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Mortal Kombat 11
   

   
ABOUT
Mortal Kombat 11 was officially announced on December 6th, 2018 at the
The Game Awards 2018. The game was released on April 23rd, 2019 on PlayStation 4, PC, Nintendo Switch, and Xbox One.
  

Hopefully NRS steps up their animation game. (We say this everytime, don't we?)

  
Custom Character Variations return from MKX and give players a few new ways to customize their fighters. Visual customizations cost in-game currency called "Time Krystals" which players can also pay for with real money... (yes, NetherRealm's dreaded Microtransactions are back). Like in MKX and Injustice 2, players must grind offline modes against the CPU to unlock visual character customizations. The loot system offers an impressive variety of different appearances and colors for each fighter. However, these unlockables are rotated randomly and only become available a few at a time.

Fatal Blow
is a new comeback mechanic that becomes available when a character's health is below 30% (initiated by hitting LT + RT). Fatal Blow attacks are a cinematic, brutal series of attacks and will take a large chunk of health (similar to "X-Ray Moves" from past installments). Using Fatal Blow at the end of any basic combo can prove to be very damaging.

Flawless Block
is a new defensive system where a perfectly-timed block will create an opportunity for counter attacks.
   

Raiden will make them walk to Gamestop to buy this game. I hate Gamestop.

   
Offensive / Defensive Meters:  MK11 features two meters for use with special moves: a horizontal meter for offensive attacks and a vertical meter for defensive maneuvers.

Amplified Special Moves return from Mortal Kombat X and simply require an additional button press to power up the attack.

The Krypt also returns in MK11. Players are transported to "Shang Tsung's Island" on a quest to discover puzzles and secret passages where they will find treasure chests containing loot, alternate Fatalities, and more. All treasure chests requires in-game currency to open, which can be earned by playing through the different modes.
 
Mortal Kombat 11's
brand new multi-chapter story mode features the most engaging and polished cinematic story of the series to date. You can check out the official Story Prologue Trailer below.

  

I bet you the MK kombatants are feeling chatty in 2019... like stuck-to-Twitter chatty. 

  
Mortal Kombat 11's new graphics engine presents ultra-realistic character models, lifelike facial animations, highly-detailed backgrounds with vivid lighting, and next-gen visual effects during special moves and fatalities. In-your-face win poses and dynamic camera angles are the star of the show, giving players an unprecedented cinematic experience for a fighting game. Of course, the brutality and violence one would come to expect from a game called Mortal Kombat brings gore (and controversy) to the next level.
   

Graphics!  Confirmed: Mortal Kombat 11 will have graphics.

    
Movement speed and combos are designed to be simple, with easy inputs across the board (something that can be viewed as both good and bad(. An "easily accessible" fighting game is a good thing for the casual audience, but being able to "master a character in 1 day" doesn't help the competitive longevity of a fighting game either. MK11's new Offensive / Defensive meters look interesting, but the idea is questionable... and remind me of some (failed) mechanics from past obscure fighting games in the 90's.
  

Liu Kang's face..... LOL.

   
 Stay tuned on FightersGeneration.com for Mortal Kombat 11 news, character reveals, and future updates!
 

     
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Page Updated: August 21st, 2019
Developer(s): NetherRealm Studios
Publisher(s): Warner Bros. Interactive
Platform(s): PlayStation 4, Xbox One, Nintendo Switch, PC
Release Date(s): Apr. 23rd, 2019
Characters Scorpion, Raiden, Sub Zero, Sonya Blade, Baraka, Liu Kang, Kung Lao, Skarlet, Shao Kahn, Kano, Kabal, D'Vorah, Jade, Johnny Cage, Cassie Cage, Jacqui Briggs, Erron Black, Geras, Kronika, Shang Tsung, Noob Saibot, Liu Kang, Kung Lao, Jax Briggs, Kotal Kahn, Cetrion, The Kollector, Kitana, Frost, Nightwolf, Sindel, Spawn, The Joker, Terminator

mk11-baraka-vs-skarlet-screenshot.jpg (786301 bytes)mk11-screenshot-jan2019.jpg (179775 bytes)geras-mortalkombat11-screenshot2.jpg (251586 bytes)geras-mortalkombat11-screenshot.jpg (165919 bytes)skarlet-mk11-screenshot.PNG (1266565 bytes)

Featured Video:

Related Games: Mortal Kombat, Mortal Kombat 2, Mortal Kombat 3, Mortal Kombat 3 Ultimate, Mortal Kombat 4, Mortal Kombat Trilogy, MK: Deadly Alliance, MK: Deception, MK: Armageddon, Mortal Kombat 9, Mortal Kombat X, Mortal Kombat VS DC Universe, Injustice: Gods Among Us, Injustice 2
   

Gameplay Engine   
Story / Theme   
Overall Graphics   
Animation   
Music / Sound Effects   
Innovation   
Art Direction   
Customization    
Options / Extras    
Intro / Presentation    
Replayability / Fun    
"Ouch" Factor    
Characters    

BOTTOM LINE

   

   

 

First Impression:

(TFG's full review is still in progress.) For better or worse... Mortal Kombat 11 is unapologetically everything Mortal Kombat has ever been. The unsettling levels of violence, the unparalleled polish, the unintended quirkiness, the mainstream overhype-ness, the Twitter trolling, the completely "hidden" until post-launch Microtransactions... yes indeed, Mortal Kombat is back!

