Mortal Kombat X – Review (PS4)

Mortal Kombat X – Review (PS4)

When Mortal Kombat X was first announced, I was dubious. Injustice was a good game overall, if not flooded with ranged gameplay (Deathstroke and Superman) and Mortal Kombat 9 was a solid game with the same amount of brutal gore you would have expected as it developed over the years (because the original MK fatalities now look tame compared to the highly detailed butchery they flaunt now). I always struggled to get into the MK series, past having fun with friends or going through the list of fatalities to see what they offer. But with Mortal Kombat X, I found my hype’o’meter raising all the time I saw more and more gameplay and characters coming out. When MKX finally hit the shelves, I was ready! But was my excitement all for nothing?

No, it was not.

Mortal Kombat X borrows a few things from Injustice (a game I jokingly refer to as the MKX open beta) and its rebooted predecessor Mortal Kombat 9. Firstly is a very impressive story mode. While the majority of fighting games sport the usual ‘defeat X characters until you fight the boss and see some mildly interesting ending depending on your involvement with the character” Netherrealm decided to continue their story on from MK9. If you played the previous instalment, you wouldn’t have been the only one wondering how you carry on from the finale of it but kudos to Netherrealm, they did a great job. I found myself hooked on the story a lot more than I expected. Sadly because of the roster size not everybody gets a chance to be in the playable spotlight over the course of the 3-6 hour campaign. There also features some pretty awesome cameos (and possible playable characters in the future) that pop up adding extra hype to the story.

MKX3

Someone had a very bad day…

Interactive stages also make a return from Injustice. While Netherrealm learnt a very strong lesson from the Injustice players complaining about overused interactives, they have been toned down their usage a lot. Most of the damage-inducing items are single use and blockable. The other common form intractable objects take is mobility, allowing you to spring from one side of the screen to the other to safety. Thankfully, these don’t ruin the game much like they felt in Injustice and feel like an option rather than a win condition.

The Krypt also creeps its way back into MKX. While the original version was simply flicking from coffin to coffin waging your Koins on its contents. Now the Krypt is a mini adventure through a chilling graveyard, spider-filled tunnels and even Shao-Khan’s tomb. To progress through this, you need to find various items belonging to MK’s kombatants ranging from Scorpion’s ever-famous spear to Kung Lao’s hat. It’s a fun little addition that didn’t need to be put in, but I’m glad they did.

Training mode has seen a massive overhaul, featuring tools for the beginner to the experts. Character command lists show everything from input details to frame data for each individual move. It is also possible to record character strings, mixups or combos you are having specific trouble with and practice against them. It’s a fantastic way to learn and better your skills to defeat people who rely on a single tactic to win.

The roster of MKX is quite sizable. While not Ultimate Marvel vs Capcom 3 level, each character feels unique and different. One of the best new features added to the game is variations. Different variations come with different special attacks, character skins and combo strings, mixing up the gameplay and adding a twist to each character.  There are many returning fan favourites to the game but it’s the new characters that really appeal. Kung Jin (the younger cousin of Kung Lao) retains some of his relative’s moves (such as his dive kick), but as he wields a bow, he can also shoot arrows and other bow-related fun. These newcomers add a surprising twist on the old ones while completely fresh-faced people like Erron Black add a different style of gameplay. All the character models are detailed and fantastically fleshed out (especially in the story mode) with fluid attacks and animations that surpasses all of its predecessors.

MKX2

The middle variation is “Glowstick Quan-chi”

Some of the returning game mechanics from previous Mortal Kombat iterations include the three meter bars. These can used to perform enhanced special moves which change properties of the attack. This can cause ground bounces, extended airtime or additional damage, the former two allowing for extended combos. Two bars of meter will break combos and three bars perform the brutal X-ray attacks for sizable damage, which essentially are slowed down cinematic damage of your opponents insides, eyeballs and stomachs getting mashed up for your viewing delights

Where the game really dials up the brutal gore is with the series-famous fatalities. By far the most shocking and horrific in the series, those with a weak stomach may just have to turn away while others with laugh so hard. Brutalities are another form of finisher (and the most rewarding to perform). These require special actions to be completed during the match, like hitting an opponent X times with a certain move or not taking damage for X amount of time. They also require you to combat (pre-FINISH HIM! state) with a specific move as the killing blow. The results of these are genuinely satisfying to witness.

The online portion of the game is where you are likely to spend most of your time, pitting your favourite character’s life and limbs against fellow Kombatants. MKX features the usual modes of 1vs1, King of the Hill and Survivor. Out from MK9 though is the popular tag mode, which is a shame. Faction Wars are the biggest addition to the online. Choose a faction from the MK universe and fight under their name. Although it is a fun feature to have added, fundamentally it’s not a game-changer. The main benefit to having a faction is unlocking the Faction Kills which are essentially shorter, possibly cameo-filled fatalities. Living Towers also add to the life span, adding new towers Weekly/Daily and Hourly. The netcode of the game seems fairly solid and better than the previous entries into the series but suffers moments of jumpy gameplay and fluctuation over big distances. Still, it’s a big solid change to a game that’s main pull is online play.

I want to make a small mention to the microtransactions that are added into the game. While I am not a fan of them by any means, they are purely optional. They are there to save time if you want to pay for them. I find it better to be offered the option than not.

MKX4

Use your imagination for what happens next

Overall, Netherrealm have created a high quality, beautiful looking fighting game. An impressive roster which excels in choice beyond just the characters with the addition of variations with a highly training mode allowing you to up your game from zero to hero before you even step online. While the netcode isn’t as strong as other fighters on the market and the sad removal of the popular tag mode, they are overshadowed by the choice of online and offline modes. The brutal nature of Mortal Kombat X’s fatality and brutality roots will either make you laugh out loud or hide your eyes with shock. For any fighting fan or casual player, it has plenty of content to offer for any skill.

Pros

+ Fantastic graphics with smooth animations

+ In-depth training mode

+ Brilliant roster of old and new made even more diverse with variations

+ Content that offers hours of entertainment for any skill

Cons

– Netcode

Rating: 4.5 out of 5.
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