It is well known that veterans suit Mortal Kombat, which takes several episodes savoring the kinds of honey of excellence. Is it the case of the eleventh chapter? Boon and his team have managed to continue evolving a game system that does not stop bringing surprises among its komatiites. What do we think? We told you in our analysis of Mortal Kombat 11.
The future of the Netherrealm is anything but uncertain. In the analysis of Injustice 2, I explained to you why it seemed to me that Ed Boon was one of the great developers of the history of the genre, and Mortal Kombat 11 does nothing but answer my not so risky affirmation with facts. The Chicago firm has become one of the queens of fighting, able to create round products that satisfy all wrestling players regardless of their experience in the genre. Are you one of those who enjoy history? You’re welcome. One of those who like to collect and unlock elements? You’re going to love it. A fighting expert and aspiring to the throne of SonicFox? Sit down, we have to talk.
Being a genre that I enjoy so much, I find it inevitable to see that many developers are not able to talk to each and every user to whom they sell their work. This is not the case of Netherrealm, which has turned its ability to create a product for all types of players into a brand of the house. I think that the team is not sufficiently recognized for its efforts in the present field, and although Mortal Kombat XI does not entertain me as much as Tekken 7, Dragon Ball FighterZ or the one that for me is the king of the genre in the present generation, Guilty Gear Xrd, denying his kindness as an entertainment product would be an insulting mistake toward Boon and his artists.
Born from the ashes of Midway, the Warner movement rescuing the creators of the Mortal Kombat franchise has been one of the most celebrated resurrections in the video game industry, and the contemporary successes of the saga of fatality and Injustice I refer. Speaking of fatality … will they stop surprising us at some point with their fatalities? When it seemed that it had touched the ceiling in Mortal Kombat X in the section of the Fatalities, Cassie Cage hits a kick in the crotch of our convictions to recreate what are, surely, some of the best auctions of the franchise. However, and leaving aside the rest of the elements that make Mortal Kombat 11 an excellent product, How is the section more focused on the fight? Is Netherrealm stagnating its games as suggested by some network spokespersons?
Mortal Kombat 11, Come over here! I do not think it would be fair to throw a face at the Netherrealm games, said stagnation in mechanics, since its evolution has not stopped being constant since the premiere of the forgettable Mortal Kombat VS. DC Universe The pace of pitches between Mortal Kombat and Injustice does not leave big breaths between one franchise and another, which can certainly feed that false feeling of playing similar titles so often. The reality is very different: the new chapter of the Mortal Kombat saga has been able to evolve its mechanics in a very intelligent way, offering enough differences to disengage from Mortal Kombat 9 and Mortal Kombat X. The main decision, in my opinion, is in the new defense and attack bars.
The first change in Mortal Kombat 11 is that the bars are not filled with the damage done or received, as is usual in other referents of the genre: it has been chosen to fill it with cooling time, similar to what we see in League of Legends or other MOBA. Time will tell if the solution has been successful or not, but I think it helps to balance the combat in a different way than usual and it seems to mean appropriate change. Beyond the way in which the energy is filled, the new offensive bar allows improving special movements with continuations or changes of properties, obviating the usual EX execution of the saga. Coupled with the disappearance of the race bar, I think it is another important change in the gameplay of Mortal Kombat.
The visual work of Mortal Kombat 11 is still as sublime as that of Injustice 2
To the attack bar, represented horizontally in the lower corners of the screen, is joined by a vertical defensive, which allows the user to execute new defensive movements during the contest. For example, spending a bar, you can escape after a fall backward or forwards, but also rising with an attack in exchange for spending a bar of each counter. The chances of getting up attacking are summarized in two: one that repels the opponent with a simple but immune movement and another that positions the rival in the movement of air combo but that can be countered by the enemy. The last defensive tool allows canceling a rival air attack in exchange for the two defensive tanks.
It has also been interesting the appearance of the Devastating Strike, which allows the player to improve the punishment inflicted on the contrary. Although the majority is executed when we make a Counter and keep the attack button pressed during its realization, there are also different Devastating Strikes that are invoked if there are different circumstances during the battle. Since there are different movements with the present skill for each protagonist, it is interesting to discover what are the properties of each fighter to improve their possibilities and capabilities in combat. Of course, the Fatal Blow has remained, which is already a basic feature of Netherrealm games. In Mortal Kombat 11 it has been delimited to life, not to the energy bar.
Your soul is Mine! I am not exaggerating if I say that Netherrealm is the only studio that has been able to mix the history of a fighting game with successful cinematographic scenes, and I think that the maturity of its creation has been confirmed with Injustice 2 and Mortal Kombat 11. In past games still dragged a kind of complex that prevented him from focusing on the fight and the videos to dress the plot with some insipid minigames that did not contribute anything in the narrative or playable. He does not care anymore: video, fight, video, fight, and video, fight. Very linear? Well, they have quite achieved with a genre as closed as fighting. It must be difficult to replicate what happened to Ed Boon and his team when no other studio has been able to copy it successfully, and to the failed attempts of Capcom with Street Fighter V, Bandai Namco with Tekken 7 and Team Ninja with Dead or Alive 6 I refer.
