

Downloadable content, along with digital distribution, is commonplace among contemporary gaming.
Not only does it allow developers to fix issues with their game post-release, but it also gives gamers the ability to augment their experience with extra features and content, if they so choose. Great as it may be, what about flagrant issues that prevent a game from being completely playable? How much content do developers hold back, so as to put it on the marketplace at a later date? When do we say that enough is enough?
Ever since the launch of Microsoft's original Xbox, DLC has blossomed into essential material that every game must embrace. As a matter of fact, it's such a decisive feature that, upon release, some games that have yet to release any DLC already have a section of the marketplace dedicated to it. At the extreme opposite end of the spectrum, some games have DLC available on their release day, a sin that many gamers regard as unacceptable. And for good reason.

Gaming isn't a cheap hobby. Whilst you can certainly wait for games to come down in price in sales or on the used market, it's still something that you dedicate ample time to and pay for with your hard earned money. That's why when a game releases and, on day one, it already has DLC available for purchase, gamers froth with anger. Shouldn't that DLC be contained within the game itself? Take Resident Evil 5 as an example; not long after launch, a multiplayer mode became available that was found to already be on the disk. Needless to say, no one was happy about that.
One can blame BioWare and their flagship Mass Effect 3 for the current resurgence in DLC hate. Following in Resi 5's shameful footsteps, ME3 will contain day-one DLC, entitled From Ashes, at a cost of $10 or 800 Microsoft Astral Credits. However, for those who are willing to fork over the extra cash for the N7 Collector's Edition (or Digital Deluxe Edition) the DLC will come at no additional cost. BioWare has already stated their reasoning for the day-one content, but that hasn't stopped people from outright boycotting the game entirely. Overzealous as it may seem, I still see where they're coming from.
Allow me a few humble words. We are gamers; we are not developers. As much as we may see and read about it on the internet, we don't know what it's like to build a game from scratch. We don't know the ins-and-outs of working with certain engines and other design protocol, and we don't work at an office where we answer to the producer at every waking moment. However, as the consumer, we cherish a quality product and when something is wrong, our voice is usually heard. There still isn't a amiable way of accepting an additional fee for content on top of what we just paid for, and I expect there never will be. On day one, I expect to have everything out of the box that's core to the game world in question. Sure, I might miss out on a multitude of space rifles, colourful armor and other transforming oddities of doom (since you can't pre-order everywhere), but special missions that actually contain an interactive, core character is not something I'd want to lose out on.

Saying that, BioWare's decision to implement this day one DLC does trouble me somewhat. I'm incredibly excited about ME3, but I definitely won't be purchasing a different version of the game just so I can get that extra content. Acquiescing in this way lets the developer and distributor know that what they're doing is somewhat acceptable. It's something that I just can't do.
This whole debacle poses several other questions brought on by this console generation, including one that still pertains to Mass Effect; are developers purposely holding back core game content so as to sell it to us later? If we're using ME3 as an example, that answer would surely be a resounding yes. However, I don't feel that every developer takes advantage of the DLC system in this way. Take, for instance, Rockstar and their exquisite, high-quality DLC for Grand Theft Auto IV. It was a bit pricey, yes, but the content and effort put into The Lost and Damned and The Ballad of Gay Tony cannot be denied.
Other developers, like Mortal Kombat's NetherRealm Studios, use DLC in ways that were both accepted and not. NetherRealm provided excellent support for their game well past its launch day, with a slew of DLC and hot fixes to make the game as balanced as it possibly could be. Whilst that's a struggle in itself, NetherRealm did a commendable job and I wish other studios showed as much passion as they have. Unfortunately, NetherRealm also used DLC to cover up the brittle multiplayer infrastructure. If you had a chance to play MK online, you know exactly what I'm talking about. Constant input lag, match slowdown, dropped games, broken lobbies - everything a fighting game considers critical to a great experience was entirely screwed.

Fun as it was, I hold errors like MK's high on my sin list, and that leads us directly into another argument; what's acceptable when flagrant errors prevent a game from being completely playable? DLC can help this matter as unforeseen circumstances arise; issues naturally happen. For this reason, DLC can be a boon to certain games. Even still, there's no denying the embarrassing amount of games that rely on DLC to correct post-release issues. LittleBigPlanet and SOCOM: Confrontation threw up several patches just to allow you to play correctly. Gears of War 2 has its own special place in hell for what it did to its players on launch day and several months after. The point is, DLC allows games like MK to release with the intention of fixing the problem later. Dark Souls, one of my favourite games of last year, released with completely broken multiplayer functionality. It took From Software months to come out with the necessary fixes and even then, there were some mechanics that just didn't work in the way that it was intended they should.
DLC isn't the end of all things; it's just the opposite. Developers may not be using the system in ways that we would like to see, but its flashes of brilliance make gaming today a thing of beauty. It'll take time to weed out the issues but we can do our part by voting with our wallets and voicing our opinions on official message boards about what we think is acceptable. I'll never come out and say that day one DLC is ever 'alright', but I will always take a working game over something that requires several thousand title updates.
What do you think about day-one DLC? Do you have issues with patches coming in late or requiring several for you to even play your game? Voice your opinions below!
Labels: Andrew Whipple III, Dark Souls, DLC, Feature, Grand Theft Auto IV, Mass Effect 3, Mortal Kombat, Opinion, Resident Evil 5

The end of the year is always a hard time for a videogame journalist. Not only do we have to recall every experience we've had over the course of the year, but we then need to match each title up against one another, like some kind of digital Mortal Kombat tournament, in order to find that elusive 'game of the year'.
Keep in mind that this list is my personal favourite games of the year, not a list of the 'best' or most popular out there. That means some of the more abstract titles out there might take the place of the greater ones.
Let's start things off with a game that was neglected, but is great in its own way.
10: Warhammer 40,000: Space Marine

Space Marine is a third-person action shooter with combat mechanics similar to Rocksteady's recent Batman titles. It is Relic's first attempt at approaching the franchise using this genre and they did a fantastic job. The detail was extraordinary and, whilst the campaign was pretty short, the multiplayer served as a fun distraction with its competitive and co-operative elements.
It drops in at number ten for numerous reasons. Whilst it did the 40k universe justice, I felt that the campaign could have had more combat variety. The weapons, despite being brutally satisfying, were very limited, as were the combat moves. The multiplayer also lifted many of its features from games like Call of Duty and Gears of War's Horde mode (Exterminatus). Despite those shortcomings, Space Marine successfully tied together satisfying mêlée combat with solid shooting mechanics. Couple that with jaw-dropping executions and beautiful environments, and you have a sleeper hit on your hands. I can't wait to see what Relic does with this franchise.
9: Bulletstorm

Bullestorm is a unique first-person shooter that focusses on killing with skill. Generically shooting enemies to progress is out, and performing perpetually-interesting moves to decapitate, obliterate, incinerate or otherwise maim your opponents is in. Also, dick jokes.
Bulletstorm received massive criticism due to its humour and absurd format of first-person shooting. Sure, the funny bits were pretty dry, but think of it like the movie Snakes on a Plane; the whole thing is one big joke. The shooting is also rather great, but you can't play it like a conventional shooter where you shoot a target dude until the life bar depletes. Bulletstorm doesn't work like that, and if you play it as such, you'll despise it.
For me, Epic's extremely under-appreciated title pleased me with its style and surprisingly funny dialogue. Never did I think a FPS could change the formula into such a winning concoction. Using the environment to manipulate and slaughter your opponents? It might not be for everyone, but you'll never know whether you love it unless you give it a spin.
8: Orcs Must Die!

