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Holy Mortal Kom-Batman! 34 of 34 Ciao Users found the following review helpful
Rating from tom1clare 3 Stars ()

Advantages Story mode is nicely handled; some great fighters; solid mix of moves

Disadvantages Fatalities; inconsistent character-balancing; combat engine is dated

The first thing that springs to mind when loading up Mortal Kombat vs. DC Universe is simply: “weird mix”. MK’s vicious, gothic clique are naturally at home in the dank, seediness of Earthrealm, which has for so long been synonymous with the series, yet the black humour and excessive violence seems rather ill-fitting for the (mostly) wholesome visiting cast of DC superheroes and villains. Of all the dream “vs.” combinations, it’s hard to picture even the most creative of fans yearning to see Sub-Zero encasing Wonder Woman in ice, or baying for Superman to laser-beam psychotic thug Kano in the face.

Still, the unlikely pairing is what’s on show here and there are times when it works, and times where the gulf creates problems. The game presents the usual Arcade mode setup where you work through a series of battles before facing Dark Khan (a fiery combination of villains Shao Khan and Darkseid). Victory grants a rather lame, gallery-shot ending with a brief narration divulging the nature of what each character did with their new-found power. More noteworthy however is the brave and enjoyable Story mode.

After choosing your side, you get to play through a lively narrative as a number of protagonists, and some smart cut-scenes flesh out the combat rather nicely. The Story sees a merging of realms, with figures from both sides getting transported into each other’s habitats and succumbing to “Combat Rage”, a symptom manifesting from the aforementioned Dark Khan’s lust for conflict. Each chapter pits you as a different player, and cleverly, weaves a few of the more unsavoury figures into the mix as they attempt to benefit from the ensuing chaos. Admittedly, it’s a touch disappointing that they opted to keep the franchises in strict in opposition throughout, possibly as forging any “common-ground” dialogues between the likes of Scorpion and The Joker would surely have proven difficult to substantiate.

With significant differences in fighting styles, as well as the fact that many of the DC lot aren’t exactly a staple of the beat ‘em up genre, the character-balancing perhaps inevitably isn’t great. Raiden and Superman, as the story’s main figureheads, have a fair bit more in the way of special moves than other characters. The Flash has a range of lightning fast combos and tricky-to-block-efforts whilst Sub-Zero is agile and full of frosty menace, but their potency ends up highlighting the deficiencies of others. The likes of Captain Marvel, Lex Luther and (despite being easily the most creative figure on show) The Joker all require rather more effort to make effective in battle. In fairness, isn’t just the DC lot either; as spec-ops pairing Sonya and Jax struggle to establish themselves with short-range moves and neither are especially effective in fights. Toothy-freak Baraka and shady DC villain Deathstroke, whilst fairly robust combatants, seem tacked-on as they play virtually no meaningful role in the stories at all.

On the whole, it plays well enough. There’s a fine (if over-familiar) array of quick ‘n’ easy combos and character-specific special moves, whilst the Kombo Challenges mode highlights the additional manoeuvres made available through good timing.

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  • ChuckNorris13 28/12/2011 18:09
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