It is curious, but it is inevitable to think about the original idea of Injustice as the main inspiration of the story of Mortal Kombat 11. Kronika, the sovereign of time, will not hesitate to invoke warriors of the past to join them to their army and face the warriors of Raiden in order to balance the good and evil of the universe, broken after the defeat of Shinnok in Mortal Kombat X. that a silly excuse, but enough to bring back some fallen heroes in the last chapters of the story, what ends up translating into fan-service and dream combats that would have been impossible without the temporary trick. Unfortunately, my feeling at the controls has been that the story was deflating as we came to the conclusion of it, but everything played has been very satisfactory.
Leaving aside its abrupt end, the outcome of Mortal Kombat X I liked. I also highlighted in its day, the inclusion of the new generation of heroes that, I thought, would take the mantle of the saga in future installments. In the end, I missed, and only half of them have survived the cut. Kung-Jin and Takeshi Takeda disappear in the eleventh installment to give prominence to Jacqui Briggs and Cassie Cage. The union of classic characters with the main character helps create unexpected synergies and some other memorable moments for them. I think Netherrealm wanted to close the circle of the current trilogy in some coherent way, and although in the ways we can disagree, I think it has been an optimal solution to guarantee the future of the series.
Netherrealm is the only studio that has been able to mix the history of a fighting game with cinematographic scenes with success.
As for the other off-line modes, there are the classic towers and the time ones, one being the typical arcade mode and the other temporary challenges that are resolved with special rewards to spend on the Kripta. Since its implementation in the Deadly Alliance (and with the different variations that have been made in the mode since the fifth installment until today, including occasional absences), I have never been a great follower of the crypt. I’m not passionate about spending time unlocking elements, especially when there is such an enormous amount as that of Mortal Kombat XI. In favor of the new Kripta would highlight the curious representation of the island of Shang Tsung, a virtual tour of the legendary scene of the original Mortal Kombat, but I think it does not justify all the time you have to invest there.
Beyond time and spaceSpeaking of the Nintendo Switch version, I think it’s not being entirely fair to her. Shiver, the studio responsible for the port of the game, has managed to bring the software to the hybrid console, sacrificing in the visual to maintain all the playable benefits and content that makes the eleventh delivery of the tournament. Compared to PS4 Pro, Xbox One X or a competent computer, it loses out, but I believe that the versatility of the Unreal Engine 3 used by Netherrealm is beyond doubt. As we explained in the analysis of these platforms, the engine may not give for more, but that a Nintendo machine receives a new installment of Mortal Kombat after more than a decade of absence is, without a doubt, good news.
In the sound section, there is little negative to say, although a couple of nuances that do not lead to excellence. The visual work of Mortal Kombat 11 is still as sublime as that of Injustice 2, capable of doing much with little. It is remarkable that Netherrealm continues working with its enhanced edition of Unreal Engine 3 at this point, but the results are quite enviable. Yes, it is true, however, that the engine may not give for more, since the evolution between the two deliveries, although palpable, is something modest. The guilt of the tools? It may be more of an artistic circumstance: looking at Injustice 2, it seems that the Ed Boon workers have reached maturity with the present style and feel comfortable here. Little to criticize.
The same thing happens in the sound section, there is little negative to say, although there are a couple of nuances that do not lead to excellence. The first is in the dubbing: as it happened with Injustice 2, Warner Bros. has bet on English in the voices and subtitles in Spanish. The interpretation, in any case, is magnificent. Your only asterisk? Ronda Rousey, who lends her voice to Sonya Blade. As he has already shown in WWE, he is not acting, and his role in the game is forced and out of place. I can not say the same about the music and effects: the blows, attacks or the artisan sounds of the MK11 fatalities are at the height of the new melodies, which are pure Mortal Kombat.
It has evolved its mechanics in a very intelligent way
Mortal Kombat 11 is an excellent video game in practically all its sections. A new reference in the fight designed so that all players (adults) can enjoy their history, visceral and gore follies, but do not neglect the users willing to know what awaits the warriors of the earth in their umpteenth battle against rivals from all over the planet, both online and off-line. What will come in the future? Injustice 3 is the obvious step, and just as the game of Batman and Superman ends, nothing pleases me anymore. I get the feeling that the eleventh installment aims to become a software that will withstand the pull of the komatiites during the next few years. Now you only have to train.
Mortal Kombat 11 is up to everything that is expected in a saga with more than 25 years behind them, and that’s not little. A complete product and capable of satisfying all strata of fans of fighting games, regardless of their experience in gender or depth. The new character customization system adds more variety to the combats and each protagonist has been nurtured with dozens of unlockable skins and aesthetic elements. All the playable add-ons are deep enough to withstand the pull in the coming years.
- One of the most complete fighting games of the generation
- Different layers to enjoy it: any user can find their place in MK 11
- The different playable add-ons are key to guarantee years of competitive play
- The recreation of the island of Shang Tsung is almost a museum of Mortal Kombat
- The Kripta is not the most agile way to unlock content
- Despite the dozens of skins, imitating the accessory system of Injustice 2 would have been optimal
- Ronda Rousey is a great fighter, but a terrible actress