Robot Entertainment's Orcs Must Die! is a third-person tower-defense-esque game in which you control a Warmage. A really stupid Warmage. Your master slipped and fell on the steps, thus leaving you to fend off the relentless assault of Orcs who are seemingly allergic to fire.
Seriously. I heard one of them say it.
Whilst tower-defence games are literally a penny a dozen, Orcs Must Die! provides an excellent variation on the genre. By utilising traps instead of towers and allowing you to fully control a character who can use various talent trees and engage in either physical or magical combat, this game stays fresh for its duration. Throw in extra levels, traps and monsters via DLC, and you have a game that you'll be playing for hours upon hours, and for a ridiculously low-price too. Trust me when I say that Orcs Must Die! is one of the best in the genre.
7: Dark Souls

From Software returns with the brutal successor to the PlayStation exclusive, Demon's Souls, 2011's Dark Souls. Bordering on ridiculous as far as difficulty goes, Dark Souls takes you into a unique world where you must combat demons and all other forms of monstrosity with very little assistance. Survive long enough and you might just become stronger to journey into the next room. What's that you say; you died at the hand of a skeleton? You're screwed.
Next to Bioshock, the Souls titles are the most atmospheric games I've ever played. The art design, the ambiance; everything about these games screams style, and it works. Dark Souls is terrifying and that's mostly because it's a game that embraces a lost style: discovery. As you continue to discover more and more about a certain region, you begin to understand the game itself better, as well as your limits. Never have I felt so rewarded for defeating a tough monster, and so betrayed in dying to a standard enemy. Although the multiplayer was broken at release, Dark Souls is such a unique experience that you do yourself a disservice if you miss out.
6: Dynasty Warriors 7

Have you ever laughed out loud at a game on the brink of release? I certainly did with Dynasty Warriors 7. A notorious joke within the industry, countless Warriors titles have released, and hardly any have been in any way worth praising. Surprising as it may seem, Dynasty Warriors 7 is the exception, and has unbelievably steered a sinking ship in a respectful direction. Yes, it's still a hack-and-slash game and, yes, it still has some pretty bad voice acting, but I'll be damned if I don't say that Koei did an outstanding job with this one.
As detailed in my review, one of the biggest selling points for me was online play, a first for the series. Even better, Koei actually took the time to refine the gameplay and eliminate the fluff that the series was known for. The story mode for each kingdom was confusingly addictive and the cut-scenes were crafted in a delightful way. With hours upon hours of relatively simple gameplay, Dynasty Warriors 7 was probably the biggest surprise of the year.
It also contains the best capes in gaming. Seriously, take a look.
5: Gears of War 3

Having composed the final entry in the Marcus Fenix story-arc, Gears of War 3 is the end of the story that all Gears fans know. Until this point, Gears had its highs and lows, but this game truly delivers on all fronts. As emotional as it is fulfiling, this is the definitive example of how a series should wrap things up.
It's hard to think that the third entry is Epic's swansong for the series. Whilst it most definitely won't be the last game we see in the Gears universe, Epic has done a fantastic job of sending it off. Four player co-op? A refined multiplayer experience with dedicated servers? A skilled author composing the story? Everything Gears of War 3 brings is the best of the series, and the only way you'll know is to play it yourself.
4: Dead Space 2

Renowned engineer Isaac Clark and the very angry Necromorphs both return in the much anticipated Dead Space 2. Having lost seemingly everything in the Ishimura incident, Clark wakes to find his nightmare renewed and, of course, he's the only one with the knowledge to stop the growing threat. Scary, atmospheric, technologically superior and, most of all, fun, Dead Space 2 is a worthy instalment to one of the better third-person titles available to gamers.
To this day, Visceral's creation is yet to be matched by an equally-fun and jump-worthy third-person shooter. The first Dead Space took many of its cues from the superb Resident Evil 4, but while that series has somewhat lost its course, Dead Space has evolved with the rest of the gaming industry and put out an incredible sequel. Although its multiplayer is forgettable beyond measure, the single-player experience never wavered in quality, and that's what really matters.
3: The Elder Scrolls V: Skyrim

Every Elder Scrolls game is huge, and Skyrim is no exception. Taking cues from the ways that games have changed, Bethesda has streamlined their seminal franchise to cater to all types of play-style and gamer. Couple that with an intriguing story, beautiful technology, and discovery elements that have been lost since Morrowind, and you get Skyrim, one of the best games of the year.
I have yet to finish an Elder Scrolls game, but Skyrim might just be the first game to break that mould. It certainly has its faults and glitches, but even those are not enough to sway my recommendation. You can play this game however you want, and with the death of the awful, awful level-scaling system present in Oblivion, even I can enjoy this game.
2: Mortal Kombat
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You're reading the words of the most loyal Mortal Kombat fans out there. Yet, I never thought that Mortal Kombat could drag itself out of the abysmal hole that it dug itself into. But I was wrong. If you know nothing about Mortal Kombat - and if that's the situation, shame on you - understand that this game's accessibility is unparalleled and contains everything that made the old games memorable and great. Which largely means that Liu Kang isn't a zombie this time.
Foregoing the 3D style and retracing its steps back to the original days, Mortal Kombat is a masterclass in what a fighter should be. Not only does it give you the best story that any fighting game has ever seen (no, seriously, play it), but it is also loaded with unlockables, challenges and DLC that doesn't suck. The only thing holding this game back from perfection was its rather awful online component. Constant disconnection is enough to dissuade anyone from trying to compete online, but if they can get this right next time, then I can't wait.
1: Bastion

