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It’s fine if you’re not interested in the customisation, but given that it was a much-lauded, heavily promoted draw of the game, it’s a massive shame to feel like you have to avoid it because of aggressive microtransactions or thankless grind. It feels so aggressive, like ‘we’re going to waste one hell of a lot of your time and energy unless you hand over more cash’. The latter is pretty dreadful, with random fight modifiers making some fights almost impossible without the right consumables, which you also have to grind for - unbalanced and not all that fun. There are various ways to earn drops playing story or arcade mode, spending currency in the krypt, or doing the Towers of Time mode. And trying to get these is a massive, time-consuming grind. Every character has customization options gear parts that can be earned and equipped. And there are plenty of online versus options of course, which will hopefully see the game have a long and healthy competitive life.īut there is one major problem with Mortal Kombat 11. It’s hard to fully gauge the game’s netcode after just a couple of days, but it seems solid, albeit with some server maintenance issues you might expect from a heavily-online launch title. It expands on previous games by having minutiae like timer countdowns for button presses to properly explain combos and moves to the best of the game’s ability. So there’s plenty here to suit everyone’s style, or aesthetic choice.Īll the characters have their own tutorials too, forming part of an excellent training programme that puts many fighters to shame. Jade’s new design in particular is fantastic, as is Kabal’s. Then there are the twists on familiar faces, with a whole host of characters now in undead 'wraith' form. A host of familiar faces like Johnny, Sonya, Cassie, Baraka, then newcomers like Geras, a sand-wielding superman, and Kollector, a multi-armed villain with Larfleeze-like covetousness. And of course there are the usual character-specific special moves, combos and the beloved - and ludicrously gory - fatalities. The X-Ray attacks of MKX are gone, replaced with Fatal Blows which you can trigger once your health is low enough.
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Button inputs are sharp and precise, and there’s a big focus on direct, in-your-face, side-by-side brawling.Ī special meter fills up over time, allowing you to very quickly use a series of offensive or defensive abilities, or allow it to fill up to perform more powerful moves. Mortal Kombat 11 has a similar technical feel to the previous game, but with even more fluidity. No matter how interesting the writing and characters are though, a fighting game is worth nothing if, well, the fighting isn’t very good. It’s up to our heroes (and villains) to sort it out, with throughout-time incarnations of fighters forced to meet (and fight) themselves thanks to Kronika’s machinations. Following on from X, we’re treated to a silly but gripping yarn involving time travel and generations, where the time meddling of new main baddy Kronika are causing chaos. Mortal Kombat 11 takes the darker stylistic trappings of X and amps them up, with Netherrealm clearly trying to establish Mortal Kombat lore as serious sci-fi/fantasy canon.Īs such, much like the previous two games there is a lot of love and care gone into the story mode. It also provides the easy-to-pick-up-but-tough-to-master fighting game experience we’ve come to expect from the Mortal Kombat franchise since its successful reboot in 2011. If you’re looking for a flesh-flaying, spine-ripping good time then Mortal Kombat 11 delivers it in spades. The latest entry in Netherrealm’s oft-controversial fighting game franchise delivers on the bloodlust. Gratuitous, bloody carnage that sees claret spilling all over the shop and limbs being torn and hurled asunder. The hyper-violent and ludicrously gory Mortal Kombat 11 is the latest entry in the oft-controversial fighting series, but can it live up to recent successes? Olivia White finds out
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