Pass the Controller | Latest news, reviews and reviews in video games
  • Home
  • News
  • Reviews
  • Features
  • Videos
  • Community
  • About
    • Contact
    • Meet the Team
  • Home
  • News
  • Reviews
  • Features
  • Videos
  • Community
  • About
    • Contact
    • Meet the Team
>

Mortal Kombat 11 | Xbox One | Review

30/4/2019

 
Mortal Kombat 11 | Xbox One | Review - Pass the Controller

As the numbered entries in any series start hitting double digits, it can be difficult to still feel inspired by a new release – for both developers and fans. That’s not been the case for Mortal Kombat and the team at NetherRealm (Injustice 2), however, as 2015’s MKX was the biggest success for the fatal fighting franchise yet. Having to follow that means the pressure is on - so, does MK11 deliver?

Free review copy
​provided by Warner Bros.
Picture





by Sam Sant

Picture

@SlamShotSam


Picture
Developer: NetherRealm
​Studios

Publisher: Warner Bros.
Interactive

Platforms: PS​4, Xbox
​One, PC
Players: 1 - 8
Using Mortal Kombat X as a foundation, MK11 expands and tweaks several areas to create what should be an inherently superior product, yet it’s currently somewhat soured by premium monetisation and the balance issues which stem from that. We say currently as the economy is actively being reworked, so do keep that in mind.

Let's start at the beginning with the extensive suite of tutorials. We’d argue that there’s no genre more complex than the fighting genre, where mashing buttons is the forte of the uninitiated and domination of the former is that of those in the know. If you’re content with a surface skill level, the universal basics will quickly have you pulling off sick moves (in every sense of the word), but for everyone else there are hours of lessons teaching advanced situational techniques and strategies.

All of the many, many interacting systems and their governing data are broken down and then layered on in a clear and digestible fashion. Furthermore, simple quality of life features like displaying actual button prompts, timings and flipping directional inputs to match the side you’re facing work wonders in helping newbies stick it out.

Wherever you fall under the indefinite skill ceiling, everyone will have some readjusting to do, owing to the fact that fights now move at a slower pace. Mortal Kombat was already more methodical than most, what with its dedicated block button and lack of auto-combos, but without sprinting that’s more prominent now than ever. It’s a divisive change that could swing either way, but we’d posit it helps the already brutal kombat to feel even more impactful.

Tempo isn’t all that’s changed, though; X-Ray maneuvers are out and in their place are equally devastating Fatal Blows. These amazingly violent attacks are the most powerful in your arsenal and intend to accommodate comebacks, since they automatically become available when dropping below 30% health. A missed Fatal Blow incurs a cooldown period before you can try again, while landing one means it’s gone for the remainder of the match at hand. As a result, you’ll need to be tactical with how to deploy them, since you might regret using it to claim the first round when it’s exactly what you need in your back pocket to take the deciding third.
MORTAL KOMBAT!
Krushing Blows are a new feature which differ between characters, barring some more widespread triggers. These devastating variations on existing moves might be prompted by, for example, hitting the same maneuver twice consecutively or from a certain distance - everyone has access to multiple, which can individually be used just once per match in order to prevent spamming.

The final major change to MK11’s core gameplay is a split meter, now comprised of two chunks for defence and two for offence, all of which recharge automatically over time. The former can be used for things like breaking out of juggle combos, rolling out of range when floored, or utilising the environmental interactions available in most of the 20+ stages. The latter can be turned to modifying special moves and performing getup attacks (which also draw on defence), the idea being to enforce a more balanced play style by disallowing the use of meter in any exclusive fashion. It works.
All of the many, many interacting systems and their governing data are broken down and then layered on in a clear and digestible fashion.
Of course, the series' iconic Brutalities and Fatalities return untouched, allowing fights to reach excitingly over-the-top climaxes. They’re a celebration of humanity’s morbid love for the macabre, exquisitely illustrating the snap of bones and cutting of flesh alongside some gnarly audio that’ll squeeze equal amounts of wincing and disbelieving laughter from players.

Despite being a defining feature, these murderous moves can’t be busted out during the campaign for the sake of continuity. It’s easily forgiven, however, since story modes in NetherRealm fighters traditionally stand several severed heads and shoulders above the competition. The pulpy narrative follows directly on from MKX and revolves around the introduction of Kronica, a character with command (kommand?) over time and a distaste for the present, which conveniently slot together to form a time-bending celebration of Mortal Kombat’s past and present.
It’s unadulterated fanservice from a franchise that’s earned the distinction during more years in existence than the person writing this, but, having clambered abound at too early an age, things still got plenty nostalgic. Even if you don’t have any direct connection to old-school MK, everyone should at least recognise the classic costumes and character models which have long since been absorbed into the zeitgeist.

Throughout the story you’ll switch between multiple character perspectives, making it a great place to learn who you do and don’t click with. Outside of kombat, lavish cutscenes tell a fittingly outrageous eight-or-so hour tale which any lover of goofy, big-budget action flicks would jump at the opportunity to see on the silver screen. It’s easy to care about what’s happening, in spite of the unbelievable events and characters, plus a distractingly hammy performance from WWE and UFC star Ronda Rousey as Sonya Blade.

As with Fatalities and Brutalities, your custom character builds can’t be carried over to the campaign. MKX let players pick between preset character variations, massively diversifying its roster simply by fiddling with what was already there, and MK11 takes that ingenuity to the next logical step. Fighters still have a couple of presets each, but you can now build your own by equipping special moves across three slots (some of the more powerful abilities taking up two of them), whilst also switching out a slew of detailed cosmetics and, once you’ve won enough bouts with those cosmetics equipped to level them up, imbuing them with elemental augmentations. This essentially means that two players’ renditions of Scorpion, for example, can look and play very differently.