You might laugh, but my number one game this year is a downloadable title that will take you less than ten hours to play through. Regardless of its duration, you cannot measure the importance of quality in a game, and Bastion achieves that quality to the highest degree. Supergiant Games hasn't created a great title, they've created an incredible one.
Akin to some of my old favourites, such as The Secret of Mana, Bastion is an action-RPG that knows the ropes. Everything from the music to the combat feels right, and the story is mysterious enough to make you want to continue on your adventure to discover more about its surreal environment. Whilst it isn't the longest, deepest, most addictive or largest game out there, Bastion is composed so professionally that anyone can get into it. Saying that, if you've yet to skim the surface of this exceptional game then please, do so. Now.
Labels: Andrew Whipple III, Bastion, Bulletstorm, Dark Souls, Dead Space 2, Dynasty Warriors 7, Gears of War 3, Mortal Kombat, Opinion, Orcs Must Die, The Elder Scrolls V: Skyrim

Every year a cascade of triple-A titles beam themselves into the households of gamers everywhere. Surely it's a grand time to be anticipating the holiday schedule and perhaps the sequel to a game you enjoy dearly, but what about the games that don't receive such high-profile traffic? What about the games that rival the behemoths of the autumn, but don't get nearly a fraction of the attention? Of course, you don't know what I'm talking about, because you're probably too busy thinking about Modern Warfare 3. But, for a moment, forget about Activision's latest; I'm here to disclose to you the best games which are most likely to fly under the radar come the year's end.
Uncharted 3, Modern Warfare 3, Gears of War 3, The Elder Scrolls V: Skyrim, Rage... the list could probably go on indefinitely, and I'm sure that - if you're reading this - at least one of those games has you trembling with excitement. The fact of the matter is that the excitement you're feeling should be redirected toward something more clandestine. Alright, so maybe these games aren't exactly invisible, but when put up against the likes of Gears and Modern Warfare, they might as well be. The titles found below all contain something magical that, unfortunately, will be glassed over by millions. Try very, very hard to not let this happen, and expose yourself to something that's not going to make a quadrillion dollars.
The following are my unprecedented predictions of the most underrated and underappreciated games of the year:
Mortal Kombat
Woah! Woah there, Mr. Critic! Mortal Kombat received overwhelmingly positive scores, is constantly being updated through DLC and balances, and is being enjoyed right now by a locust horde of gamers. How could this title possibly be under the radar?
This is easy: it's a fighting game. As much as I hate to say it, fighting games lose the majority of their player base after a short amount of time. Why? Because the general players aren't as hardcore as the true fighting fans out there, and want to sink their teeth into something more fresh. Mortal Kombat is probably the best fighter I've ever played; it's accessible and fun, but come year's end, people will make like Kenshi and turn a blind eye to it.
Outland
Borrowing from an excessive amount of incredible titles, Outland is a conglomeration of games that you loved, tossed together into a 2D plane. For some reason, people never remember the sidescroller. I don't like those people. Akin to Chair's awesome Shadow Complex, Outland is a title that all arcade aficionados simply must play. The aesthetic style, combat and platforming set this game apart from the myriad of other games out there. For $10, you can pick this up on the PlayStation Network or Xbox Live Arcade, but the majority just aren't interested, because that price is almost enough to get a map pack for Modern Warfare 3.
Shadows of the Damned
Suda 51 makes some unique games, but unfortunately the general populace doesn't buy them in droves. Shadows of the Damned is sold as a "psychological action thriller", and plays like Resident Evil 4 and Dead Space mixed with a plethora of phallic jokes. You really shouldn't miss out on this game. Whilst it ostensibly seems immature and contrived in all sorts of ways, Shadows of the Damned is one polished, beautiful disaster of awesome. The mechanics behind the game are a perfected Dead Space/Resident Evil 4 assortment and the humour is incredible. You might have to enjoy a dry style of comedy to really appreciate what Grasshopper has done here, but I'm telling you: this game is awfully good.
Dark Souls
This game is going to be hard. Really hard. Probably too hard for you. Which is why you're skipping it. Checkpoints are for losers. Loser.
Dark Souls has a lot of hype behind it. Being the spiritual successor to Demon's Souls, this comes as no surprise, and will probably sell well within the month of its release. However, after that, I can't see this game being talked about in wide circles, since they'll all be too busy sawing people in half and/or levelling up their half-orc gnome. The game is going to be hard. But trust me, it's completely worth the price of admission.
Dynasty Warriors 7
If there was ever an effective deterrent, it'd be slapping the Dynasty Warriors moniker onto the front of anything. I've seen people run for their lives after just glancing at the title. I know I've washed my hands several times after handling certain games in the series.
Probably the biggest surprise of the year for me, Dynasty Warriors 7 is hands down the best game in the series. That would mean nothing if there wasn't a single redeeming feature in the franchise, but this game is both surprisingly simplistic and awesome at the same time. So, admittedly, these games were never very hard in the first place, but Koei has gone the extra mile in improving the quality of the game, along with developing a multiplayer component that actually works. The characters don't suck, the voice work is mostly pretty good, and the story mode is... fun. It's just too bad that hardly anyone is going to give this gem a chance.
Warhammer 40,000: Space Marine
Why bother messing with Warhammer 40,000: Space Marine, when you're going to be enjoying playing as Marcus and 'his lot' as they devour their own enemies, only just over a week after it releases? The masses agree: Gears of War will stomp the little Space Marine into a pulp.
In actuality, though, a single Space Marine would probably wipe out the entirety of Delta squad. It doesn't matter how big Cole is; you have no idea what a Warhammer 40,000 Space Marine is capable of. Saying that, September 6th is dangerously close to Gears of War 3's launch date, and no good will come of it. Space Marine will probably fare alright at first, but there's no chance it'll hold up against the popularity of the chainsaw.
Ace Combat: Assault Horizon
People don't care about planes in games. Ever. Which is a shame; Assault Horizon is the reboot of the Ace Combat franchise, and damn does it look impressive. It's just too bad that it's releasing so close to the rest of the triple-A storm that will more or less chew it up and spit it out. Just check out the trailer above, and tell me it isn't amazing-looking. Go on, tell me it isn't. I dare you.
Labels: 2011, Ace Combat Assault Horizon, Andrew Whipple III, Dark Souls, Dynasty Warriors 7, FromSoftware, Grasshopper Manufacture, Mortal Kombat, Outland, Shadows of the Damned

