It’s been fascinating to see how Mortal Kombat has evolved over the years, and how NetherRealm has made this series more compelling and exciting in their most recent iterations of this franchise. The reboot of the franchise with 2011’s “Mortal Kombat” was an incredibly smart way of returning to the series’ roots, retell this story in a more concise way, and open up the possibilities for this world, rather than continuing to create an increasingly muddy timeline of events.
“Mortal Kombat X” continued this new take on the story by trying a huge leap forward in time, which also added more depth to these characters and this story. With “Mortal Kombat 11,” I think time will tell if the introduction of time-travel in this world is a good idea. Frankly, I tend to find that having the ability to change things anyway you want in a narrative makes the experience feel like there are no stakes at all, but so far, I think the story in “Mortal Kombat 11” proves that NetherRealm is one of the most successful fighting game makers in terms of telling an actual solid story.
I also found that the “Aftermath” DLC story is a little shaky - and truly feels like the real ending to this story - but at the very least, it does finally present Shang Tsung as a commanding villain for the first time since the original game. Again, I’m not sure if this narrative will work for the best in the long run, but for this installment, Netherrealm has done a decent job with this story.
This might also be one the most intuitive games in this series, a game which allows for a ridiculous amount of customization and refining of gameplay tactics. Training mode is far easier to master than past games, but the game never requires the player to dig deep into combos and customization if they don’t want to (I did not want to).
I recently played Injustice 2, and while I admired just how much the game had to offer, and knew I could easily play the game for 100 hours and still be unlocking new things, I found the amount of time it would take to explore the game fully was daunting. Mortal Kombat 11 pulls back on that somewhat, but still allows for so many things to do, this game seems never-ending.
But still, this might be my biggest problem with Mortal Kombat 11 and NetherRealm’s more recent games. The amount of time it would take to unlock everything the game has is staggering, and despite spending a lot of time with this game, I still feel like I’m missing so much. Yet the rewards that gameplay and The Krypt offer are comprised of either items that can be used in battle, or more interesting prizes. The items are useless, in my opinion, as I only used them when the game told me too. But to unlock so many items in the Krypt or after a bunch of battles, and have them all be these useless tokens was irritating to me.
It isn’t so much that these things are “prizes,” it’s that there are so many costumes/fatalities/moves, etc. to unlock, and the game instead decides to throw in these crappy elements that never make much of a difference in the actual game. Speaking of unlockable items, the Krypt is sort of a mess? I like that they make it more of an exploration, but it’s extremely easy to get lost or frustrated, there’s no real way to know what the player is missing, and the amount of things that need to be done in order to unlock everything is sort of insane.
That all being said, I think this is a decent story that furthers the mythology of Mortal Kombat, with an impressive roster of characters and things to do. Yet like I said in my review of Injustice 2, for a person like myself who wants to unlock all the cool items the game has to offer, but doesn’t want to play a fighting game for 100+ hours, this can be kind of frustrating. I like the fact that Mortal Kombat 11 is a huge game that will keep players invested, but I still wish NetherRealm games could find a way to offer that type of wide-ranging gameplay, and allow the more casual player to see everything that the game has to offer.