Of the four fighters announced for Mortal Kombat X as DLC, Tremor is perhaps the most anticipated one. He isn't a cameo like Jason and Predator, and like Tanya, he isn't a new character. However, unless you picked up Mortal Kombat: Komplete Edition for the PS Vita, you never got a chance to play with him. Though people knew he was coming, it was a surprise to hear that he was coming in as early as the Tuesday after the EVO fighting tournament, a very short time after the Predator DLC's release. After putting in some time with the latest kombatant, it is safe to say that he lives up to the hype so far.
At first glance, Tremor looks like a burlier version of the classic MK ninjas, only with an open shirt and a mask that's present for some of his variations. The black and gold colors that adorn his outfit are very nice, especially since they match his earth motif rather well. His rocky chest and arms really make him stand out visually, and his variations emphasize this, with color changes to those areas and the few rocks present on his face. Overall, it's a good design that is subtler than others on the roster.
Tremor may not be a big character compared to the majority of the roster; he has bulk but no height to match it. He's got the common big man attributes in that he moves slower than most of the cast, but his basic hits are slightly stronger than most. His focus is on ground control, as he has a ground shake move that hits everything but the edges of the screen. While the damage isn't severe, it's a good stun move to set up for bigger rock-related attacks, like a stone augmented punch that can be done in high, medium or low range or a rush version of the move. The stone punch can also be canceled and delayed to mix things up against opponents. He also has a nice overhead rock slam that turns into a pop-up and a slightly less powerful stomp.
Complementing the melee moves are a number of projectile attacks that are meant for complete area control. He can call forth rocks from the air that land at close, far or medium ranges that are perfect for air control as well as getting in quick hits from above. He also has a rolling rock as a low projectile attack and a normal rock throw for the high projectile, with both traveling considerable distances.
For fatalities, Tremor's falls in the middle range in terms of gore and inventiveness. The copious amounts of blood when he squashes his opponent into the wall are expected, but the dangling eyeball that's left behind is a nice touch. His other fatality, where he stabs a stalagmite into an opponent's head and proceeds to crush the noggin, is tame compared to some others.
With the number of special moves in his arsenal, it isn't surprising that his variations only highlight one or two differences that may seem subtle but aren't. Crystalline may change all of the projectiles to spiked crystal, but it also adds in two nice moves to the mix. The first is an armor ability that reduces the damage you get for a short period of time. The second ability allows you to conjure up a background object that can be a launching platform for jumps or thrown as a projectile. It is your exclusive background element, and the fact that it stays on-screen for quite some time makes it effective as an extra tool and as an incentive for your opponent to be more cautious.
Aftershock adds in two variations of the same basic move and is meant for those who depend on ground control for their fights. The ground shake move can be initiated from the air, so if you time everything properly, you have more opportunities to end an air combo with one final unblockable move. There's also the delayed version of the move, which can only be thrown on the ground but allows for the same unblockable hit for ground combos, an extra hit for combos in progress — or even a stun, if done right.
The Metallic variation is perhaps the most subtle of the trio, since it only adds one new move. On its own, the switching between gold and lava variants doesn't provide much surface change. Attacks do the same damage, but the differences are more technical in nature. The gold variation gives you more speed when throwing projectiles, so spamming rock throws can give the opponent less time to find a chance for a counterattack. Meanwhile, lava is best for adding more pop-up options to moves that never had them, so you can throw more juggle combos. It's definitely a variation for the more technically minded players.
Just like with the release of Tanya, a Klassic Pack of costumes comes along with Tremor's release. Unlike that pack, there isn't a bad one in the bunch. Perhaps the most impressive one is Quan Chi's, which is ripped out of the fourth game. For the first time in a long time, we see the sorcerer fully clothed, and that makes him look more distinguished and menacing when compared to his look from Deadly Alliance. Kung Lao's look comes from MK3, which is fine since his normal costume already feels like a throwback to his debut outfit from the second game. The dark green pants and thick shoulder straps make this look more low-key, while the younger face matches nicely with the model. Finally, Jax's outfit also comes from MK3, which marks his first appearance with the metal arms. The clean and futuristic style of the arms is a nice contrast to the more mechanical and gritty ones he sports now, and the two-tone pants looks fine. The head and face have also changed, as the full head of hair matches the younger face, though the lack of a moustache fails to complete the look.
Tremor serves as a good cap to the initial batch of character DLC for Mortal Kombat X. He's a good character for ground control, and he has some nice attacks that make him viable for those with a weaker ground control game. His variations might not seem too different from one another, but the number of moves in his arsenal is good enough that you can still be effective while learning the nuances. A slow, powerful mover, Tremor makes a very good addition to the roster.
Score: 8.0/10
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