Thursday 21 April 2011

Mortal kombat review

This Mortal Kombat is a revamp that returns to the series' roots while taking notes from the competition. We're back to a 2D fighting plane with a five-button layout that delivers punches and kicks in ambidextrous variations. The combo system retains the uppercuts and sweeps, each character has a selection of one-hit strikes and multi-hit assaults that can be combined with their special attacks. This means Scorpion can start with a two-punch combination, cancel into his "get over here!" special and then propel his victim into the air with a launcher before finishing with a well-timed dash uppercut. That's a five-hit combo that uses a more freeform combat system, and while past Mortal Kombats had an illusion of freedom – but were ultimately scripted – this Mortal Kombat encourages players to find the limits for themselves.
 
Fighting earns Kurrency which can be spent on concept art, secondary Fatalities and alternative costumes.
Further tech has been introduced with a three-tiered super gauge. One bar nets you an Enhanced special that works like the EX system from Street Fighter III, while two lets you break free of a combo.Save up for the full three bars and you'll gain access to the X-ray. These are Mortal Kombat's own-brand supers, except rather than a massive fireball or elongated combo, the effects are typically more brutal. Baraka impales his opponent on one claw before puncturing the neck and eye socket, Kano splinters both femurs with twin daggers before booting his opponent in the face and Johnny lands multiple shots to the crotch before breaking his opponent's back with a devastating elbow drop.

8/10 - seems good

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