Does this year's Mortal Kombat reboot live up to its expectations? Andrew Whipple III takes a second look at the game in this follow-up to Tom's original review, and finds it to be an anomaly in the fighting genre. Reviewed on PlayStation 3.
The extraordinary history that encompasses the universe of Mortal Kombat is a thrilling - albeit abhorrent - experience. Having essentially created the rating system for the video games of today, Mortal Kombat was a striking, mature, showpiece of a fighter that wasn't afraid to get imaginative. That was true of the games of old; cut to its 3D-centric brethren and that philosophy existed beneath pillars of filth no-one dared spring free. Suffice to say, Mortal Kombat has been through quite a bit. Fortunately, this experience has given the franchise another chance. Under the banner of new studio NetherRealm, Ed Boon and company have turned back time on the famed fighter, finding a winning formula in the days of the past.
Fighters are a fickle thing. Whether it's delay-timing, button-mashing or standard memorisation, there's always a quirk to the fighter that throws an audience off. Few fighters are easily accessible to the targeted gamer, and even fewer to a wide audience. Whilst I haven't played every single fighter out there, I can safely say that Mortal Kombat is the end-all standard that every fighter should aim to be. Accessible to the hardcore or casual gamer without a hitch, all you need to do is pick up a controller and the game will guide you toward your first digital beheading in minutes. That isn't to say that there's nothing for the avid fighter junkie - because there totally is - but it's so easy to become involved in the mechanics of the game. It's refreshing.
Most fighters throw you right into the thick of it by letting you select whoever you want and allowing you to begin a sort of ladder climb. As you progress this ladder, enemies usually become more difficult and eventually it ends with a boss fight which gives you some kind of cinematic story short that absolutely never makes any damn sense. Ladder climbing is still in Mortal Kombat, as it should be, but NetherRealm has gone the extra mile and incorporated a story mode that functions as the real core to the narrative.

I know what you're thinking. Narrative, in a fighter? You'd better believe it. The story mode is essentially an amalgamation of the first three Mortal Kombat games, crafted into one interweaving story that has you progressing with different characters. This is single-handedly one of the best features Mortal Kombat has brought to the forefront of the modern day fighter. Not only does it wean you into the glorious arenas and mechanics of the game, it also serves as a purpose to play if you're not always wanting to fight online. The best part is that it isn't a cobbled together mess and - get this - the story actually makes you want to continue forwards just to see what happens.
When was the last time a fighter did that?
Story mode alone will take you upwards of ten hours to complete and, once that's finished, there's a plethora of additional content you can sift through. Primarily, the Challenge Tower will be your after-story focus. This beast is a 300-scenario tower you crawl up as events are completed. These events can range from a standard fight, to shooting zombies, to battling whilst headless and on fire. Some challenges are rather difficult, but after each one you complete you'll be rewarded with currency called 'koins' which can be used to unlock bonuses. Story mode, normal fights, performing fatalities; almost everything in Mortal Kombat will net you some amount of koins. Like Deadly Alliance and Deception before it, the Krypt returns, where your koins can be spent. Fatalities, skins, music, artwork; practically everything can be unlocked in the Krypt. At least this time you don't have to worry about coloured koins.
All these extras sure are great, but the central combat is what you should really be caring about. Sporting a cast of over twenty six characters, Mortal Kombat has cut out the fluff and focussed on the characters that matter. Practically all the classic characters - including Sektor, Kabal, Jade and Stryker - return fully-equipped with an arsenal of special moves and combos that are, quite honestly, spectacular to behold. Every single selectable fighter has special attacks, two fatalities, a stage fatality, and a myriad of combo strings available. Everyone also takes real-time damage that persists until the match has been completed. There's something about finishing off your opponent with half your face missing that just screams awesome.

Perhaps the most noticeable change to Mortal Kombat rests within the special bars at the bottom of the screen. Upon performing a move or taking a hit, this bar increases to a maximum of three bars. The significance of these bars is that they allow you to perform an enhanced special attack by using one of the bars to power-up your move. Let's say Reptile normally just shoots a small glob of acid; if he uses a bar of his meter to enhance the move it'll now become a full stream of acid. The best comes, though, when you can manage to build up your meter to its capacity, three bars. Once this is achieved you can unleash a devastating X-Ray attack that's as grotesque as it is crushing to your opponent's health bar. Don't miss it, though, otherwise you just saved up all that energy for nothing.
The online component works, but it's been struggling since launch. There was a patch that fixed many of the connectivity issues but it still isn't picture-perfect. The only other complaint I have is what the conventional fighter always has: cheap-ass bosses. You'll find, over the course of the game, that several bosses have insane combos and 'armour' that allows them to stay standing when they otherwise should be sprawled on the floor. It can certainly get frustrating, but this is all trivial when looking at the overall package NetherRealm has crafted.
Mortal Kombat is an anomaly within the fighting genre. Whilst easily accessible to the casual gamer, it also caters to the hardcore in terms of how deep the combat can become. Even if you don't care for playing online - or maybe don't even care about fighters - the story mode is worth going through at least once. There's no fighting game like this out right now. With that said, welcome back, Mortal Kombat. Welcome back.
9/10 [?]
Labels: 2011, 360, Andrew Whipple III, Mortal Kombat, NetherRealm Studios, PlayStation 3, PS3, Review, Warner Bros., Xbox 360

When a fighting game comes along that makes me stop and take notice, it's usually a sign that it's a damn good fighter. Street Fighter IV was possibly the first fighting game I'd enjoyed playing since Tekken 3 on the original PlayStation, but after hearing of the hardcore-centric arcade past enjoyed by the Mortal Kombat series, I have to say I felt a rather large degree of trepidation going into this game. I'd had a good time with the demo for sure, but delving into the larger overall single player and multiplayer experiences offered in the full game would surely be an entirely different story.
Don't get me wrong, this rebooted Mortal Kombat is just about as classic and hardcore as you're likely to get in this generation of console fighters, but even for a relatively inexperienced fighting game player like myself, this is still a damn enjoyable, blood-drenched good time.
Mortal Kombat's reboot undoubtedly stems from the 'easy to learn, difficult to master' template of approachability, and in the eyes of most people this is probably the ideal way to design the gameplay system of a fighting game. Mortal Kombat is set on a traditional 2D plane, a departure from the 3D plane of Mortal Kombat vs DC Universe; as a result, the action is far more immediate and intense. The style of fighting encourages an offensive strategy, with techniques such as projectile attacks and air combos far more dangerous and effective than they were in the more recent entries to the series. Indeed, this new Mortal Kombat has its feet firmly planted in the arcades. Learning defensive moves like blocking, jumping and teleporting are obviously important if you're to have any success on the harder difficulties, or when taking the fight online, but the way in which you are encouraged to play with an open and offensive style certainly caters itself to newcomers looking for a bloody good time.

