Mortal Kombat vs. DC Universe sounded like a dicey proposition at best. With the crossover thing having been done by Capcom and Marvel before, it isn't exactly groundbreaking. Plus, the DC Universe license comes along with the baggage of making the game a bit friendly to a younger audience, forcing the series' gruesome finishing moves to be toned down to a more-acceptable level of violence. On top of all that, it's the first time the MK series has come to the current generation of consoles, and with it comes a completely rebuilt fighting system. To say that the deck was stacked against MKvDC is something of an understatement. But all those potential pitfalls make the success of Mortal Kombat vs. DC Universe that much sweeter. The characters fit together better than expected. The new fighting system is a terrific mix of old and new that makes this the best Mortal Kombat game since the series went 3D. And the finishing moves... well, they're toned down, but even they still manage to put a good exclamation point on a hard-fought victory.
For the second time in series history, the fighting in Mortal Kombat vs. DC Universe has been completely revamped. Most of the features and fighting from the previous three console games has been thrown out. Apart from a pair of characters who are armed with blades, there aren't any weapon stances or style changes to worry about. And the combo system ditches ground-based, memorization-heavy combos in favor of timing-focused juggles, which effectively makes it more like the previous 2D games in the series. While you can still sidestep to avoid projectiles at range, the game has a snappy, classic feel to it without feeling like a throwback. One of the few things that carry over from the more-recent 3D entries in the series is the combo breaker, which will crack you out of a jam if you have enough juice in your super meter to use one. You can store up to two breakers if your meter is full. A full meter also lets you enact rage mode, which makes you attack through an opponent's block and not react when you get hit for a few seconds. It's a neat idea that can be effective when playing alone, but most human opponents seem to know to just get away when you pop into rage.
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