Mortal Kombat X Review

It’s kind of amazing we have a new Mortal Kombat game in 2015.


It takes a special kind of franchise to last over twenty years in the world of video games, and for the longest time Mortal Kombat has been anything but special.


There’s no denying the influence (for better or worst) the original trilogy had – having a rating system invented off of the back of your game is an impressive feat. But the series had become horrendously stale even before we had hit this side of the millennium, with forgettable new characters, an ageing fighting system, and horrific spin-offs along the way.


But here we are with Mortal Kombat X, a sequel to 2011’s much needed and well-received reboot of the series. And it pretty much picks up where MK9 finished – both in terms of story and gameplay mechanics. New instalments include elements of the environment you can interact with, whether it be objects lying around or corpses being flung from the water, which can be used to great benefit to lengthen your combo chain or potentially break your opponents – that and flinging an old lady at your enemy is never not hilarious and needs to be included in every game ever going forward.


Combat remains unchanged; you still have your three tiers of energy you acquire as you take damage, which can be used to power up your special attacks or store up for devastating x-ray attacks. Each character now has three fighting types that come with mixed results, as certain characters feel solid and varied across their three types i.e. Mileena’s projectile-based attacking style plays massively different to her teleportation-focused type, while others just feel like cosmetic changes.


The new characters here are by far the best implemented into the series since MK2 & 3 and fit right into the madness of the MK world, this is helped by the story mode and the intro quips before fights that really help you get an understanding of each character.


The story mode follows the same route as MK9, though it feels like a slight regression as it does away with certain handicaps and restrictions that were forced on you at different points – increasing the difficulty, and is instead replaced with lazily implemented QTE’s that have no overall influence on how the story plays out. The NetherRealm approach to single-player campaigns in fighting games is still one of the better attempts to be seen, it’s just a shame it doesn’t quite reach the levels of its original implementation.


If you like MK9 you’re probably going to like MKX. Online is quite buggered at the moment, but there’s enough content here to keep you going till they sort that out.


So git on it.


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