I will grow up, happy for the netherealm I will go
The year was 1993, and a good day in the newsstands I saw this black logo where a dragon stood surrounded by two lightning bolts. The design fascinated me, it left me as groggy, dazed and only I knew why. Everyone was talking about it: on television (extraordinarily!) Among friends, in the arcade where there were cabinets all in full in the first chapter, as well as in the homes of the lucky few who could also play the first episode on SNES. I'm talking about his majesty Mortal Kombat 2. It was love at first sight: on the cover of that monthly magazine now handed over to posterity, that logo hypnotized me like few others, giving way to that videogame brilliance that I carry with me for two decades.
With Deadly Alliance I relived those gleams of great consolation trepidation, daughter of the original trilogy, thanks also to Rayden's final speech in the fifth chapter. "We must act now, we must stop this deadly alliance!"; with reference to the evil alliance between Quan Chi and Shang Tsung. After more than twenty years I still relive those magical moments, between a fatality and a "come here" by Scorpion, in fact here I am playing this eleventh chapter of the saga created by Ed Boon, which makes us wholly beaten to the sound of spears, hooks, shears, guts and fountains of internal organs to more I can't, not even the confetti at the Rio carnival.
The ancient snake
In Mortal Kombat 11, the events start exactly where the previous chapter ended: from the defeat of Shinnok by the hand of Cassie Cage. Consequently we find an evil Rayden who beheads Shinnok after torturing him, with the sole purpose of restoring the Jinsei that had been corrupted by the same old god. In the midst of all this, two new characters are introduced: Kronika, lady of the time and able to act on the latter at will to change events, and Geras his servant. The rest, between twists and turns, old acquaintances and newcomers, you will discover it only by playing video games.
Coming to the "joypad substance", in Mortal Kombat 11 the roster is well made: currently composed of 25 wrestlers including Shao Kahn for those who booked the title, and the new Geras, Kollector and Cetrion, as well as old revived acquaintances like Frost (first DLC) or Skarlet. Noob Saibot is a character from the Madonna but that's another story, sorry for the scribe hype. There are the classic beat'em up modes: in Konquista you can access the story mode, the time or classic towers, or you can unlock rewards in the Kripta. In Kombatti instead there are four sub-categories: Local, thanks to which you have the opportunity to face an adversary in the flesh online or challenge the computer or a friend locally, Tournament modality that allows instead to face a player with the same rules of an online tournament, e AI Battle which gives the possibility to propose your own team of personalized characters in battles online or locally, creating a defense team and an attacking team (referring to the famous bars mentioned above to replace the super present in Mortal Kombat 10).
Exiting the Kombatti macro mode there is Customize. There you can choose whether to create custom variants for your fighters, or view the hidden treasures. In Fitness centre there is a very intriguing component that leads us step by step towards the complete knowledge of the title, that is the tutorial mode, in addition to the now well-known Training (as required for any self-respecting fighting game) and Fatality Training.
The tutorial in Mortal Kombat 11 is a journey hand in hand towards the age of Ying and Yang, starting from basic movements and attacks for dummies, up to everything complex there is to know. Wall races, interactions with environments, combos plus special moves, dodges, parries and so on and so forth, in a very instructive and pedagogical combo framework. If you try not to get caught with shears between your teeth by the first ics online scafesso, this tutorial, combined with the right dose of self-denial, is for you. For each completed phase, you receive a thousand tokens to be spent in the Krypt. An intriguing and fundamental element to a certain evolution from a skilled kombattente is the so-called throwing dodge, that is to wriggle after being grabbed by the opponent. It can be performed both backwards with square or x, or forward with triangle or circle, very useful in the most excited and close moments of the match, especially against amplified special moves and Fatal Blows.
Exploring the human body how many blows we give each other!
We come to the core of every self-respecting fighting game: the game mechanics, commonly called gameplay. You will be particularly curious about what is new to look at compared to its predecessor. The basic attacks seem more congenital, less agitated and more instructive, fruit of a more rhythmic and less frenetic combat system. This change prevents you from finding yourself understanding little or nothing in the middle of a bunch of blows: in Mortal Kombat 11 you try to give everyone the chance to learn how to fight move by move. And the tutorial is the most vivid check. Series combos have a tighter timing, in essence they seem more complex, not so much at the level of key mapping but as a propitious moment in which to be able to execute them. Making your opponent soar in the air is a little more challenging than the previous chapter, but it gives immeasurable satisfaction.
