![]() ![]() The Offense meter lets you enhance your attacks, while the Defense meter lets you perform wake up attacks, fall out of juggles, and perform wake up rolls. They both start full and fill up automatically over time. The Offense and Defense meters are a great addition. The downside to that is that you might have to sit through the same long Fatal Blow animations every fight, somewhat ruining the pace. This means that super moves are actually part of the game, since in MKX it was almost always better to use meter for enhanced moves and defensive escapes. They can only land the move once per match and must wait about nine seconds if they miss or it is blocked. Rather than waiting for a full super meter to use it, characters gain access to the move when their character has low health. ![]() ![]() In MK11, there’s an Offense Meter, a Defense Meter, and the new “Fatal Blow” attacks. In MKX, you had one meter that filled as you attacked and took damage that you used for everything: EX moves, escaping juggles, modifying throws, and the super X-Ray attacks. One of the biggest changes is the removal of a traditional super meter. (I wasn’t very good!) MK11 is much more interested in “footsies” - a term used to describe when both players are standing and moving, trying to use spacing to react to the other player’s actions, rather than trying to be the first to get them in an offensive vortex.Ī few new gameplay systems help with the flow of the fights. Jumps are slightly slower, and combos are, mercifully, far shorter than the ten second long combo videos I would get caught in playing MKX online. There’s no more run function, replaced with short dashes. MK11, on the other hand, is a much slower game, and is all the better for it. ![]() I personally loved MKX, but that game had an extreme focus on rushdown gameplay that sometimes made me feel helpless, as I tend to play fighters more focused on defense than offense. MK11, in my opinion, has the finest combat system of any NetherRealm Studios (NRS) title ever. The modern games have a focus on deep story modes, refining gameplay from game to game, and, in the case of MKX and MK11, customization of fighters. This modern trilogy revived the Mortal Kombat franchise, which went dormant due to a half dozen or so games that ranged from mediocre to very bad. Mortal Kombat 11 may be the eleventh mainline entry in the series, but it’s best to think of it as the third in a modern trilogy of games, starting with 2011’s Mortal Kombat (aka MK9), then continuing in 2015’s Mortal Kombat X. The Switch version does come with some concessions to its graphics, which I’ll get to, but kudos for including the Switch in this incredibly fun fighter. Even though the Switch has put up some insane sales numbers, and companies do continue to port AAA games, I can’t think of the last one that released on launch day with the other SKUs. I’ll start off by saying that I’m truly impressed that NetherRealm Studios decided to release a Switch port with no compromises in content the same day as the other versions. While the gameplay is the best it’s ever been, almost everything that happens when there isn’t a health bar on screen feels like it has a disdain for the player. It’s a tug of war between game designers, artists, producers, and distributors. Mortal Kombat 11 is like a perfect distillation of the modern AAA game industry. ![]()
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