Mortal Kombat 11

Mortal Kombat 11 was officially announced on December 6th, 2018 at the
The Game Awards 2018. The game was released worldwide on April 23rd, 2019 on PlayStation 4, Xbox One, Nintendo Switch, and PC. Like MK9 and MKX before it, Mortal Kombat 11 features several "big name" guest characters from other popular franchises, including: The Terminator, DC's The Joker, and Todd McFarlane's Spawn.


Hopefully NRS steps up their animation game. (We say this everytime, don't we?)

Custom Character Variations return from MKX and give players a few new ways to customize their fighters. Visual customizations cost in-game currency called "Time Krystals" which players can also pay for with real money... (yes, NetherRealm's dreaded Microtransactions are back). Like in MKX and Injustice 2, players must grind offline modes against the CPU to unlock visual character customizations. The loot system offers an impressive variety of different appearances and colors for each fighter. However, these unlockables are rotated randomly and only become available a few at a time, so hours upon hours of grinding may be required to unlock specific items you might want.

Fatal Blow
is a new comeback mechanic that becomes available when a character's health is below 30% (initiated by hitting LT + RT). Fatal Blow attacks literally "blow" through anything the opponent is doing, so it's a very easy comeback mechanic with little risk. Successful Fatal Blow attacks result in a cinematic, brutal series of attacks (usually involving explicit gouging, ripping, and unsettling dissecting of human anatomy), and take a very large chunk of health away from the opponent (similar to "X-Ray Moves" from past installments). Using Fatal Blow at the end of any basic combo can prove to be very damaging. Flawless Block is a new defensive system where a perfectly-timed block will create an opportunity for counter attacks.

Offensive / Defensive Meters:  Mortal Kombat 11 features two meters for use with special moves: a horizontal meter for offensive attacks and a vertical meter for defensive maneuvers. Amplified Special Moves return from Mortal Kombat X and simply require an additional button press to power up the attack. Defensive abilities that require meter, include: Breakaways (for escaping combos), Getup Attacks, Getup Rolls, and Flawless Block Attacks.

Raiden will make them walk to Gamestop to buy this game. I dislike Gamestop.


The Krypt
returns in Mortal Kombat 11. Players are transported to "Shang Tsung's Island" on a quest to discover puzzles and secret passages where they will find treasure chests containing loot like in-game currency, concept art, alternate Fatalities, and more. In the Krypt, you control a unique character and roam around highly-detailed environments to open chests, smash things, and experience some fun Easter Eggs for long-time fans of the series. All treasure chests requires in-game currency to open, which can be earned by playing through the different modes.

In my opinion, while The Krypt is a novel idea, looks cool, and features some Easter Eggs for old school fans... "hopelessly wandering around" The Krypt and "breaking random things with the giant hammer repeatedly" isn't exactly my idea of fun. While taking in the ridiculous amounts of polish NRS put into this mode (especially pretty in 4k), The Krypt in MK11 strikes me as a major distraction from the actual game... and just seems unnecessary. It comes off as less of a reward system and more of a chore. Sure, let me open this chest that unlocks 1000 Time Krystals and 37 types of other in-game coins (*ehem* koins) that I don't give a shit about. My opinion might seem unfair, but this is coming from a person who would rather put hours into actually playing / mastering a fighting game (and numerous characters in said fighting game), not running around in some linear 3rd person game as a generic avatar breaking things and opening chests. 


I bet the MK kombatants are feeling chatty in 2019... like addicted-to-Twitter chatty. 


Mortal Kombat 11's
brand new multi-chapter story mode features the most engaging and polished cinematic story of the series to date. You can check out the official Story Prologue Trailer above.

Mortal Kombat 11's
new graphics engine presents ultra-realistic character models, lifelike facial animations, highly-detailed backgrounds with vivid lighting, and next-gen visual effects during special moves and fatalities. In-your-face win poses and dynamic camera angles are the star of the show, giving players an unprecedented cinematic experience for a fighting game. Of course, the brutality and violence one would come to expect from a game called Mortal Kombat brings gore (and controversy) to the next level.


Graphics!  Confirmed: Mortal Kombat 11 will have graphics.


Movement speed and combos are designed to be simple, with easy inputs across the board (something that can be viewed as both good and bad(. An "easily accessible" fighting game is a good thing for the casual audience, but being able to "master a character in 1 day" doesn't help the competitive longevity of a fighting game either. MK11's new Offensive / Defensive meters look interesting, but the idea is questionable... and remind me of some (failed) mechanics from past obscure fighting games in the 90's.


Liu Kang's face..... LOL.

Stay tuned on for Mortal Kombat 11 news, character reveals and updates!