One of the great gameplay innovations for the Mortal Kombat saga lies in having removed the race button and consequently having "reduced" everything to the simple "double stroke" of the pad knob, that is to say having to direct the analogue or digital stick twice towards the victim. Joypad in hand this choice appears much more practical and manageable than the previous chapter. Another new element is the so-called Fatal Blow (which is a bit like the rage art in Tekken) and is performed with the synchronized pressure of L2 and R2. A move this, more dictated by the "desperation" of an adverse encounter than anything else, such as to allow us, if not to overturn in a simple manner the fate of a match, at least to be able to climb the slope, since it appears as activated only with the about 30% of energy. The moment a fatal blow is parried, it can only be used after a while, and if it goes to the mark it cannot be repeated during the meeting. Another innovation lies in the so-called special amplified moves, that is special moves that see their destructiveness increase with the simple pressure, before executing them, of the R1 button, but which unfortunately in turn consume a new fundamental element: loffensive indicator, which is coupled with that defensive, marked respectively with a sword and a shield.
The offensive indicator indicates the actual possibility of being able to perform enhanced offensive moves, such as the special amplified moves previously seen or longer combo chains. The defensive one varies in relation to the blows suffered. The heavier it is, the higher the chances of performing certain evasive maneuvers such as launch dodges or simply rolling, and so on. For example, during a concatenated or juggling combo, aka being literally dribbled by your enemy with his blows, this indicator drops considerably, only to recharge after a while, as there is no possibility any to defend themselves.
Another innovation in Mortal Kombat 11 lies inno super bar, which once filled could lead you to perform either an x-ray or a counter-move after the most classic of parades. In the case of special moves that stun the opponent, if on the one hand they are more cadenced, almost to increase their realism, on the other there has been a clear improvement in the animations. The characters seem to perform more believable falling movements than the slightly more "sought after" or conditioned effects of Mortal Kombat 10, despite the fact that the graphics engine is the same.
Then there are the Krushing Blows, attacks with increased damage with lots of zoom and graphic x-ray effect, which if executed allow to increase the damages inflicted but also sometimes to increase the value, score in the hand, of the hits sunk in the careless opponent. As with fatal blows, only one match is available. They come to the surface only and exclusively in conjunction with particular "technical" combo shots, such as first shot or environmental shots or involving the head or rib cage, exhibiting the classic in-game radiograph (nomen omen delle ei fu x-ray) . The Flawless Block instead they are perfect countermoves followed by a vigorous consequential attack, that is performed after a block lasted a certain number of blows suffered. These can provide enhancements to the hit count score level but not to increased damages, and they need a lot of practice to make sure you find the most propitious moment in which to perform them.
At the end of the fair, the gameplay of this chapter seems more balanced, less unbalanced at the level of offensive propensity for certain characters and more open to all, arming itself with a good dose of patience in the tutorial above. A magnificent gameplay, no longer dictated by an offensive taken to the extreme, which favored, above all with a cheap simplicity, a certain number of wrestlers favoring others.
Don't sweat the technique
Graphically speaking, the graphic engine is the same as the previous title, but it was literally polished. Visual rendering even in full HD is at its best and stands out for: details, facial animations (now the characters seem to have a facial expression more responsive to various blows and possible), particle effects that CSI compares with is the Thomas train, a play of light that is very effective especially among the walls of sanctuaries, crypts and how much more esoteric there is in this title. In this regard, the scenarios are enchanting, the island of Shang Tsung is full of objects on the screen, including plays of light, translucency of the pavement and carvings of the same, infinite details of everything that appears before it. Nothing is left to chance. The polygonal modeling of the faces, including physiognomic and anatomical details, is also of great caliber. The only flaw perhaps the shock waves, especially that of the final blow, perhaps a little too coarse. The shaders of the armor are of exquisite workmanship, as is the visual rendering of the fabrics of the clothes (details fold on the material and so on), and the color palette finally presents a color temperature less tending to dark gray but with a contrast closer to reality. At first glance, the color renditions of Shao Kahn's and Baraka's skins affect. The graphic effects on organic residues are also excellent, especially for what concerns the transparency and composition of blood clots, hence the realism at par level. The "dark room" effect of the Fatal Blow with lots of sunlight as a projector aimed at the poor unfortunate on duty, confirms effects of great Hollywood production. As for the audio sector, music and effects of great caliber, the only drawback perhaps in the adaptation in Italian not quite fits perfectly. The jingle of fatality literally puts the shivers, as in the prince chapters of the most famous epic beat'em up of all time along with Street Fighter.
"Chief, how do we finish it?"
