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The basic mechanics are pretty similar to the previous game at their core, with the same five button layout and the same super meter. It’s a pretty interesting twist, one that feels sort of similar to Samurai Shodown’s “Bust/Slash” system, and it helps to spread each character even further apart. But depending on what you pick, he might get a pair of katanas, giving his basic attacks more power and range, a demonic minion to interfere with his opponent, or a new set of flame-based special moves. Scorpion, for example, will always have his spear, teleport attack, and his leg takedown, no matter which variation you choose. While every character will have a basic set of special moves they’ll always have, one variation might change the way they work, or give them some exclusive moves. Each variation adds or modifies a character’s moves and how they play, with each one offering distinct advantages and disadvantages. One particular new feature are three variations of each character that you can choose from after you select your fighter. Even Shinnok, as lame as he was in previous appearances, has had a heavy retool in somebody far more menacing, even if he doesn’t quite have the charisma of, say, Shao Kahn. The entirely new additions, however, all bring some interesting new gimmicks to the MK universe. The relatives of the old cast have enough of their own flair and differences that none of them feel redundant. The Mortal Kombat XL edition includes all of the DLC, though was only released for consoles.ĭespite the fact that new characters to the MK lore always tend to be a bit dicey, given we’ve ended up with winners like Hsu Hao and Kira, all the new additions are all surprisingly worthy. Should you feel like shelling out, you’ll also have a few extra DLC characters to pick from, including the return appearance of the rather forgettable Tanya. Eight new characters join the roster, too, with four of them being brand new additions to the MK universe, while the rest are relatives of the established MK cast.
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(As has been said, not even death can stand against the sheer force that is fan popularity.) Shinnok makes a return appearance from his appearance in Armaggedon, as well, as a playable character as well as the new final boss. Unlike MK2011, which was a broad retelling of the original trilogy, this game follows an entirely new plot than MK4 did, with the only thing the games share being Shinnok’s role as main villain.įrom the starting roster, sixteen characters make a return appearance from the previous game, including a few who perished in the previous game.
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To deal with these new threats, Johnny Cage puts together a new squad of young fighters, sent out to investigate the intrigue in Outworld. Over in Outworld, however, the new emperor, Kotal Kahn, is caught up in a civil war against Mileena, heir of Shao Kahn after his death. Two years after Shao Kahn’s attack on Earthrealm was foiled, Shinnok, fallen elder god and ruler of the Netherrealm, launches a demonic attack on Earth. The story of MKX takes place in various points in time, all the way up to 25 years since the previous game. That’s not really a problem, though, considering that the basic mechanics of the previous game were solid enough that they didn’t need to be completely overhauled once more.
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While MKX improves on a number of things since the last game, the foundation the reboot set is still there. While the DC Comics fighter Injustice was an interesting detour, the immense praise MK 2011 received meant that a sequel was inevitable. While it may not have been an unanimous success, almost everybody could agree that it was a massive step upwards from the games that came just before it. After its reboot in 2011 was met with immense critical and commercial success, Mortal Kombat finally seemed to be in good hands.
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