|
Official Website for X360 - the UK’s bestselling independant Xbox 360 magazine & 360 Magazine - the original independant Xbox 360 magazine |
|
REVIEWS :
PREVIEWS :
SCREENSHOTS :
VIDEOS :
XBLA REVIEWS
|
|
|
|
 |
 |
|
|
PREVIEW MK VS. DC UNIVERSE
|
|
|
| | |
| | |
|
PUBLISHER
|
MIDWAY
|
|
| | |
| | |
| | |
|
DEVELOPER
|
IN-HOUSE
|
|
| | |
| | |
| | |
|
GENRE
|
FIGHTING
|
|
| | |
| | |
| | |
|
PLAYERS
|
1-2
|
|
| | |
| | |
| | |
|
XBOX LIVE
|
YES
|
|
| | |
| | |
| | |
|
RELEASE DATE
|
Q4 2008
|
|
| | |
| | |
| | |
|
BRIEFLY
Gaming’s most
brutal beat-’em-up
is back and it’s
brought along some
friends. But what’s
this – no Fatalities?!
|
|
| | |
|
|
|
| | |
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
While the Mortal Kombat series
has often been derided for its
so-called lack of innovation,
in reality the series has seen a revolution of
change throughout its history. Though its
cast of characters has been expanded more
through storage limitations than anything else
(did you know, for instance, that the ‘real’
robot warrior was Sektor?), Ed Boon and his
team have delivered more than their fair share
of significant gameplay changes. The ability
to run at will in 1995, adopting a three-tier
moveset for each character in 2002, dipping
their toe into general action come 2005, all
to significant critical acclaim too. Alongside
multiple tier arenas, a smorgasbord of finishing
moves and attempts at full-on RPG recreations
of Outworld’s particular brand of lawlessness,
the team’s reputation for resting on its
laurels is clearly a wholly unwarranted one.
What better way to cement this, then, than
completely blindsiding the entire industry with a
collaboration about as unlikely as Mario versus
Sonic. Oh wait, that whole thing. GTA IV: Jack
Thompson Edition? Yeah, that’ll do.
So, our mouthwatering Unreal Engine 3
MK title will use such powers of jaw-dropping
realism to render DC Comics favourites such
as Superman and Batman. Oh, the irony! Of
course, such a move demands more stringent
brand control than the franchise has ever seen,
making this the first in the series to receive
something other than a mature rating stateside
and who knows, might even scrape a 12 over
the pond, given a fair wind. Before your gore
sense causes fluids to spill involuntarily onto
the page, this doesn’t mean that Sub-Zero
will be blowing great chunks of ice before
Scorpion kindly whittles them into the shape
of a rampant swan, or something. Proceedings
look every inch as brutal as last time out, the
widespread bruising of Deception having
developed into a series of wounds that appear
during bouts, not only on exposed areas but
through torn sections of cloth in Superman’s
posing pants and the like, loose ends waving
in the breeze. What’s more, items meant to
stand freely will be torn to comparative shreds,
not exactly handy when you like looking good
while wearing a whole lot of capes. DC has
even granted Midway permission to tear logo
designs, meaning you don’t have situations
developing akin to 1940s movies, where the
leading lady might disappear into the water
of some sun-kissed beach or other, only to
return with perfect hair. One thing’s for sure:
clothing’s come a long way since that wavy
cloak Rogan wore in House Of The Dead.
If you thought Virtua Fighter 5 sported some
pretty swish (not to mention Mr Sheen shiny)
character models, think again, as the cliché
goes. While Sega’s brawler boasts chests pitted
like the most chronic acne sufferer thanks to
muddy textures, Midway’s legends can be
studied to the hair follicle. In all, each model’s
polygon count has doubled for each year MK
was away, giving each an almost totally defined
20,000. Zooming in on everyone’s favourite
deceased harbinger of death, Scorpion, details
as inconsequential as individual ribs, and the
definition of each muscle under his leather
body suit stand out like the sharp end of a
chainsaw. For the likes of Scorpion specifically,
costume damage will start to reveal the demon
within. Destruction of his mask will reveal the
sharp jawline of, well, just the jawbone itself,
made famous by the buttons up, up and A
all those years ago. We’re assured that the
following weeks and months will see all that
hard work building up caricatured but tangible
muscle textures put to good use, producing
animations to show them expanding and
contracting with each hammer blow. What’s
more, characters will talk and taunt during
matches as a matter of course. Though our
mischievous side envisions the Adam West
style Batman finishing foes off with a ‘Zzap!’,
or perhaps a ‘Kaboom!’, it’ll more likely be
something still family friendly but a lot less
knowing. Boo.
