fight Superman and so on. Characterisation is good, as the likes of Scorpion and The Joker behave in a way that complements one other's brand of malevolence. The window of opportunity for throws to connect is frustratingly unforgiving, often having no effect on a reeling opponent well within range.Before commencing Story Mode, you're given the choice of the Mortal Kombat or DC side. Once you've pledged your allegiance, you fight through seven or eight character-specific chapters with cut-scenes in-between. These are irritatingly un-skippable and plagued with terrible voice-acting, but they're interesting enough to spur you through the two-to-three hours required. There's also the option of bicycle-kicking your way through Arcade, complete with the classically-stacked tower of conquest.

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The brief character endings are more or less throwaway, but dedicated MK fans might get a kick out of them.Of course, Mortal Kombat has struggled with combat ever since it went 3D; it's reliance on simple pre-programmed dial-a-combos, basic juggles and cheap specials has left it way behind Soul Calibur's guard impacts or the sheer depth of Virtua Fighter. Yet in some ways MK vs. DC seeks to improve. Gone are the tacked-on style and weapon stances, with more emphasis on experimenting with a character's strengths, developing combos through manipulation of the in-game physics. Oddly, however, you have to use the analogue stick for 3D movement and sidestepping, and the d-pad for 2D movement and jumping, while holding the left trigger reverses this. At least include a few options for customising it. The female characters, although starting to edge away from the butch transvestite staple, are still lacking somewhat in femininity.MK vs.

DC adds further pain to the onslaught with Klose Kombat, Free-Fall Kombat and Test Your Might. Klose Kombat is initiated when you grab your opponent, giving you about five seconds to target one of four areas with the face buttons - crotch kicks, arm breaks and haymakers. Should your opponent match your button press they'll perform a Kounter move and escape further damage. Free-Fall Kombat works similarly and occurs when you hurl your opponent off one of the multi-tiered arenas.

As both combatants plummet to the depths below, attacks through the face buttons are active, and should your Super gauge rise high enough you'll be able to execute your character's Free-Fall Super, with a chance of dishing out the maximum damage possible. A successful Kounter here switches offensive and defensive positions, striking a good balance between risk and reward.