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Out This Month
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Prince of Persia Platforms: Xbox 360, PS3, PC Release Date: 12/2/2008 Genres: Action, Adventure Developer: Ubisoft |
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Damnation Platforms: PS3, PC, Xbox 360 Release Date: 12/16/2008 Genres: Action Developer: Blue Omega Entertainment |
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Bomberman Ultra Platforms: PS3 (PSN) Release Date: TBA Genres: Puzzle Developer: Hudson |
| Mortal Kombat vs. DC Universe Preview |
| Sean Tonks, Senior Editor | |||||||||||||||||||||||||||||||||||||||||||||
| Sunday, July 06 2008 | |||||||||||||||||||||||||||||||||||||||||||||
After performing a seemingly arbitrary button combination, you watch your character sink his fingers into the fleshy back of your opponent. His hand closes around the spinal column, and with one quick jerk the skeleton rips free of the fleshy housing and your opponent's skin slumps to the floor like an old sheet. This kind of visceral violence is nothing to Mortal Kombat, but what if that was a beloved comic book hero you had just desecrated; say, Superman, or Batman?Sure the scenario of pitting the blood and guts fighters of Mortal Kombat with the time tried, and beloved heroes of the DC Universe reads like the fan fiction from a twisted mind. But the more we read about how Midway is handling the release of the upcoming Mortal Kombat vs. DC Universe, the more we realize these two licenses are getting the white-glove treatment. Midway is being very careful not to disturb the continuity of the two universes' plots. They are making sure to keep the integrity of the two licenses and are approaching the game's story and premise in a way that, "really works", according to series' creator Ed Boon. But just because the creators found a nice way to get the two sides into all out war together doesn't mean this is the same old Mortal Kombat. "We're resetting everything," says Boon. "Every single aspect of gameplay we are changing. If there was anything we didn't like, we're going to fix it or get rid of it." This development creed has lead to what appears to be an even more deep, and rich fighting experience, for instance the addition of transitions. Now when you bash your opponent down a level you will enter a transition sequence for a few (Midway has said roughly nine) seconds. Here as you both tumble through the air, thrashing out for dominance, the attacker can land a few choice hits giving them the upper hand. Yet if the defender can counter any hits, they change places. If that happens the new attacker is free to pummel his opponent until the final slam at the new level's floor. But it is here, in the depths of the stage, where the fight is just beginning. After both fighters land and gain their footing, they can grapple up and engage in Klose Kombat. Grab an enemy with a throw move and the camera will zoom in. The instigator is then given the chance to land five bone-crushing hits on his opponent before the fight returns to normal. But, like the free fall transition, if the defender can reverse it the tables are turned and they are free of the assault. Special moves have always been a staple of the Mortal Kombat series, and MK vs. DCU is no different. According to Midway, each character will have around nine special moves. They will follow the tried and true MK mantra of "easy to learn, hard to master". This means that while the moves will be the simple "back, forward, high-punch" we remember, their timing, spatial coverage, and speed, are all important factors to take into account for good fighters.The game is looking very good, and we are excited to see all of our favorite heroes and bloody fighters duke it out in a modified Unreal 3 playground. Being able to watch our characters bruise, bleed, have their clothes tear, looking as haggard as the fight would leave them, adds a nice layer of "wow" to the game. So far we only have three characters from each camp officially confirmed. Superman, Batman, and The Flash, round out DC's list, while MK has a confirmed roster of: Scorpion, Sub-Zero, and Sonya. We are sure other fan favorites will make their way in, and wouldn't be surprised if you could watch Catwoman beat the snot out of Shang Tsung. But what once may have begun as every nerds fan fiction, is shaping up to be a nice evolution in the Mortal Kombat series. Share/Bookmark:
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After performing a seemingly arbitrary button combination, you watch your character sink his fingers into the fleshy back of your opponent. His hand closes around the spinal column, and with one quick jerk the skeleton rips free of the fleshy housing and your opponent's skin slumps to the floor like an old sheet. This kind of visceral violence is nothing to Mortal Kombat, but what if that was a beloved comic book hero you had just desecrated; say, Superman, or Batman?
"We're resetting everything," says Boon. "Every single aspect of gameplay we are changing. If there was anything we didn't like, we're going to fix it or get rid of it." This development creed has lead to what appears to be an even more deep, and rich fighting experience, for instance the addition of transitions. Now when you bash your opponent down a level you will enter a transition sequence for a few (Midway has said roughly nine) seconds. Here as you both tumble through the air, thrashing out for dominance, the attacker can land a few choice hits giving them the upper hand. Yet if the defender can counter any hits, they change places. If that happens the new attacker is free to pummel his opponent until the final slam at the new level's floor. But it is here, in the depths of the stage, where the fight is just beginning.
Special moves have always been a staple of the Mortal Kombat series, and MK vs. DCU is no different. According to Midway, each character will have around nine special moves. They will follow the tried and true MK mantra of "easy to learn, hard to master". This means that while the moves will be the simple "back, forward, high-punch" we remember, their timing, spatial coverage, and speed, are all important factors to take into account for good fighters.