Fighting is ultimately thrilling, as it should be, and the formula is given even more flash by the special moves. As you take damage or land hits, a combo bar fills up at the bottom of the screen. As it fills, you're able to perform special moves simply by landing a combo on an enemy whilst holding down the right trigger button. Alternatively, you can wait until the entire combo bar is filled up and subsequently unleash a devastating 'X-Ray' move, by simply holding down both triggers. These bone-crunching moves not only do ridiculous damage that can change the direction of a fight immediately, but they also look completely insane. Fighters are subjected to acts of complete brutality and, as the name suggests, players are given an X-Ray view of their opponent, as their spines are snapped, skulls are stamped on and crotches are kicked. Whilst obviously looking insanely brutal - and also rather cool, in a sick kind of way - these special moves ensure that the game isn't just a nineties arcade title with modern day graphics. Whilst the basic fighting is still fantastic despite the age of its core mechanics, the special and X-Ray moves keep the gameplay feeling fresh and unpredictable, even for veterans of the series.
Fatalities also make a return. These finishing moves are more for visual punch than anything gameplay-related, but it's undeniably more fun to finish a fight by ripping your opponent in half - or, eating their face playing as a scantily-clad, busty, deranged woman - than it is to simply kick them over. They look ridiculously violent, and you haven't lived before you've seen Johnny Cage rip someone's torso off in 3D.
The classic one-on-one fighting is what most people will get their kicks out of, but Mortal Kombat has also introduced a new tag-team approach to fighting. The game lets up to four humans play at once, if you're interested in tag-teaming with a real person; but you can also play alongside an AI partner against two other AI-controlled fighters, or can control both of the fighters on your team and swap between them as the fight plays out. The tag battles add some extra moves to the game as well, such as allowing you to call in your partner to perform quick special moves, or tagging out in the middle of a combo for additional brutality. Personally, I prefer the classic one-on-one style, but tagging in and out makes for a fun variant which may be even more enjoyable for some.

What surprised me the most about Mortal Kombat was the sheer amount of content on the disc, ensuring that there are plenty of ways for you to kick arse across a multitude of modes. The multiplayer modes are obviously worth considering, but what really impressed me was the breadth of single-player options available. In fact, the game probably has the widest and best selection of single-player modes that I've ever seen in a fighting game. The flagship mode is the story mode, which simply connects the traditional fighting with a decent story told through very well-produced cutscenes. To be honest, the story flew right over my head, but it will probably appeal to long-time fans of the series tenfold more. In fairness, a clear amount of effort and resources have gone into the story mode, and that fact alone impressed me, even though I really didn't have a great idea of what was going on half the time. From what I've gathered from friends who are somewhat more familiar with the Mortal Kombat lore than myself, the story mode here retells the events of the first three games of the series as if they had taken place in an alternate timeline. As a result, some characters end up in totally different states than they had done in the prior games, and so loyal followers of the lore will find some interest in seeing what happens to their favourite characters. For me personally (and for other newcomers as well, I'm sure) the story mode is just a well-presented excuse to rip people's heads off.
The eight-hour story mode isn't the only single-player mode here, though. The traditional arcade mode is present and accounted for, and plays out in a ladder-based tournament style. Playing through this mode with different characters will give you slightly different endings depending on who you choose.
The final single-player mode, the Challenge Tower, is a collection of 300 tasks, from traditional fights to some seriously crazy twists and variants to keep you guessing. Some of these variants are simple enough, such as requiring you to use a certain move or to perform a fatality, but some of them are much crazier - launching one of your limbs at your enemy, for example. Your limbs grow back over time, giving you a steady stream of heads, arms and legs to launch instead of traditional punches and kicks. Other twists include having the stage tilt from side-to-side as hits land, or even fighting upside-down. Some of the tasks come with silly bits of dialogue, such as one that has Mileena trying to give a teddy bear as a gift, or another that has Shang Tsung and Shao Kahn fighting over a baby that sits in the background as you battle. A crying baby sitting there as two guys tear each other limb-from-limb? It's at times like that when you wonder about the state of Ed Boon's mental health.
These single-player modes are worth playing before you dive into the online competition, mainly because you'll want to master at least a few of the twenty-seven characters on offer. Old favourites like Scorpion are available, and all the fighters have at least two fatalities and two costumes. These extras are unlocked in the Krypt by spending your MK Points, which are earned simply by fighting, completing challenges and advancing in the story. As well as costumes and fatalities, you can also unlock music, concept art and other goodies that can be viewed later in the Nekropolis. PlayStation 3 owners can also enjoy playing as God of War frontman, Kratos, which might be worth considering if you have the choice between the PlayStation 3 and Xbox 360 versions.

The aforementioned online experience is a key cornerstone of this new Mortal Kombat. Ranked and unranked options are both available in order to quickly dive into a fight, but lobbies make a welcome return and are a fun way of experiencing the online component of the game. As well as fighting, other members of the lobby can watch ongoing fights and perform gestures, as their Xbox Live avatar watches the fight on a cinema screen. PlayStation 3 gamers instead use cartoon doll versions of Mortal Kombat fighters (don't expect to see your much-loved PlayStation Home avatar jumping around anytime soon). In terms of online modes, regular fights as well as tag-team battles are available, and there are also some unique modes to the online experience such as King of the Hill. The concept is simple: the winner stays on, the loser goes to the back of the queue and is forced to watch the next few fights from the lobby as the next contender gets a chance to fight. None of the interesting mini-games from the Challenge Tower are available to play online, but with DLC promised further down the road, that may eventually become a reality for players to enjoy.
Clearly, there is a hell of a lot to Mortal Kombat, and it's all brought together in a very impressive visual package. Characters and backgrounds are exceptionally detailed, with a disturbingly impressive range of animations for the X-Ray moves and Fatalities. Fighters get battered and bruised throughout the course of a fight and their costumes become ripped and bloodied, which is another really nice touch. Of course, a further bonus for PlayStation 3 owners is the ability to play in 3D and - whilst I only have my experience with the PlayStation 3 demo's 3D capabilities to go on - it's a very impressive visual element which adds a nice layer of depth to the proceedings. In terms of mere graphical detail and performance, however, there are no noticeable differences between the PlayStation 3 and Xbox 360 versions of the game.
There isn't much that's in any way negative about Mortal Kombat. It's a fantastic fighting game with a ridiculous number of modes for both single-player games and online competition, a terrifically approachable but fiendishly difficult to master fighting system, and it's incredibly good-looking as well. Whether you're a hardcore fighting game fan or someone who just wants to kick some arse and rip some heads off in a ridiculously violent game, Mortal Kombat is absolutely worth playing. Absolutely.
9/10 [?]
Labels: 2011, 360, 3D gaming, Fighting, Mortal Kombat, NetherRealm Studios, PlayStation 3, PS3, Review, Tom Acres, Warner Bros., Xbox 360

In just a day or so Mortal Kombat will grace our living rooms with another dose of its trademark violent tendencies and indecent mannerisms. To celebrate this joyous occasion we've compiled another list, but this time we're focusing on the slew of kombatants that should have made the cut and been placed on the upcoming game's roster, not the ones who make you hemorrhage by simply staring at them. Whether we see these dudes and dudettes via DLC or not, this is the cast NetherRealm should implement into the new game.
Last week's list of hate garnered much attention for my MK4 abhorrence, and I'd like to make something clear - I hate that game. However, while MK4 is an aversion of the brand-new vision NetherRealm has crafted, it did throw some characters into the mix whom I have no issues with. Like this guy:
Reiko