Here we are at the main course, that is the fatality. I'm from an irreverent cruder and less teasing ad personam compared to the previous chapter, in particular that of Johnny Cage (as per tradition) is a textbook of the sneer. Almost close to a style of "Bad Taste", but above all the Jingle that accompanies them in every match is wonderful. We have returned to that same horror climax of the final moves that the brand's history has made, with a pinch of cinematographic cut in a compositional level that never hurts. For the rest, you find big splatters, between old and new, and the same goes for brutality. Apparently there are no stage fatalities, except for a sort of "cameo" of a dating back to Mortal Kombat 2 in the midst of a brutality: I leave the gruesome discovery to you. Then, after numerous chapters, there is the introduction of the so-called Mercy function, that is a sort of reprise in the pre-fatality stunning phase after having been "unofficially defeated" and when you are one step away from becoming a complete extinction dear, a function which, as in the 3, is at the discretion of those who smash you for good.
I challenge you to individual gutting
As in Mortal Kombat 10, there are also some in this chapter daily challenges. These are also present in the so-called Dice Towers, along with the innumerable and complex variants as is the classic of the saga. The towers are divided into: towers weather, in rotation and continuous mutation according to daily challenges or to other temporal cadences, and towers properly so called Klassiche, and as in the previous chapter there is also the presence of the usual modifiers. In this regard, the possibility of seeing a timer appear to hit a challenge every ten seconds, such as having to perform three kicks on top, four sweeps or five punches down. In each meeting you can choose between three standard variants and three customizable slots, in which to show off everything of customizable you manage to loot in the kryptas. Obviously only after fighting in single and multiplayer half the world for the green bloody meadows of Mortal Kombat 11. Customizing a character does not mean dressing him up like a fashion spin with a certain number of skins, jewels and so on, but it means add power-ups (called konsumables and which depend on the number of slots needed to use them) but above all also change the moveset. This is the great novelty that gives that something extra, in order to customize the game according to the variants that suit you best: there is the possibility of being able to insert in the slots of the extra moves, in number one by three depending on the degree of destructiveness of the same.
It is no mystery that there is in Mortal Kombat 11 a feared role component: in every encounter, in the succession of the splatter scrambles to which the eternal struggle between the various realms has accustomed us, certain moves allow us to acquire a variable number of currencies to be used in the kripta. This can allow you to enhance the characters with new, more destructive moves you can insert into the new slot, all in the perpetration of potentially almost infinite gameplay.
A tales from the crypt
La Kripta, it is not just a cemetery place where you can break tombs to collect fatality jewelry and so on, but it allows that extra something in terms of customization without affecting your economic strength and your wallets too much. It represents an all-round adventure that borders on the classic RPG begging component (with the due distinctions we mean). In the footsteps of Injustice 2, there is the possibility to customize and enhance your character through three types of in-game "currencies": tokens, soul fragments and hearts. Among recipes, equipment for weapons, forge object, keys krypt, sketches, moves, special and final moves, so on and on. The improvements bring an increase in damage, but unlike the title inspired by the DC Comics characters above, not through the upgrade of the various pieces of armor, but through improved moveset. In the Kripta it is also possible forge certain pieces or potions, as in a sort of very GDRosa parallel experience. This activity represents a good move towards a very significant longevity and a more appealing progression. Only a certain number of basic configurations per character can be used in classified games, in such a way as to make everything as fair as possible, without creating characters who are more relieved than others.
Between old glories and newcomers
Analyzing the roster instead, in addition to Skarlet and Frost, we find the old lord of Outworld Shao Kahn. Thanks to his great hammer he manages to send his opponents at a distance and is the most direct and immediate if used with cheap interspersed with medium attacks. It is also among the slowest and also has less viable concatenated combos than the average. Taking a look at old and new that have most caught my attention, there is definitely Kollector. This nice necrophile with the oil lamp, inhibits the opponent more easily than the whole roster, thanks to his stun ranged attacks, and in some ways vaguely resembles the specter of Injustice 2. Attention: requires commitment to dribble the opponent with his shots, but if you know how to use it is lethal, because he combines cheap with his arms to attacks from a distance thanks to the lumimo with a lot of chain. If you know how to use it, how you move and move are blows, or you can "settle" for close attacks followed by a stun attack at a distance. In online gaming, repetitiveness sometimes, like in a game room, has its reason, but only against the most ambitious otherwise farewell dreams of glory!