|
|
|
|
 |
|
 |
|
|
|
The MK team’s biggest announcement
at this stage is predictably enough to do
with character rosters. To this effect, it’s our
pleasure to introduce Sonya Blade and Flash to
an ensemble that already includes Superman,
Batman, Sub-Zero and Scorpion. For those
interested, Ed Boon personally assured us their
final total will lie in the mid-twenties. Flash’s
model proved just as detail-packed as others
yet revealed, his skin-tight suit bearing many
types of material, definition looking very much
like he’d been wrapped in textured carpet. It’s
a wonder he doesn’t chafe up at the drop of a
hat, it really is. The details on everyone’s mostloved
human police officer after Jax and Stryker
are rather impressive. A dog tag bearing the
name ‘Sonya Blade’ adorns her midriff, as do
bikini tan lines, irrelevant as they may be. Sadly,
she’s still wearing one of those silly berets
covering only half her head, but you can’t
have everything.
Obtaining such juicy licences for use in a
brawler could spark the imagination of a
mayfly. With such varied superpowers however,
tweaking is in progress to level matches
between skyscraper-juggling Superman and
a perennial whipping girl whose best ability is
creating circular pink forcefields with her fists.
That’s just one example. The solution, says Ed
Boon himself, is to expand each character’s
special moves list wildly, leaving attacks openended
for players to create their own combos,
rather than bashing out buttons etched deep in
the memory. Superman, for instance, can use
his breath to freeze opponents from close to
mid-range besides employing that same tactic
to draw them into attack range. In addition to
this, he’ll sport an exaggerated throw during
which he flies his opponent ten feet up before
slamming them down to earth besides a heat
vision move that sweeps the screen’s opposite
end. The idea is to make as many of these
segue into each other as possible – in fact, the
above four moves can be performed swiftly in
the exact same order, rather proving Boon’s
point. In total, each character will sport six
special moves, ditching the set of three martial
arts in the process (presumably considered an
over-complication by the development team).
Elsewhere, we were treated to Scorpion’s
line-up, which includes a few staples (the
spear, an ability to teleport backwards out of
the screen), besides a few he’s inherited as the
years forced evolutions (a ‘throw’ he performs
with his ankles from the ground springs to
mind). Flash’s line-up, predictably enough,
includes that staple since ’96 – spinning your
opponent around like a top, simply using your
own speed. To be fair, that makes a whole lot
more sense now than it did with a man injured
to the point of needing breathing apparatus
did it, so it’s not all development by shoehorn.
|
|
|
|
 |
|
 |
|
|
|
Boon’s team are at pains to suggest Mortal
Kombat vs. DC Universe has been built from
scratch once more for its next-generation
debut. We’re a little loathed to agree, general
character movement appearing to be lifted
straight from Deception, impressive as that still
was. Where significant changes have been put
in place is at set-piece moments during fights.
While the team’s last outing featured Dead Or
Alive-style tiered arenas, in reality there was
very little point in their existence. After all,
stage Fatalities didn’t kill opponents if it
wasn’t the deciding round (go figure), and
most other arenas simply featured a dramatic
fall before hostility commenced. So far, so
boring. This time around, characters fight
on the way down. At each moment one lies
below the other, each imputing a sequence of
defensive or attacking moves based upon that
position. The goal is to end the five second gap
on top, at which point you’ll gain the massive
bonus of slamming into your adversary knees
first, for the colloquial massive damage. The
feature certainly achieves its set aim – not
allowing a crashing flurry of blows to stop
– but it remains to be seen if any enjoyment at
all can actually be squeezed from it, or whether
matters will be all about who can press which
button quicker.
Also new is close combat mode, which
involves one Kombatant shoving the other
mid-match, shifting the focus to torsos only.
For the next few seconds, movement is
suspended while the two duel it out in similar
fashion to the above, one on defence and the
other attack. Again, this adds a little drama to
proceedings, but whether it sinks or swims will
depend heavily on how it’s all controlled, and
whether it becomes a bit like battered boxers
clenching their opponents, desperate for a few
seconds’ thinking time. As ever, the mouths
of several X360 team members have been
salivating for some time at the prospect of a
fresh MK adventure to sink their teeth into –
whether this outing proves the genuine article
itself or just another reason to anticipate their
first ‘proper’ next-generation Mortal Kombat
remains to be seen. As Boon himself admits, an
MK without finishing moves is like a sentence
without punctuation – with replacement set
pieces in position, we’re left simply to eagerly
await what the team will come up with. After
all, they’re yet to let us down (unless you count
that stupid Liu Kang hand puppet Friendship
in MK 3, of course). Seriously, get your
anticipation hats on, people.
Dave Shaw
|
|
|
|
|
|
|