Kombat Primer: Reiko first appeared in MK4 and is a raccoon-face painted general in Shao Kahn's army that you couldn't care less about. He enjoys throwing shurikens, kicking peoples' torsos off, and wearing Shao Khan's helmet when no one is watching (true story).
Why he should make it: Reiko isn't like one of these half-baked, half-thought cookie cutter archetypes Mortal Kombat is infamous for. He actually has a decent story, and some brutal abilities that are representational of a few kharacters you might know. While that's not necessarily the most unique thing in the MK roster, surely NetherRealm can tweak some of those moves to make Reiko more personable. Not that you'd actually want to get to know him.
Khameleon/Chameleon

Kombat Primer: This cold-blooded duo originally came into being during the days of Mortal Kombat Trilogy. Chameleon is the male, and debuted as a secret character in the Playstation version. His skins constantly alternated colors between all the famed ninjas of the series. His counterpart, Khameleon, is the female and debuted in the N64 version as a completely different character. Both are Saurians, or dinosaur creatures like Reptile, who built their moves off of other kharacters' abilities.
Why they should make it: These characters are literally copy/paste material, but they did get makeovers in Armageddon that gave them more unique abilities. I think if elaborated on, NetherRealm could have an interesting mix of abilities to work with, and since Reptile has practically always been on his own, why not add in a few more weird ass creatures like him? These two (or even just one of them) would make Drahmin and Moloch look like bigger mistakes than they already are.
Kira

Kombat Primer: Hailing from Mortal Kombat: Deception, this vile temptress runs with all the bad boys like Kano and Kabal. Although her goal revolves around aspiring to rid the world of all organization and sow the seeds of anarchy, she is a rather nice girl.
Why she should make it: I think this speaks for itself. Kira is a vile character that fits with Mortal Kombat universe. She's not too over the top and she's not stupid beyond redemption. If she is to make a comeback, I would say that her fatalities and normal abilities could use some reworking. Since Kano and Sonya are both in this game, it'd be pretty gimmicky if they kept it all the same.
Hotaru

Kombat Primer: It doesn't get much better than a samurai-style badass who rips his own head off if things get too dicey. Hotaru is intoxicated with the notion of keeping law and order - nothing you care about as any of the other kombatants. He's originally from Deception.
Why he should make it: Hotaru is single-handedly one of the most powerful looking dudes in Mortal Kombat. I mean, he's got some serious armor on, has friggin' flags on his back, and manipulates fire. Regardless of what he looks like, Hotaru is unique enough alone to rip apart these other kombatants, and it doesn't hurt that Hotaru literally means "firefly" in Japanese. Yeah, I so went there.
Bo' Rai Cho

Kombat Primer: This dude is a drunken asshat from Deadly Alliance who teaches people how to fight. Unsurprisingly, no one he teaches ever fights like he does.
Why he should make it: I've never been a fan of Bo' Rai Cho. I don't care how important he is to the series and I don't care that he trained Liu Kang and Shujinko. Still, I'll level myself out a bit here and say that Bo' Rai Cho could finally be tolerated if NetherRealm puts some strength into his design. You see, if you ever played previous MK games you'd know Mr. Bo has the most disgusting move set available. He farts, he makes obscene gestures, and he vomits all over the place; it's childish really. If Bo has any chance it's gotta be in this game.
Rain

Kombat Primer: Another ninja type character? From MK3? Well, yes - did you expect anything else? At least Rain can roundhouse kick a guy across the screen and then blow him up with a lighting bolt. Now THAT is what I'm talkin' about.
Why he should make it: Not exactly the most seminal of the ninja bunch, Rain at least comes with a unique move set that entices. A frozen orb thing, super roundhouse, lightning cannon - it'll work out. His story isn't superb, but then again, are we really that concerned with the narrative?
Li Mei

Kombat Primer: Gypsy looking lady from Deadly Alliance who's rather quick and malicious. Ready for this one? She's also a good guy... and a lady.
Why she should make it: Li Mei's story actually makes sense, for what it's worth. It's also a point in her favor that she was fun to play in Deception. There's not too much NetherRealm would have to shift here, and with that I say, "IMPLEMENT HER!" from every mountaintop.
Havik

Kombat Primer: A being of Chaos, Havik is the polar opposite of Hotaru, whom he joined in Deception. Don't worry about losing against said rival; when you can break your joints at will to gain the advantage, well, you win.
Why he should make it: A cleric of Chaos and one of my favorite characters in the MK universe, Havik is seriously hilarious, as he's completely serious during the game, but every move he does is obtuse, awkward, and awesome. Beating someone to death with their own arm? Destroying your kneecaps to shoot a low fireball? The new MK needs this man.
Shujinko

Kombat Primer: Appearing as the protagonist of "Konquest mode" in Deception, Shujinko is a member of the White Lotus and an old man with a vengeance. All you need to know is that his move set is a conglomeration of all the most heinous abilities in MK.
Why he should make it: The old man is a character you can't immediately hate. It's pretty hard to dislike a character that has Scorpion's spear, Sub-Zero's freeze, Raiden's slam, and a whole lot more. Obviously if he came back he wouldn't be able to have all of these moves, but I think he'd make a fine addition once crafted a unique move set. Old dudes suplexing demons and half-naked wenches? I'd totally be that guy pissing you off online.
Motaro

Kombat Primer: Of all the classic demons and creatures, Motaro is one we need to see in the new MK most. Appearing first in MK3, Motaro is a Centaurian. That's Spanish for pissed off human-horse cyborg who will break your face.
Why he should make it: As I said, Motaro is classic. He's the guy holding you back from beating Shao Khan. Actually, he's the guy bouncing all your abilities back in your face, picking you up by your throat and punching you across the screen. I'd love to see someone like Motaro make a comeback (someone has to rival Goro) but if he does I don't think I'd be okay with his newer Minotaur-esque form. How about it NetherRealm? Old-school giant Motaro? Please?
Well friends, it appears I have exhausted my MK formula. Hopefully you enjoyed this list and by all means please suggest other kombatants you'd like to see! The new game is close so expect a review from us in the coming days.
Labels: 2011, Andrew Whipple III, Mortal Kombat, NetherRealm Studios, PS3, Warner Bros., Xbox 360