Then coming to the old acquaintances, it was also reintroduced Skarlet which hadn't appeared for quite a while. This has very profitable close combos, in fact it is complex to extricate yourself from its special moves plus combo, especially at close range. Jacqui Briggs in this respect turns out to be even more lethal, since she has the style of her father (Jax) but with a shorter execution speed and a shorter stroke radius, so close up she can easily stun the opponent with a not nothing . Perhaps the damsel is a little more static on her legs than in the previous chapter, but nothing special. Another noteworthy new character is Cetrion, elemental god and adept of Kronika. It is a mix between Poison Ivy of the enigmist of Batman, Swamp Thing of Injustice 2 and Aganos of Killer Instinct, especially when he performs the special move Crash of boulder., His linked combos are to be recorded step by step and executable with a certain "Rhythmic", but only after becoming familiar with the character: not at all suitable for casual slaps. Then we know Geras, the servant of Kronika (currently not playable character), a sort of Jax dedicated to spiritism and vaguely similar in fighting style to a crasis between Bruce from Tekken 5 and Shan-ra from Killer Instinct. His basic combos allow him to break the opposing guard with a shoulder, and despite not having such lightning or cheap blows from chained series that leave no room, as a seasoned boxer of medium-high tonnage he has a whole series of rear and front punches not particularly fast but quite powerful, which sweep the opponent at a distance.
World wide fatality
And we come to the much sought after online mode. In Mortal Kombat 11 this consists of a series of classified, or competitive games (in a series of three matches out of five) with the blocking of the character's abilities on competition presets. This leads to the composition of a sort of alloy combat, a series that begins every month and aims to increase the competitiveness of the game in view of the most sumptuous tournaments dedicated to it. In Kasuale we find the canonical modes versus, King of the Hill and of AI match previously described with regards to matches between personalized but CPU-controlled wrestlers, there is then the private online section that offers unclassified matches, and finally the canonical section of dialogue rooms join and create. The matchmaking così come il netcode they seem to be excellent, except for the kasual match AI only where it takes a little longer than usual. The level of any classified game is quite diversified, but very high on average, and unlike Injustice 2, where the hunt for consumables to be applied to one's character is a must, the maturity from moveset of average users. The technical side is looked after more than the aesthetic one. Compared to the average of the fighting games, the players seem to spam less the more profitable cheap (unlike, for example, a Dbz Fighterz), perhaps because the customizable component has been relegated to more "friendly" online mode unlike competitive. Found this excellent in order to have a more solid and demanding multiplayer. I repeat to Mortal Kombat 10, there is no fight between factions with relative scores and various and possible rewards, both online and locally.
The Force of good and evil
Mortal Kombat 11 represents an essential maturation point at the level of combat system in the history of the saga. Thanks to the implementation of the new elements mentioned in the article, the game of Netherealm Studios seems more balanced than ever, and less devoted to offending without reason. Compared to the previous title, where the barrel beats, as they say, were the masters, the new chapter is more devoted to the opponent's study phases, to a non-exaggerated but congenital, intriguing and compelling tactics, especially in the online classifieds. As long as there is not a pro with the capital p in front of you, that you don't even take the joypad in your hand that you are already beautiful and stiff.
Within this empirical vein in terms of gameplay expressed masterfully by this last episode, the Fatal Blow is so spectacular, but in part slightly out of tune. He knows of something already seen in terms of innovation and mechanics, but nevertheless, it still benefits from the spectacularity and unpredictability of a fight. Ultimately it is a mere infinitesimal sin that replaces x-rays. And in this sense, this change of course turns out to be quite appropriate precisely because it makes the outcome of a fight even more uncertain. The graphic layout from blockbusters is spectacular, as well as all the graphics in its entirety (although we are talking about a graphics engine like the Unreal Engine 3) it is of great level especially in the various details.
As for the new characters, Kollektor is certainly the most successful one as well as for characterization and originality, also for use and pragmatism, being able to alternate cheap close to long-range attacks and the ability to assist in a hidden manner special moves with rather cyclical combos. Shao Kahn of the old glories very much remembers his version wrapped in a dark and dark halo in that of Mortal Kombat 3, so much so that the same icon in the roster during the choice of the character is already disturbing, to see is believing. The Story mode leaves you open-mouthed both for the continuation of the epic, both for the twists and for the very photography from the Hollywood movie camera. Mortal Kombat 11 is a fundamental piece in the history of the saga. Beautiful, funny, compelling, “pedagogical"For the purposes of the fight itself, potentially eternal, bold and full of pathos thanks to a combat system more devoted to thought (so to speak, the torrential rains of blows, being a truculent fighting, you have to give them to yourself is clear!) not blindfolded. Council to make tutorials also for those who are experts in the saga: they will be able to convey all the best, credetem. Mortal Kombat 11 has the most important thing of all for a respecting videogame title: entertained in a sesquipedale manner. And this is the important thing. Stay calm if you can, everything else is fatality.