But Mortal Kombat’s recent iterations also introduced several modes, which typically add to the fun of the franchise. If MK11 were to stop at this point, it would already be an excellent representation of the fighting game genre. It’s the first time that I didn’t find myself distracted all the time by characters’ weird mugs when they’re acting out story scenes. The uncanny valley quality of previous games is significantly educed, especially for female faces. Outside of some expressions that are a bit unnatural for certain characters, though, Mortal Kombat 11’s character faces are the best that I’ve seen in a Mortal Kombat game. As good as NetherRealms games typically look, I usually find the character faces to be a bit janky, especially during cutscenes. One of the biggest improvements from previous games involves characters' faces. Character models appear crisp and detailed and the stage environs look great. The visuals and presentation, meanwhile, are top notch - easily the best in the series once again. ![]() More: Looking cool: Joker combos & quick tips for Super Smash Bros. Yes, it has some uneven moments from time to time but I found it hard to stop playing at times because I wanted to see what happens next. Mortal Kombat 11’s story is especially interesting as it provides some much-needed closure following the events of Mortal Kombat X. The story features a lengthy campaign that lasts about five hours, which is mighty impressive for a fighting game. ![]() NetherRealm Studios have always knocked it out of the park when it comes to its dedication to crafting tales for its Mortal Kombat and Injustice titles and MK11 is no different. I’d even go so far as to say that MK11 easily has one of the best tutorial systems I’ve seen in a fighting game.įor players who like their games to come with a story mode, MK11's campaign goes above and beyond the storytelling typically seen in the genre. The tutorial system also was excellent, which is good news for newcomers or rusty veterans. In addition to basic cancels, you can use amplified attacks to add some extra oomph to your moves and also pull off fatal blows that provide players with nice comeback potential. Each character also had a nice selection of combos that were fun to pull off, as well as several extra tools that added a layer of depth to the combat. I thought the fighting had a really good feel to it, thanks to fluid moves and responsive controls. Just going through the base vanilla combat, this was the most I’ve enjoyed a Mortal Kombat game to date. The unfortunate part is that the game did not start out that way for me. ![]() Whatever that is, all I know is that it isn’t as fun. ![]() But as you dig deeper into its other modes in the quest for unlockables, you find your time being primarily devoted to dealing with non-traditional fighting mechanics that slowly grind you down. Eventually, that initial sense of enjoyment gets replaced by something else altogether. How do you score a game that does so well in laying down its foundation but goes on to install thin walls and some of the tackiest finishings around? This easily could have usurped Mortal Kombat 9 as my favorite MK game on the basis of its mechanics, story and visuals. It makes MK11 one of the tougher games for me to review. But then there’s a second game within the game - one that emulates Shao Kahn and the seedier characters of its narrative by stabbing its otherwise virtuous combat and stellar presentation in the back. You have the tried-and-true core fighting game that’s arguably the best it’s ever been in the series.
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