That being said, amassing the gear to fully deck out a specific character can be tough. Ignoring premium Time Krystals, along with the three premium consumables you can then buy with them, there are three in-game currencies which are paid out sparingly. Hearts are particularly bad, with most fights rewarding only one or two depending on whether you finished with a Fatality or a Brutality respectively. Most related purchases require 250...

What’s more, those purchases take the form of random loot chests, so it’s entirely possible that the ‘reward’ at the end of a long grind will be something useless to you. Delving the expanded and more involving Krypt to locate those chests at least proves engaging, since the gamified storefront is a mini metroidvania with puzzles and item gates all of its own.
Mortal Kombat 11 | Xbox One | Review - Pass the Controller
Mortal Kombat 11 is a celebration of humanity’s morbid love for the macabre, exquisitely illustrating the snap of bones and cutting of flesh.
There’s no doubting the fact that an unreasonable time and/or money investment would be required of anyone looking to unlock everything, but we actually quite like the fact that we could dip in and out of MK11 in the years leading up to its inevitable sequel and have something new to show for each and every visit.

The ever-changing Towers of Time seek to ensure that you do keep coming back, presenting consecutive fights with devious gameplay modifiers to stack the odds against you. You can retry as many times as you like whilst incurring small incremental penalties to your score, plus equip ‘konsumables’ found in the Krypt to counter the disadvantages at hand, before eventually reaping the greatest rewards for time invested if you can overcome the challenge. Some seemingly insurmountable combinations are nothing short of infuriating though, ushering you towards buying premium Skip Fight Tokens since the alternative is to quit and lose your progress. Like the wider economy, this is being looked at.

There are plenty more ways to occupy yourself within MK11 in the meantime, like exhibition bouts in local co-op or against AI, which can be set to five difficulty levels. There are also Klassic Towers, minus any shenanigans, culminating in a boss encounter with Kronica followed by a trademark ending animatic tailored to your chosen character.

Online modes round out the offering, the most bizarre of which are asynchronous CPU-controlled battles, where you’ll choose three attacking combatants to face those assigned to defence by another user. You can enjoy the spectacle or fast forward, but we really have to wonder why it’s here at all, besides maybe offering a way to passively alleviate some of MK11’s grind. Characters can’t get injured or anything, so there’s no need to manage your roster, and, as far as tactics go, you could look to create custom variants to counter the most common character picks, at least on paper, but acquiring and levelling the gear to do so wouldn’t be worth the effort
Competitive modes encompass ranked first-to-three contests (no custom variations allowed) through ‘kasual’ single and King of the Hill matchups. Early netcode has been great, which is absolutely vital to any fighting game worth its salt, while the community is variable as ever, though there are tools in place to find players of a similar mindset and/or skill level. When you manage to do so, the deeper mechanics really start to shine and matches unfold like thoughtful games of chess, despite looking like mindless violence to onlookers.

There’s a hell of a lot to Mortal Kombat 11 then, as you can see, most of which is absolutely fantastic if you can overlook the current gouging. If you can’t, then maybe wait it out and see how things settle, but you shouldn’t allow peripheries such as currencies, cosmetics and just one of many modes stop you experiencing the immensely fun story and gratifyingly balanced kombat systems at the core of the game.

Pros

  • Slightly reworked mechanics make for more balanced bouts
  • Story is bombastic NetherRealm goodness
  • Gorgeously gruesome audiovisuals
  • Extensive, understandable tutorials
  • Tons of modes and unlockables, acquired from a more engaging Krypt...

Cons

  • … Though the grind is significant and randomisation can sting
  • Towers of Time can be frustrating, making premium Skip Fight Tokens look altogether too appealing
  • Ronda Rousey as Sonya Blade (take it from a Rousey fan)

8/10
0 Comments



Leave a Reply.



    READ MORE

    News
    Features
    Videos

    Comment Here

    Categories

    All
    Action Adventure
    Adventure
    Air Combat
    Arcade
    Family
    Fantasy
    Fighter
    Hardware
    Horror
    Indie
    Management Sim
    Multiplayer
    Narrative
    Open World
    Party
    Platformer
    Puzzler
    Racing
    Roguelike
    Roguelite
    Role Playing
    RPG
    Shmup
    Shooter
    Sim
    SoulsLike
    Sports
    Stealth
    Strategy
    Survival
    Virtual Reality


    Archives

    September 2025
    February 2025
    December 2023
    November 2023
    September 2023
    July 2023
    June 2023
    April 2023
    March 2023
    February 2023
    November 2022
    October 2022
    September 2022
    August 2022
    July 2022
    June 2022
    April 2022
    March 2022
    December 2021
    November 2021
    October 2021
    June 2021
    May 2021
    December 2020
    November 2020
    October 2020
    July 2020
    April 2020
    March 2020
    January 2020
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019
    December 2018
    November 2018
    October 2018
    September 2018
    August 2018
    July 2018
    June 2018
    May 2018
    April 2018
    March 2018
    February 2018
    January 2018
    December 2017
    November 2017
    October 2017
    September 2017
    August 2017
    July 2017
    June 2017
    May 2017
    April 2017
    March 2017
    February 2017
    January 2017
    December 2016
    November 2016
    October 2016
    September 2016
    August 2016
    July 2016
    June 2016
    May 2016
    April 2016
    March 2016
    February 2016
    January 2016
    December 2015


    RSS Feed

Pass the Controller

News
Reviews
Features
​
Videos
Community
About

What is PTC

About Us
​Meet the Team
​
Contact Us
Find our reviews on:
  • OpenCritic
  • vrgamecritic
© COPYRIGHT 2014-2022 PTC / JMP.
​ALL RIGHTS RESERVED.