Page Updated: May 24th, 2020
Developer(s): NetherRealm Studios
Publisher(s): Warner Bros. Interactive
Platform(s): PlayStation 4, Xbox One, Nintendo Switch, PC
Release Date(s): Apr. 23rd, 2019
May 26th, 2020   
MK11: Aftermath 
Characters Scorpion, Raiden, Sub Zero, Sonya Blade, Baraka, Liu Kang, Kung Lao, Skarlet, Shao Kahn, Kano, Kabal, D'Vorah, Jade, Johnny Cage, Cassie Cage, Jacqui Briggs, Erron Black, Geras, Kronika, Shang Tsung, Noob Saibot, Liu Kang, Kung Lao, Jax Briggs, Kotal Kahn, Cetrion, The Kollector, Kitana, Frost, Nightwolf, Sindel, Spawn, The Joker, Terminator T-800, Fujin, Sheeva, Robocop

Featured Video:

Related Games: Mortal Kombat, Mortal Kombat 2, Mortal Kombat 3, Mortal Kombat 3 Ultimate, Mortal Kombat 4, Mortal Kombat Trilogy, MK: Deadly Alliance, MK: Deception, MK: Armageddon, Mortal Kombat 9, Mortal Kombat X, Mortal Kombat VS DC Universe, Injustice: Gods Among Us, Injustice 2

Gameplay Engine   5.0 / 10
Story / Theme   9.0 / 10
Overall Graphics   9.5 / 10
Animation   7.0 / 10
Music / Sound Effects   
Art Direction    7.0 / 10
Customization    8.0 / 10
Options / Extras    8.5 / 10
Intro / Presentation    9.5 / 10
Replayability / Fun    5.5 / 10
"Ouch" Factor    8.0 / 10
Characters    8.0 / 10





First Impression:

(Full review still in progress.) For better or worse... MK11 is unapologetically everything Mortal Kombat ever tried to be. Nearly everything in one package. The unsettling / awkward levels of violence, the unintended quirkiness, the unparalleled polish (mostly in aspects that have nothing to do with gameplay depth), the mainstream overhype-ness, Ed Boon's Twitter trolling, hidden Microtransactions... yes indeed, McKombat is back again. Some might even call it "More-of-the-same Kombat".

So we've all lived long enough to see the 11th installment of MK. Feel old yet? (Or maybe you're a new kid playing MK11 on your Nintendo Switch... and I fear for our future.) With undeniable next-gen polish and new-ish gameplay based on old school mechanics, MK11 makes a lot of noise in the modern era of fighting games. It's a twisted visual masterpiece of sorts... with the deranged NRS devs showing us new grotesque ways dissect the human anatomy. More importantly, does MK11 have what it takes to last competitively and retain a steady player base in the modern fighting genre?

The sequel to 2015's MKX (which added big-name horror guests like Jason, Alien & Leatherface), MK11 pushes the mainstream hype by bringing in Terminator, Joker, Spawn & Robocop... with all the gore you could imagine, and then some. NRS insists we get back to virtually ripping faces off (and much worse), live on stream. Time for that one friend who "quit" fighting games to return for a few months just to watch the Fatalities (only to 'quit' fighting games again after 73 rage quits). I'm convinced MK11 was made for people who mostly like to "watch" fighting games, not for people who actually play them. Your great uncle's goat's gran-gran from Australia knows the name "Mortal Kombat". Old folks and casuals will definitely get a kick out of seeing faux Arnold fight Robocop. So who really cares about gameplay? Let's state the obvious; out of any fighting game, MK still has the most name recognition on the planet. The mainstream movie spin-offs, piles of Warner Bros money, and annual payments to IGN reviewers have clearly paid off.

NetherRealm Studios has adapted a systematic and "safe" approach to selling fighting games over the past few years, ever since their renewed success with 2011's Mortal Kombat (9) reboot. The MK9 formula also evolved into the Injustice series, with Injustice's background interaction gimmicks coming full circle back to Mortal Kombat. MK11's "simplified" mechanics are incredibly easy-to-get-into for casuals, but in my opinion, MK11 lacks the gameplay depth and replayability of most modern fighting games of this era. A "return to basics" is a fine idea, but many (most?) FG players don't want to go back to Pre-Algebra 1 when they've been enjoying Calculus in fighting games for years.

While anyone can enjoy NRS games for their rich single-player content and presentation (and then self-respectably quit playing in about 2 months), long-time FG players know what to expect by now, and maybe even hope NRS evolves their standard "cookie cutter" 2D gameplay formula - which as history has shown, hasn't delivered a long-lasting competitive run for any NRS title, something many other fighting games of this generation have experienced organically. Injustice 2, for example, saw a massive drop in players less than 6 months after its launch and died in less than 2 years in the eSports arena (while certain fighting games released before Injustice 2 are still going strong to this day). All that polish and WB money, and nobody really wanted to keep spamming strings & projectiles in Injustice 2. In my opinion, MK11 feels like a slower, simplified version of Injustice 2.

