Early Impressions of Mortal Kombat 11

[NOTE: I’ve sampled a little bit of everything that the game has to offer, but I’m not gonna be able to spend enough time with some of the game’s more involved single-player content to provide a thorough judgment on the game. As such, I’m keeping the scope of this piece just to the parts I’ve played so far.]

Ever since the release of Mortal Kombat 9, NetherRealm Studios has set the gold standard for what a complete fighting game should be. Sharp visuals, tons of single player content, and combat – er, kombat – that’s appealing to casual and competitive players. They’ve never rested on their laurels either, as the Mortal Kombat and Injustice games have introduced a number of innovations to the genre, from a Variation system where different versions of the same character will have altered move set and costumes, to the ability to leverage background objects as weapons or jumping-off points in battle.

Based on NetherRealm’s glowing track record, Mortal Kombat 11 should have been as close to a guaranteed home run as one could get in the genre. Based on what I’ve played, it reaches or exceeds those lofty expectations.

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Mortal Kombat 11 and the Evolution of Scorpion’s Spear

“Come here!”

One of the genre’s most iconic special moves, Scorpion launches a spearhead attached to a chain directly at his opponents. If it successfully makes contact, he yells out one of his two signature catchphrases as he reels in his now-stunned opponent. From there, his opponent is left standing in a dizzy state, primed for Scorpion to smack them any way he so chooses. In the old games, my go-to follow-up was the classic uppercut.

In most Mortal Kombat games, this is how the spear works. It’s not quite so in Mortal Kombat 11.

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Mortal Kombat 11 – Story Mode Chapters 1-3

Due to some time manipulation tomfoolery, everything old is new again in the world of Mortal Kombat 11! I play through the first three chapters and get a sense of how everything got weird!

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How Mortal Kombat’s Dial-a-Combo System Impacts the Initial Learning Curve

Starting with Mortal Kombat 3, the franchise has used a dial-a-combo system for multi-hitting strikes. Quickly dial in the predetermined sequence of moves into your controller and watch your character rattle off each move in succession. Can’t speak to how the games between Ultimate Mortal Kombat 3 and Mortal Kombat 9 handled it, but all of the modern games in the series use the dial-a-combo system as its foundation.

While this is a dramatic departure from most fighting games, where combos are usually created through links and cancels, the benefits of this system are clear. For one, players don’t have to worry about spending weeks in the lab trying to get the feel for that one-frame link that allows you to connect a standing medium punch from a standing light punch. The system is loose enough so that as long as you hit the buttons in quick succession, the combo will complete itself. Two, it allows characters to perform more unique moves without having to add extra buttons to your controller.

Even within such a rigid system, there’s a lot of room for creativity. Between the modern Mortal Kombat and Injustice games, I can easily spend hours in training mode, stringing together combos that seemingly juggle forever. As fun as it can be, the dial-a-combo system is not without weakness.

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Join Me at 8pm EST for Mortal Kombat 11!

Come here! With the Toronto Raptors winning their series in 5, I’ve got time today to stream some Mortal Kombat 11! Let’s dabble in the story mode and maybe play a few matches online?

Make sure to never miss a stream by following my channel and turning your notifications on! You can also follow me on Twitter and Instagram for stream updates and other cool stuff posted daily!


Buy Mortal Kombat 11 Now From Amazon.com

[Purchasing through this Amazon affiliate link gives me a small commission without adding any extra cost or effort to you. Thanks for your support!]

Mortal Kombat 11 on Nintendo Switch and the Choice Between Performance vs. Convenience

Mortal Kombat 11 is out now on PS4, Xbox One, and Nintendo Switch. I bought the PS4 version, but not without giving the Nintendo Switch version serious consideration. While the graphical degradation is clear when you view them side-by-side, it looks like the Switch holds up where it matters most. Both games appear to play equally well, and I think trading graphical fidelity for portability in this case is a reasonable exchange.

This is not a new phenomenon for the Nintendo Switch. While we would all love to see more third parties jump on the Switch bandwagon, we’ve already seen a number of titles complete the journey successfully, such as Rocket League, the NBA 2K series, Doom, PaladinsSkyrim, Warframe, and more. It’s just still a surprise to me to see that we’re in a world where portable gaming is much closer to its console counterparts than ever before.

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Why Kitana is My Favourite Mortal Kombat Character

Recently, the ninja princess armed with bladed fans was revealed to be the latest character included as part of Mortal Kombat 11‘s base roster. Though she’s a fan favourite, her late reveal relative to the game’s release date gave me concerns that she wasn’t going to make it this time. Thankfully, she and I will have the chance to slice and dice again!

Though she didn’t solidify herself as my favourite Mortal Kombat character until Mortal Kombat 9, she’s always been near the top of my list. Here’s why!

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Notes from the Mortal Kombat 11 Gameplay Reveal Event

First revealed at the 2018 Game Awards, Mortal Kombat 11 had its big coming out party at a January 17th event. We got our first real glimpse at its gameplay, expanded variation system, story prologue, and more! Not going to provide a comprehensive rundown here, but I’ll highlight a few notes that I thought were worth noting!

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