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  <body>&lt;p&gt;&lt;a href=&quot;http://gamervision.com/e3_2008&quot;&gt;&lt;img src=&quot;/contributed/1216089455kV5v7WWDTx.jpg&quot; width=&quot;430&quot; height=&quot;100&quot;&gt;&lt;/img&gt;&lt;/a&gt; &lt;/p&gt;&lt;p&gt;At the Midway booth, there are several major releases being exhibited.&amp;nbsp; One of the biggest is &lt;em&gt;Mortal Kombat vs. DC Universe&lt;/em&gt;, and we managed to get a few rounds in.&amp;nbsp; &lt;/p&gt;&lt;p&gt;We were given access to six of the announced characters, Scorpion, Sub-Zero and Sonya from the MK universe, and Superman, Batman and Flash from DC.&amp;nbsp; Our first fight featured Sub-Zero vs. Flash and took place on the decimated streets of Metropolis.&amp;nbsp; While the game is, of course, fully 3D, the first thing we noticed was that it has a distinctly 2D feel to it (not surprising for an MK title).&amp;nbsp; While we didn&amp;rsquo;t have access to a moves list, we managed to figure out a few special attacks, such as Sub-Zero&amp;rsquo;s traditional ice beam, as well as a move that creates a falling ice block over his opponent&amp;rsquo;s head.&amp;nbsp; Flash&amp;rsquo;s moves were equally fitting, utilizing his speed to launch attacks from behind and made his opponent dizzy, similar to Kabal&amp;rsquo;s technique from &lt;em&gt;MK3&lt;/em&gt;.&amp;nbsp; If you&amp;rsquo;ve ever played any MK game, executing the moves feels instinctive, relying on a lot of variations of the classic &amp;ldquo;down-to-forward&amp;rdquo; and &amp;ldquo;back, back, forward&amp;rdquo; techniques.&amp;nbsp; Another MK staple is quick, somewhat choppy animation, and &lt;em&gt;MKVDCU&lt;/em&gt; continues the trend.&amp;nbsp; Character models look great, and animate well while idling, but fighting animations are definitely fast and consist of only a few frames.&amp;nbsp; The game is definitely fast-paced, necessitating brief animations, but there&amp;rsquo;s a certain fluidity that seems to be lacking here.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;We got to see three of the game&amp;rsquo;s new innovations in action during the fight.&amp;nbsp; The first one we noticed was the deteriorating clothing of the characters.&amp;nbsp; As fighters take damage, the clothing covering areas where they are hit begins to rip and show blood.&amp;nbsp; Most interesting was Scorpion&amp;rsquo;s damage modeling, where in addition to clothing tears, he actually gts gaping holes in his body, showing his demonic, skeletal form.&amp;nbsp; Once his chest and back were damaged, there were holes on either side, allowing you to see clear through him.&amp;nbsp; One of the more commonly mentioned features of the game is the ability to fight while falling from one level of the board to another.&amp;nbsp; We got to see this in action as well, as Sub-Zero managed to push the scarlet speedster off the side of the board.&amp;nbsp; While we fell, Sub-Zero began pressing buttons randomly, with each one delivering a different attack.&amp;nbsp; Each successful attack helped fill up a damage meter.&amp;nbsp; Once the meter reached a certain point, Sub-Zero could have pushed the right trigger to finish the move, but instead, he decided to keep attacking for more damage.&amp;nbsp; This is risky, however, because once Flash managed to match Subby&amp;rsquo;s button press, the move flipped, and Flash gained the upper hand, smashing down feet first on top of him.&amp;nbsp; It&amp;rsquo;s a great mechanic that can change the course of a match very quickly.&amp;nbsp; Finally, Flash utilized the &amp;ldquo;Klose Kombat&amp;rdquo; technique, initiated by the right bumper.&amp;nbsp; This puts you into a series of cinematic animations with a control scheme that works just like the falling mechanism, complete with a big finishing attack that looks both painful and impressive. &lt;br /&gt;&lt;br /&gt;Our demo was brief, but we completed another fight; this time pitting Sonya Blade vs. Superman.&amp;nbsp; We noticed that each character&amp;rsquo;s attacks were unique and had the right feel for each character.&amp;nbsp; Superman is a bruiser, throwing looping punches and powerful straight kicks, while Sonya uses more military methods, like arm-bars and sweep kicks.&lt;br /&gt;&lt;br /&gt;Once we were done, a Midway representative was nice enough to show us two more of the game&amp;rsquo;s features.&amp;nbsp; Whereas the vertically-aligned boards feature the falling fight mechanics, horizontal levels feature a &amp;ldquo;Test your might&amp;rdquo; mini-game, which is a button mashing exercise that deals additional damage as you plow your opponent through walls.&amp;nbsp; Simple, but a nice change of pace and a very cool homage to the original MK.&amp;nbsp; Finally, he showed us a full-on fatality.&amp;nbsp; Scorpion&amp;rsquo;s fire breath is back, and it looks fantastic.&amp;nbsp; Those worried about DC&amp;rsquo;s involvement ruining the tone of MK can breathe a sigh of relief.&amp;nbsp; Scorpion set Batman ablaze, turning him charred black and dropping him to the floor dead.&lt;br /&gt;&lt;br /&gt;Fans of the MK series are not going to be disappointed with the gameplay in &lt;em&gt;Mortal Kombat vs DC Universe&lt;/em&gt;, as it feels exactly how an MK game should.&amp;nbsp; We&amp;rsquo;re still curious about a few things, such as online play, and the identities of the rest of the 20-22 playable characters, but so far it&amp;rsquo;s shaping up to be the best Mortal Kombat in years.&lt;/p&gt;</body>
  <category>blog</category>
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  <created-at type="datetime">2008-07-16T17:33:56-04:00</created-at>
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  <id type="integer">4392</id>
  <last-comment type="datetime">2008-07-21T06:25:00-04:00</last-comment>
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  <published-at type="datetime">2008-07-16T17:33:56-04:00</published-at>
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  <slug>e3_08_hands_on_mortal_kombat_vs_dc_universe</slug>
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  <teaser>If Marvel Can Fight Capcom, Why Shouldn't DC Fight Midway?</teaser>
  <title>E3 08: Hands-On Mortal Kombat Vs. DC Universe</title>
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