MK11 looks great. Looks. The cinematics and presentation are over the top. The violence looks so good... to the point that I don't really enjoy it. (It's not just me, right?) To quote Tyrion Lannister from Game of Thrones: "There has always been more than enough death in this world for my taste. I can do without it in my leisure time." In short, MK11 is less about "fighting" and much closer to "virtual murder". It's disgusting. Considering how many hours I dedicate to playing fighting games, I'd rather not be force-fed and subjected to self-serving scenes of nonstop stabbing, gouging, and ripping of limbs. You NRS devs might want get help and seek therapy. (Some even had to do so... you can Google that.) Indeed, some NRS developers made claims of having PTSD from working on this game for many months straight. If that's not pushing the envelope "too far" I don't know what is.

Gameplay-wise, I'm not feelin' MK11 or the game's cookie cutter combo system. If I'm being honest, MK11's gameplay is simplified to the point that I think it's an insult to modern fighting games. MK11 is fast food. This gameplay is dumbed down more than I can stomach. It's too restrictive, too simple, too early 00's, and not particularly open-ended or fun... but no, it's not terrible. The streamlining and simplifying of the "classic" 2D fighting game has certainly never looked more polished-up... so MK11 will inevitably appeal to a certain type of fighting game fan. However, even MKX's combo system was more "fun" and open-ended (and I didn't even enjoy MKX very much).

The loot system is flawed... The entire game is designed like a cellphone game / gimmick to entice users to spend real money. No other modern fighting game is designed this way. This is a NRS / Warner Bros thing. (Even MK11's in-game purchasing system seems like a gimmick - with menus promoting "accidental clicks" to purchase the DLC. Yeah, it's bad. Even professional esports players (ex: Tom Brady) have expressed their frustration with MK11's loot system. Personally, I happen to like customizing my characters "for FREE" in my favorite fighting games. What's all this Time Krystals bullshit? NRS continues to bring the most annoying shit from other gaming genres into fighting games. Lame.

Basically, MK11 forces you to grind in offline modes with the CPU for "weeks on end" in order to have any hope unlocking specific customization items you might want. Loyal players (or simply players who don't want to spend 50+ hours grinding in offline modes) are enticed into spending real money to unlock cosmetic items. This is a fundamental flaw in how MK11 was designed - a formula that began in MKX, evolved in Injustice 2, and "perfected" in MK11. That Warner Bros. money and their billion-dollar earning mindsets... Wow, just wow.

MK11's character models and backgrounds, again, look stunning. They are perhaps most enjoyable in pre-fight scenes and Customization mode. One can't deny MK11's in-game camera angles & special effects are spectacular. While I was "wowed" by win poses, Fatality animations, and disturbing new levels of gore... the actual gameplay (and stiff fighting animation) slows my interest to a halt. Some MK11 characters don't seem to know how to throw a proper punch or kick, much less walk or jump, without looking completely unhumanlike and awkward.

Thankfully, NRS seems to have taken past criticism about "animation quality" and made some improvements. However, there's still plenty of jank, stiff, wonky and unhumanlike character animations (example: jumping without bending knees, most kicks / punches, Arnold's infamously ugly crouch kick meme, etc). Even so, with "realistic" visuals and insane pre-fight interactions packed with fan service and Easter Eggs, NRS has indeed mastered their brand of fighting game presentation. And in fairness, they do what they do very well. They're also experts at marketing a video game. I'll give them that.

In recent times, Mortal Kombat as a series steered itself in away from "martial arts" and more in the direction of Hollywood movie clichés (shut up Johnny Cage), horror-movie gimmicks, gore fetishists, and suckers who simply buy "popular" video games. Watching characters talk and being force-fed "virtual murders" onscreen, over and over, isn't my cup of tea. (Remember, I actually like to play fighting games.) In mid-90's / early 2000's MK games, the gore was tolerable and "funny". MK11's gore is a different category and comes off as self-serving "inside jokes" for the devs. It's disturbing and unsettling. All this, and they couldn't bring back "sexy" costumes for most of the females? Interesting set of priorities..

Story mode? Sure, it's "good". MK11's story presentation continues NRS's tradition of awesomely-polished single-player experiences that most gamers play through once. Quick rant: Story modes are not why I put countless tokens into arcade machines back in the day... not why I enter tournaments... and not why I continue to play fighting games after 30 years. If I wanted to go watch a gory C-grade action film filled with clichés, villains getting their asses kicked predictably, and "alleged" political wokeness; then I would pay for overpriced movie tickets, crappy food, and go torture myself. I actually like to play fighting games. That said, MK11 doesn't seem to be made for me.

I saw the red flags early at the MK11 reveal event, when Ed Boon took the stage after showing the reveal trailer, and said, "Now, we'll talk about some of the nerdy gameplay stuff." Wow, okay. Again, it couldn't be more clear where NRS priorities are. In many ways, MK11 is painful to play (and not for the reason most would think). Ironically, playing through MK11's ultra-polished Story Mode has been mostly unenjoyable for me due to MK11's clunky gameplay. I'm still trying to stomach it... but I'm getting distracted by other fighting games of 2020 that are actually fun to play. 
~TFG Webmaster