We’re just about a week away from the release of a brand new Mortal Kombat, and while reminiscing is quite fun, I couldn’t help but point out one key item: DLC. Ed Boon has already confirmed that DLC in the form of Kenshi and Skarlet will be made available close after release, but what about the seemingly hundred other kombatants out there? Would you hurl yourself into a bog of human fecal matter for a chance to play Rain? No need to stress over your chosen fighter's gallery, I’m here with my own decisive list of the “wants” and “hell no’s” to help you decide who you would like to see enter the ring as future DLC for the new Mortal Kombat.
As an avid fan of the series since the days of the seminal title in arcades, I can tell you from the bottom of my rather large heart that there are way too many characters infesting the Mortal Kombat universe. When I say “too many,” I mean "too many horrible characters that must be purged in the fires of Ed Boon’s Soulnado". If you thought Stryker was a weird character, get ready, because you’ll be praising NetherRealm once you glance at this brain-wrenching amalgamation of Mortal Kombat culture.
Let’s start this off with the disease ridden characters.
The Top 10 Atrocities of Mortal Kombat (i.e. People we do NOT want to see… ever!)
Meat

The issue: Beginning his life as a skin implementation in Mortal Kombat 4, Meat began his kombat career as a villain. I guess they thought it would be awesome if he became a playable character in Armageddon. Once again, he’s literally a walking bag of meat.
Why he shouldn’t get the DLC treatment: The character is stupid. Stupid, stupid, stupid. What’s worse is that they actually gave him a story during Armageddon. The last thing the reboot of Mortal Kombat needs is something like Meat, even if he was just a playful skin turned character.
Jarek

The issue: Jarek’s story is retarded. Take a look for yourself and see how stupid it truly is. Anyone who actually played MK4 also knows that Jarek is one of the most uninspired characters in all of the games. Kano 2.0 anyone? Also, he has a vest resembling that of Vaan from Final Fantasy XII (and we all know how I feel about that game).
Why he shouldn’t get the DLC treatment: Kano is already in the new game, so adding a fighter like Jarek seems like a bit of a waste of DLC potential. Sure you can give him a brand new move set, but does anyone really care? There’s enough Black Dragon dudes running around as is, and I’d rather have the guy who can shoot a laser from his eye on my team than the guy who stole his vest from Aladdin.
Drahmin/Moloch

The issue: They’re disgusting looking demon allies that have neither story nor place in the realm of Mortal Kombat.
Why they shouldn’t get the DLC treatment: Honestly, with the Shokan and Tarkatan races, plus entities like Reptile and Ermac, why do we need irrelevant demons like Moloch and Drahmin in our character list? They bring nothing to the table that makes even the tiniest bit of sense. Oh? They were hired by Shang Tsung as bodyguards? Quan Chi did the same? Remember, this happened in Deadly Alliance. Here's one hundred thousand dollars - run to your nearest hospital as gracefully as you possibly can, find a neurosurgeon, and have him remove the section of your brain that remembers Deadly Alliance. You're welcome.//
Fujin

The issue: Come on – a Wind God? Apparently he has something to do with Raiden and an amulet everyone wants. The problem is, no one cares because he’s derivative. ...and stupid.
Why he shouldn’t get the DLC treatment: He blows (Get it? Wind god? You get it...).
Tanya
The issue: She’s just another trivial female character with nothing to really separate herself from the rest. Her story is also maniacal, which wouldn’t be so bad if it wasn’t so thin.
Why she shouldn’t get the DLC treatment: Anything that deals with Shinnok really should be kicked to the curb. While Tanya had a little to do with his storyline, she’s all about doing what doesn’t make sense like, you know, betraying everybody. If you gave her a glass of water and a massage, she’d kill a country and a small fleet of baby pandas. I know, I know, that sounds like it could be good, but once again, it’s just... not. Trust me on this one; there’s more interesting characters out there (and not one that starts with an “S” and ends in “nok”).
Shinnok

The issue: While he’s still relevant (unfortunately), Shinnok is a quivering mass of hate - hate that turned Mortal Kombat into something it should never have become. I can deal with Quan Chi, but this smurf sorcerer needs to vanish into the abyss.
Why he shouldn’t get the DLC treatment: Shang Tsung and Shao Khan or Shinnok? NetherRealm, do not let this destiny unfold. As enticing as a former Elder God sounds, burn this dude.
Frost/Ashrah

The issue: Much like the dynamic duo of Moloch and Drahmin, Ashrah and Frost are also a dual-pocalypse of bad. Do we really need female versions of Raiden and Sub-Zero? I didn’t think so.
Why she shouldn’t get the DLC treatment: Changing the gender of classic characters is a rather lethargic move when you think about it. What’s next? Female versions of Cyrax and Sektor? Why not just put the nano-suit dude from Crysis in this game too? Yeah, don’t.
Mavado

The issue: I remember actually watching the opening to Deadly Alliance in stupefied awe. I couldn’t believe Liu Kang and Shao Khan were actually killed before the game even started. It’s like killing Sonic before you even get to play the first level in a game entitled “Sonic.” Anyway, Mavado apparently “killed” Kabal and stole his hookswords.
No.
Why he shouldn’t get the DLC treatment: There’s no argument that Kabal is twenty-times the character Mavado is. Also, having a carbon copy of Kabal won’t bring much to the new MK. A lot like the Jarek and Kano scenario, Mavado should be forgotten - and soon.
Nitara

The issue: (Me pretending to be the character creation committee) "So I have this great idea. Why don’t we address the problem of our lack of diversity in monsters by implementing vampires into the mix? Oh, I know! Why don’t we make it a lady that looks like a bat? Then people won’t be confused because it’ll be a vampire bat lady. It’ll be awesome." *high fives all around*
Why she shouldn’t get the DLC treatment: Honestly, Nitara could work in the new MK, but a drastic overhaul would be required for me to be alright with it. There’s just no need for a vampire bat lady with an atrocious story.
Mokap

The issue: The name is short for “motion capture” which is a device used in the creation of video games like Mortal Kombat. I hope you knew that. With that said, you already know the issue.
Why he shouldn’t get the DLC treatment: Because enough has already been said, I’m going to post his ending I ripped from Wikipedia:
“In Mokap's MK: Armageddon ending, he is killed when Blaze is destroyed, but his soul reforms in the sky of Edenia as a constellation of the same name.”
That is all.
I know it was quite brutal to pave your way through this list, and I hope NetherRealm shares the majority of my feelings (as well as you). Also note that while the above characters are pretty terrible, there are at least ten more that are deserving to be on here (Darrius, Dairou, Taven, etc). Let me know your thoughts below and don’t worry, in an attempt to cleanse the foul taste left in your mouth by these characters you'll find the best ten examples of what we'd like to see in the new MK next week.
Follow our friendly, neighborhood Twitter account to receive a reminder when the article comes out!
Labels: 2011, Andrew Whipple III, Mortal Kombat, NetherRealm Studios

