While these additions are interesting ideas, they fail to do anything but break the momentum of the fighting. A fighting game, by its nature, is a fast paced, adrenaline pumping experience. To break the action repeatedly with clunky, arbitrary button choosing robs the fighters of their interaction. There’s enjoyment in getting to take the fight “somewhere else” but it needs to feel more like it’s another facet of the combat vs. a mini-game. Like most “mini-games,” it gets redundant after awhile. Rage mode is the most lackluster member of this band of mechanics. Deriving its name from the “combat rage” elaborated on in the story line, this mode is initiated with a two-tier meter. When both tiers fill, you can press both triggers to make your fighter glow and be uninterrupted by incoming attacks. For the most part, meters in fighting games have built up to an active ability. However, combat rage operates as a passive ability that, while you still take damage, doesn’t allow for offensive attacks to stun you. This renders the mode anticlimactic. In actual game play, the meter serves as a kind of “Mario star” that saves you in a bind. I haven’t seen it used for anything other than to stave off oncoming defeat. It’s especially cheap when it allows for an underdog to pull off a series of lucky combos and leave you falling flat on your back. There is the added ability to “break” an incoming attack when the meter is half filled, but this isn’t an ability that should be relying on a meter. Being able to break an opponent’s offensive feels like it should be a mechanism integrated into the core of the game play.
The biggest issue with the MK vs. DC match-up has been the idea of a bloody, fatality-ridden universe coupled with the No-Killing natures of DC heroes. To offset this dichotomy, as well as the Teen rating, fatalities and brutalities are employed, albeit considerably toned down. MK characters and villains from the DC world are the only characters that can perform fatalities. You’ll still have a blast figuring out everyone’s signature finishing moves, but keep in mind that your enthusiasm will be offset by some lameness. Superman rages and punches his opponent repeatedly on the head until he’s driven into the ground. Scorpion creates a puddle of lava underneath his opponent and pulls him underneath.
Lex Luther spins the opponent’s torso 180 degrees, successfully breaking his back. So there’s variety and fun, but if you’re playing it as a Mortal Kombat title, you might be disappointed. The arcade mode remains true to the Mortal Kombat franchise by moving a fighter of your choice through the one on one combat tree. Nothing really sustainable happens after arcade except the quintessential telling of what happens to your character afterwards. Online play puts you in a lobby where you can choose to be in a room and see a list of players to challenge. Streaks by other players are announced to the room and there’s a leader board to browse other players’ achievements. Random pairings of players allow for interesting challenges, but be careful of your skill level, as random pairings also ensure painful beat downs. For the most part, graphics are fluid and flow well with the game play. Bruises and cuts are displayed on players as evidence of the brawling and look great adding to the brutality of the game. There’s some stiffness in movement, especially with capes, but it isn’t nearly enough to take away from the overall feel.
Character models are mature and their bulky demeanor fits the game. Arenas, while varied according to the different arcs of the storyline, including The Fortress of Solitude and the Bat cave, are lacking in character. They serve primarily as setting and backdrop. Music takes on aggressive, epic techno sounds that blend nicely in the background. It’s motivating without being overbearing. The sound of combat brutality generally overpowers it anyway. The only point lost is for the voice acting in story mode. Overall, this game succeeds in its initial idea. Pitting two titans against each other in a fighting game can’t go wrong if passion for the franchises exists. The unfortunate truth is that while it’s a decent game, it doesn’t rise above that initial excitement. New mechanics feel slightly gimmicky and don’t contribute much past the first couple of “ooh’s” and “aah’s.” Once you’ve seen the fatalities, the Supers, and all the things that Joker can cook up, the replay ability is severely diminished. Story mode will be played to unlock characters, and arcade and online for practice. In the end, you’ll be giddy with the match-ups you get to experience, but it’ll collect dust shortly thereafter.