My complaints:
· All of the combos are uber-canned. You just look in the moves list to see the dial-a-combo crap. The only room for creativity is in juggles, which still doesn't leave much room for interesting combos. Also, the only way to combo in special moves is through juggles, which also dents the flexibility of the combo system. For fans of Mortal Kombat's classic combos (see the mkkompletions
here), this is a huge disappointment.
· The only way to start the dial-a-combos is through standing moves. You can't go into combos from crouching attacks or jump-ins, which leaves
very few combos possible on crouching opponents (and the ones that are possible are dinky two-hit knock-down juggles).
· The combo breakers are ridiculously easy to do and break
any combo at
any point. You just hold block and keep tapping forward to execute the breaker, whether you're blocking the combo or even getting juggled in mid-air. Luckily, there's a limit of three of these breakers per fight, but that's enough to disrupt the average number of chances you get to go for a big combo per fight.
· The stage fatalities are wayyyy too automated. I don't like ring-outs in fighting games in the first place, but MK: Deception takes their obnoxiousness to an entirely new level. Instead of actually getting knocked off of ledges or into environmental hazards, the game automatically catapults fighters into them--there's a colored arc around the hazard, and if you're hit with your back to the hazard you fly backwards into it. These are not only obnoxious to lose to, either. The automated backwards-catapult will get activated in the middle of combos, and send your opponent flying off a ledge, most often to a second tier of the battle arena,
significantly reducing the damage dealt (versus having actually completed the combo).
· The game doesn't register command inputs well at all. I have zero problem performing fireballs and uppercuts in Street Fighter, but have about 40-60% success rate with executing the simple (and similar) moves in MK: Deception. I can literally execute Magneto's crazy infinites in MvC2 with more consistency than performing a fireball in MK: Deception.
· The 3D movement makes projectiles worthless outside of juggle combos. Jumping is likewise worthless.
In general, the level of strategy and depth seems (after having spent only a few hours with the game, admittedly) extremely limited. With the lack of combo flexibility that plagues the game, I can't imagine any serious fighting game fan having any fun with the game at all. The game does not at all play like the 2D Mortal Kombat games, and my friends who are huge fans of the originals
also think Deception is blah.