Classic fighting game fans are in the midst of a joyous occasion: the new Mortal Kombat release is imminent. However, before we explode with nostalgic glee at the re-emergence of the legendary fighter, let us take some time to remember an experiment, a venture into the implausible. Does Mortal Kombat: Shaolin Monks mean anything to you?
More than likely, that answer is probably "no". Released in 2005 for the PlayStation 2 and the Xbox, Shaolin Monks was a spin-off to the conventional Mortal Kombat recipe. Instead of purely focussing on versus combat, Midway threw you into a co-operative brawler riddled with everything you love about the MK universe. Unlike previous brawling attempts, such as Mortal Kombat Mythologies and Mortal Kombat: Special Forces, Shaolin Monks surprised by being... well, by being pretty damn good.
Speaking candidly, Shaolin Monks didn’t have the greatest visuals, the story was pretty stupid and the voice acting was exceptionally terrible. Typically, these caveats serve as one enormous admonition to stay far, far away from this title, especially since it was released during the time that some of the worst Mortal Kombat games were made. Uniquely, though, Shaolin Monks didn’t need any of those things to prove its worth as an accessible and fun title to throw into your system. After all, who wouldn’t want to throw useless foot-soldiers into the air, beat them to a bloody pulp, and then pass them to your teammate to repeat said gestures, with a nice decapitation at the end?

As previously stated, Shaolin Monks had nothing going for it in the way a standard triple-A title would. Its glory came from the fact that you could play with a friend, perform series-staple fatalities, and utilise a workable 3D combat system with two of the most famous Mortal Kombat characters, Liu Kang and Kung Lao. If it’s tough to envisage how it'd work, think of Devil May Cry’s over-the-top and completely exaggerated combat, but slower and more manageable. At points there are large numbers of enemies on screen, but there’s no demon chaos beams or exploding light vestibules to wreak havoc on your eyes. There are also platforming sections that require you to skillfully navigate distinguished Mortal Kombat zones, like the Pit.
Shaolin Monks will never beat a game like God of War on pure scale, because each of its attributes simply cannot compete with the angry Spartan and his showcase. I say shove it, though, because the simplicity and enjoyment you get from tossing your buddy an enemy several times, trading off roundhouse kicks to their cranium, is a beautiful thing. This gives scope to worry though, because with Mortal Kombat basically relaunching itself with a new (read: old) foundation, I’m afraid that Shaolin Monks' formula will be lost in transition. There’s also that whole Midway catastrophe, and who owns what licences, but there are always other ways around that.
Shaolin Ninjas, anyone?
Shaolin Monks wasn’t good at anything required to sell on the scale of, for example, Call of Duty, but it excelled in co-operative fare and was a worthy addition to the MK name. A note to NetherRealm, the developers: the new Mortal Kombat is looking amazing. but you can't forget a gem like Shaolin Monks. It would be a severe disappointment.
What do you all think? Should NetherRealm bother with Shaolin Monks? Should they make a series akin to it or perhaps negate the whole game altogether? Give your opinions in the comments section or, as ever, by tweeting us @ggtl.
Labels: 2011, Andrew Whipple III, Midway, Mortal Kombat, Mortal Kombat: Shaolin Monks, NetherRealm Studios, PS2, Xbox

After a few decent but pretty unspectacular entries in the long running Mortal Kombat series, series creator Ed Boon is taking it back to its roots this April, with a new game simply entitled Mortal Kombat. As the first entry in the core series to appear on the current generation of consoles, hopes and expectations are high, particularly amongst hardcore fans. I have no real affinity towards the series (or fighting games in general), but in a bid to see what the fuss is all about, I downloaded the demo on my PlayStation 3, and was quickly having my arse handed to me on a plate.
I was somewhat disappointed that the demo was single-player only, but you do get to compete against the AI on five difficulty levels as you move up the first four stages of a ladder; fighting Scorpion, Johnny Cage, Mileena, and Sub-Zero along the way. The demo ends at the fifth stage, but being able to check out four characters across a few different environments is relatively impressive for a demo that only weighed in at just over 500MB. The difficulty began as tame on the lower few settings, with opponents barely trying to register any sort of attack on me as I jumped around and crouched like an idiot, desperately trying to get a grip on the controls. Once I had, I was able to string a few combos together by accident, and after checking the moves list I was having a decent time beating the crap out of an AI opponent who wasn't really doing anything in response.
Moving up a few difficulty levels, the intricacies of the fighting system became clear, and soon I was failing epically. It's fairly fast-paced, but not anywhere near the speed of something like Street Fighter IV or Marvel vs Capcom 3. Combos and moves can sometimes take a while to perform, thanks to some pretty excessive animations from a few of the characters, but overall the fights have a nice flow to them. Playing with a D-pad is obviously preferable to using an analogue stick, and for that reason alone anyone with the choice of PS3 or 360 at launch should surely choose the former - the PlayStation 3's easy-to-use D-pad lends itself better than its rival to the gameplay of Mortal Kombat. It's also worth noting that PlayStation owners will enjoy Kratos as an exclusive playable character, although he wasn't available in the demo, and there's no word on whether or not 360 fans will have anything similar to look forward to.

The main menu also reveals the other modes you can expect to be playing; though many single player modes are all present and correct, some interesting challenge rooms make an appearance, and (of course) online multiplayer will also be a feature. After spending some time with Mortal Kombat vs. DC Universe online, I think we can expect this new game to provide an excellent online multiplayer experience.
What's abundantly clear from the demo is that this is one damn good looking game. Running on the Unreal Engine, character models and animations are absolutely fantastic, with a great level of detail. The fatal blows you can perform at the end of a fight look incredible and are also absolutely brutal, from freezing a dude's legs and then ripping off his torso, to tearing a guy's head off and swinging it lasso-style by the spinal cord; these moves are not for the faint-hearted. If you're rich enough, you can also enjoy all these brutal delights in glorious 3D. The game looks even more brilliant in 3D, which surprised me, since the fighting happens on a 2D plain. The 3D adds some really excellent depth to the landscapes, and the already-excellent looking environments look even better. It definitely falls into the category of '3D just-for-looks' (rather than '3D for gameplay enhancements'), but it looks terrific and is actually a lot more focussed and much less headache-inducing thanks to its 2D plain.
Sound effects are also top notch; the sounds of bones breaking and limbs ripping sound incredibly shocking and satisfying on a surround sound system.

Bearing in mind that I'm not a massive fan of fighting games, I came away feeling very impressed with Mortal Kombat. I think that fans of the series will instantly feel at home with the fighting system, whilst those who have never touched Mortal Kombat will be able to marvel at its stunning presentation and ridiculous violence. Whether you're a hardcore fan of the series, or a fighting game novice looking for a baptism by aesthetically-wonderful fire, Mortal Kombat could well be worth checking out.
Mortal Kombat releases for Xbox 360 and PlayStation 3 on April 21st in Europe and April 19th in North America.
Labels: 2011, 360, 3D gaming, Demo Impressions, Mortal Kombat, Preview, PS3, Tom Acres
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19.3.12