So, we've all lived long enough to see MK11. Feel old yet? Or maybe you're a new kid playing MK11 on your Nintendo Switch... I fear for our future. With inarguable next-gen polish and new-ish layers of old school gameplay, MK11 has the potential to be a powerful contender in the fighting genre. Yeah, it's "pretty"... but does MK11 actually have what it takes to last as a competitive game and retain a steady player base?

2019 is a good year for fighting games and a good time to be alive. So... let's back to virtually ripping people's faces off, killing them live on stream... and calling it "normal"? Get ready for that one friend who apparently "quit" fighting games to return and play for a few months (only to quit again once he starts losing). Yes, indeed... Mortal Kombat is back. Your great uncle's goat and his distant grandmother from Australia know the name "Mortal Kombat". Let's state the obvious; MK is still the most "recognizable" fighting game series on the planet. The mainstream movie spin-offs, Warner Bros money, and yearly payments to IGN reviewers have clearly paid off.

NetherRealm Studios has adapted a systematic and "safe" approach to releasing fighting games over the past few years, ever since their revived success with 2011's Mortal Kombat (9) reboot. This basic formula even transferred to NRS's Injustice series, evolving each sequel.

While casual fighting game players can enjoy NRS games for their rich single-player content and presentation (only to completely quit playing them few weeks/months after release), some hardcore FG players might be hoping NRS evolves their standard "cookie cutter" gameplay formula... which (as history has shown) hasn't delivered a long-lasting competitive run for any recent NRS title, something many other fighting games of this generation have experienced. Injustice 2, for example, saw a massive drop in players in less than 6 months after its launch (and only made 1 quiet appearance at EVO). With major support from NRS, Warner Bros, and eSports, the future for competitive MK11 is currently looking a bit brighter than Injustice 2's short lifespan.

EARLY REVIEW: MK11 looks great. The presentation is over the top. The violence looks too good... and personally, I don't enjoy it. To quote Tyrion Lannister from Game of Thrones: "There has always been more than enough death in this world for my taste. I can do without it in my leisure time."  In short, Mortal Kombat 11 is not "fighting"... it's closer to "virtual murder". Considering how many hours I dedicate to playing fighting games I actually like, I'd rather not be force-fed and subjected to scenes of nonstop stabbing, gouging, and ripping of limbs. It's probably not very healthy to look at such things, long term (some developers have even made claims of having PTSD from working on this game for months straight).

Gameplay-wise, I'm not feelin' the combo engine. It's a bit too restrictive, too simple, and not particularly open-ended or fun... but it's not bad. It seems unfinished and unpolished in a way (and if history is anything to go by, NRS will patch the shit out of the game in due time). The streamlining and simplifying of the 2D fighting game has certainly never looked better with next-gen graphics... so MK11 should appeal to a certain kind of fighting game fan.

The loot system is flawed... The entire game is designed exactly like a cellphone game / gimmick to entice users to spend money. Even professional esports players (like Tom Brady) have expressed their continued frustration with MK11's unlocking system. Basically, MK11 forces you to grind in offline modes with the CPU for "weeks on end" in order to have any hope in unlocking specific customization items you might want. Impatient players (or simply players who don't want to spend 50+ hours grinding in offline modes) are enticed into spending real money to unlock things. Clearly, this is a fundamental practice with how the game was designed - a formula that started with MKX and evolved to Injustice 2.

The good stuff:  MK11's character models and backgrounds look breathtaking. Camera angles & special effects are spectacular. While I was "wowed" by win poses, Fatality animations, and disturbing new levels of gore... the actual gameplay is a bit slow and simple for my tastes. A return to basics is a fine idea, but many FG players don't want to go back to Algebra 1 when they've been enjoying Calculus for years. I also like customizing my characters for FREE in my favorite fighting games. What's all this Time Krystals shit and Microtransactions BS? Laaaame.

Thankfully, at least NRS seems to have taken past fan criticism about "animation quality" and made some solid changes over MKX. The animation has significantly improved over the prequel in some areas, while other elements still look a bit wonky and unhumanlike (ex: jumping, certain kicks/punches). As far as "realistic" visuals go, NetherRealm Studios has certainly mastered their brand of fighting game presentation. They do what they do very well. They're also great at marketing, clearly.

To bring up MK11's "NSFW" Fatalities & gore one more time... it's a bit much... but it's definitely Mortal Kombat. I'm not the squeamish type, but I'm not a fan of horror movie gimmicks either. The things I love most about fighting games are: complex / dynamic gameplay systems that are designed around 1-on-1 competition (and longevity), unique characters, art direction, some type of representation of real martial arts, soundtrack, etc. (The same way I enjoy my favorite movies and TV shows for actual plot, storytelling, character development, artistic value, and substance) Basically, I'm not the "easily entertained" type. There's no doubt MK11 will easily entertain casual gamers... but that doesn't automatically make it "good".

In recent times, Mortal Kombat as a series steered itself in a direction geared more towards Hollywood movie clichés (shut up Johnny Cage), gore fetishists, and typical horror-themed fare. Watching "virtual murders" repeatedly play out on screen in a video game, over and over, isn't my cup of tea. A lot of pro FGC players have also mentioned "Fatalities take too long"... and I agree. Believe it or not, some of us actually really enjoy our time "playing" fighting games and practicing, not wasting time being forced to watch repeated cinematics. (I'm usually "done" with cinematics the second time I see them. No need for a replay.) Don't worry, I'm still going to give MK11 a fair shake. It deserves its time in the spotlight, so let's see what the game and the community can do. 
~TFG Webmaster  
 

 


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