The first thing to note is that the NetherRealm team intends to bring together all the fighter profiles in a very bloody arena. For this, the developers have gone all out to offer a series of ultra-complete tutorials to explain to average players, and even complete beginners, a whole bunch of subtleties. This ranges from basic generalities, such as movement, to Mortal Kombat specifics. But these lessons also include advanced points, such as the animation steps, or Frame Data, often mentioned by commentators during high-level tournaments, but generally ignored during more relaxed evenings with friends. This initiative should make laymen want to follow the competitions more diligently, and even improve their level of play, even if some additional research may be necessary, due to the translation of technical terms that sometimes lead to confusion. In addition, even connoisseurs should take a look at this Learning menu, since it presents in passing the new features introduced especially for Mortal Kombat 11.
For starters, the special three-level bar that you had to tap into to perform various actions has been replaced by what are now called stamina gauges. Divided into two segments each, they respectively allow you to perform offensive and defensive actions, such as improved special moves, or EX to use the term used in other games, and forward or backward rolls when raised. Some techniques that are both attack and defense, like guard cancellations or raised attacks, consume a segment of each gauge. On the other hand, the Killing Blow, a powerful technique that replaces the X-Ray Attack of the previous sections, is not subject to any gauge and only becomes accessible once the level of health has fallen below a critical threshold. However, keep in mind that the Killing Blow can only be used once per match if successful; but it is possible to have an additional chance during the following rounds if the Killing Blow misses its target.
BONE DAMAGE
According to the game designers, the choice not to link the Fatal Blow to the special gauges is inspired by the desire to make the game more spectacular. Indeed, when they competed in previous episodes, the pros tended to favor other techniques to optimize their sequences or get out of difficult situations. In Mortal Kombat 11, it is now possible to rely on these strategic choices while maintaining the threat of the Killing Blow to make a spectacular comeback and thrill the spectators at the same time. That said, it is also the risk of having matches "stolen" more often, as this fury causes heavy damage: players frustrated by this kind of reversal of situations will undoubtedly rage more than ever. Fortunately, Mortal Kombat 11 does not fall into anything so far. On the one hand, the race, reintroduced in the series with Mortal Kombat X, has been removed, for more posed and more readable matches. On the other hand, the technicians can count on a whole arsenal of technique to hurt or to control the space. Finally, another major change compared to the previous game: the character selection screen initially offers only two variants for each of them, against three previously. But a dedicated menu allows you to customize them in terms of appearance and combat style. It is thus possible to combine different special moves, knowing that a point system limits the options and therefore the abuse. There are also dozens of outfits and accessories to put on, to give your favorite fighter a unique look, but also to take advantage of different advantages during combat, such as increased power or resistance to an elemental attribute, between others.
In Mortal Kombat 11, it is now possible to rely on these strategic choices while maintaining the threat of the Killing Blow to make a spectacular comeback and thrill the spectators at the same time.
The ability to change combat style and abilities had raised some concerns about balance issues that might have resulted. But, it turns out that these options remain limited to specific game modes. Ranked online matches are therefore only played with the default techniques, the accessories only serving to stand out from his comrades on a visual level. In addition, the various bonuses that you acquire in the game have mainly been designed for the Towers of Time, which here take the place of the Living Towers of Mortal Kombat X. Their principle is more or less the same, with temporary challenges renewed regularly. But we are entitled here to some novelties, such as overpowered bosses that we can face with several people: after having brought together three players online, the first launches into the arena while the other two wait their turn while sending different aids to their teammate, such as a heart that restores some life or attacks, in the form of laser beams or waves of ice, to push back the enemy. These bonuses are obviously limited and you have to wait for them to recharge to use them again.
These Towers of Time are accompanied by the classic Towers, including the Tower of the Survivor and its 25 consecutive fights and the Infinite Tower with which the most daring will be able to test their limits. Players who lack confidence in their skill can turn to AI combat, which also takes advantage of the various character bonuses. It's about putting together a team of three characters and watching them face off against the trios of other players online. Only, if the attributes give a certain advantage, we can also influence their way of fighting by distributing points in various compartments: fight, assault, kombos, inversions, zoning, and flight. Different combinations may therefore prove to be more or less effective depending on the adversity and certain particular match-ups. Whatever the outcome, these AI matches are also an opportunity to win some rewards, including coins to spend in the Krypt.
THE CAVERNE OF ALI BABA
In Mortal Kombat 11, the Krypt almost looks like an adventure game. The view goes from the first to the third person and, above all, it gives the opportunity to use objects to progress, like the hammer flushed out at the start of the course, very useful for breaking obstacles, in particular. Those who search it are then offered personalization elements, fatalities, intro animations, provocations, victory poses or even illustrations and music for the gallery. NetherRealm Studios has once again pulled out all the stops to keep solo game fans busy, especially as the Story mode still remains to be discussed. A "Story" mode that is still as spectacular in its flawless production and in its explosive staging: for 5/6 hours, the campaign revisits the universe of the saga which sees its parallel continuities intertwined when the goddess of time, Kronika, decides to rewrite history. We then come back to a particularly dense mythology and the nods to the different episodes of Mortal Kombat will delight connoisseurs.
We regret, however, a few twists and turns that are a little hasty, like this little quarrel quickly swept away between Cassie and her mother Sonya or a certain character who changes sides while her role gave hope for a non-Manichean outcome. Be that as it may, its B series aspect (which would still have been more impactful with more inspired dialogues) sometimes releases the tension of tragic stakes, like a Johnny Cage who gets drunk himself when he meets his double come from the past, to offer a good moment of entertainment, like a good big Hollywood blockbuster. The ultra-smooth graphics are no strangers to this success: the faces are very convincing and the environments teem with details, during the cutscenes as well as the game phases. Result: apart from somewhat long loading times (at least on PS4 no Pro), the realization is really one of the big strengths of the game.
SLOWING HEART
Finally, players who want above all to put themselves in MK11 to chain matches are also entitled to a generous program. We naturally find the matches in local mode, with a Tournament option which should delight the organizers of competitions, by automatically excluding personalized fighters, for example. Online, the game offers ranked matches or so-called relaxed clashes, with strangers or players invited via its contact list. Arcade patrons, meanwhile, should turn to the now classic King of the Hill mode in MK to show respect to showrunners and even use in-game emotes to cheer on a newbie. shy or insult (within reason) an annoying camper. If most of the matches played during the test took place in good conditions, which guarantees regular activity on the servers, an indicator makes it possible to know when the opponent encountered is using a wired or Wi-Fi connection before accepting the challenge. With such a menu, Mortal Kombat fans have no reason to sulk their pleasure, while the lifespan promises to be simply colossal. Solo, with friends or against strangers, the latest addition to NetherRealm Studios is extremely generous. The only downside for an audience unfamiliar with the series lies in this handling, which is still as special as ever. However, it is a bit more flexible, but for players raised on Japanese productions, the transition can be tricky. We still invite those to try Mortal Kombat 11 by putting their a priori aside, since, since the reboot of 2011, the series has still come a long way, for a more than honorable result. As for the others, they will clearly get off on long solo gaming sessions, with others in the living room or online.