Been a while since I've posted, hasn't it? Let's talk Mortal Kombat 11.
I bought the Ultimate version for the Xbox One in a recent sale, and despite some grumblings I've heard elsewhere about its microtransactions and changes to the fighting system, I'm really happy with it. In fact, I think the decision to split the super meter into two separate gauges really adds to the gameplay. The first strengthens your special moves while the other lets you break combos and interact with background objects. Both gauges refill over time, preventing abuse but at the same time being less punitive than the old three segmented super meter. I rarely used enhanced special moves in the previous two Mortal Kombats, because doing so kept you from building enough power to perform the far more effective X-ray moves. Now, I'm cranking out enhanced specials as quickly as the game will allow me, because the two are no longer joined at the hip.
You already know where this is going. |
There are plenty of characters to select even in the vanilla version of the game, but there's plenty more in the Ultimate upgrade, including guest stars like the T-800, Rambo, and Robocop. (Apparently Mortal Kombat is migrating from the horror film icons from the past two games and settling into dumb action movies.) While the fighters in the original trilogy were a little samey, characters in MK11 are more distinct, with their own movement speeds, strategies, and attack ranges. Rambo stays low to the ground and sets hidden traps, while larger fighters like Geras and Robocop strike harder and feel heavier. Fan favorites from the first two games are familiar enough that old-school players can start using them with only minimal adjustments to their strategies... Scorpion still has his chain hook, and Sub-Zero still freezes foes in place with his ice ball.
Here's where things get interesting, though. As a logical progression of what Netherrealm had done with Mortal Kombat 10 and Injustice 2, players can customize each fighter with gear, augments, and even different moves, for a total of five different variants. Some special moves are baked into the character and can't be replaced, but if you wanted to swap Sub-Zero's slide for a shoulder tackle, or his axe swings for an ice wall and a shower of icicles, you have that option. Gear changes the look of your character, and augments provide inconsequential perks... maybe one of your fighter's attacks gets a little stronger, or you'll get more hearts for performing a fatality. Character customization wasn't strictly necessary, but it is nice for old-school fans to have the option to give their favorite kombatant the outfit he wore all the way back in 1993.
Konsumables offer the most significant change to the gameplay. These are earned in the Towers and the Krypt, and can either be used to strengthen your character, or provide a buddy who jumps in from the sidelines to attack. If you're thinking of the strikers from King of Fighters '99 or the special partners from Marvel vs. Capcom, it's pretty much that, but with a cooldown period limiting their use. Some of these konsumables are very handy (to the point of being easily exploited) and others are alarmingly useless, but they're all switched off during the final encounter with Kronika, a guardian of time described by one reader as "future Tilda Swinton" and nearly as infuriatingly cheap as Shao Khan and Motaro. She takes half the usual damage from your attacks, and some of your tried and true special moves won't work on her at all, which has been the frustrating status quo for Mortal Kombat since the beginning.
The orange of the fall leaves blend nicely with the yellow flames and the red bloodshed. |
Regrettably, the sound isn't up to the same standards, with the cinematic flavor of the story mode leeching into the other styles of gameplay. The musical score consistently sets the wrong mood for combat and even skirts dangerously close to annoying, like when the game lets out a sympathetic wail after a fatality is performed. The voice acting is largely solid, with a few questionable changes to the cast. Ashley Burch is no longer smart-ass millennial Cassie Cage (c'mon, it was the role she was born to play!), and her mother Sonya Blade is now voiced by professional wrestler Ronda Rousey. Rousey can do rough and tough just fine, but that's about where her acting range ends.
On the other hand, all the heroes from those dumb action movies who make cameo appearances are played by their original actors, even Peter Weller, who's steered clear of the Robocop series for nearly thirty years. Yep, that's Sylvester Stallone as Rambo, too. That's not Ahnuld as the Terminator, but the voice is so uncannily close you probably wouldn't know unless you were told beforehand. You've also got Spawn, played by Keith David, who sticks the landing in practically all of his voice roles. He's convincingly played everything from medieval stone guardians to devious newt kings... you'll have no trouble believing he's an inner city cop turned demonic soul hunter, and you'll even buy his howls of anguish when some other character tears out his heart.
Not a flawless victory, but a real treat nevertheless. |
Special "no thanks" to Microsoft for making it a circuitous pain in the ass to gather all the images for this blog entry. You can't make this process any easier? Really?
No comments:
Post a Comment