I suppose the best way to describe Mortal Kombat 11: Aftermath is as a finishing move of its own. Though, it’d be a Friendship, rather than a Fatality. It’s in many ways a means of NetherRealm showing appreciation for the series’ history. The free additions pay tribute to the past by bringing back old moves in a gorgeous way. The paid elements give two more classic fighters a chance to return, Robocop a chance to dole out justice, and an even better capper to a story that gives returning fighters who showed up as DLC a place in the story. It’s all handled incredibly well and, to be honest, even people who just come back to the game for the massive free update and its balance updates and additions will be more than satisfied.
As an expansion, Mortal Kombat 11: Aftermath features a quality addition to the campaign and three new characters that are mostly high quality. While quality should always trump quantity, Mortal Kombat 11: Aftermath is a case where the quality can’t justify the high cost.
Gran juego de peleas pero para mi es el peor de los 3 mortal kombats de las nueva saga, es un muy buen juego pero las microtransacciones parecen obligatorias y te gastaria casi el triple de lo que te gastaste en el juego en contenido adicional , su ritmo de peleas es el mas lento que sus 2 antecesores y te quedas sin personajes después de unas 10 batallas con amigos adonde mires son microtrasacciones tienes que pagar por todo,en cuanto al modo historia es el mejor de los 3 mezclando ciencia ficción viajes en el tiempo y mas dura alrededor de unas 6 u 7 horas. "VALE LA PENA COMPRARLO PERO SOLO LA VERSIÓN AFTERMATH"
Cons: I can't play the Krypt. It feels like whomever signed off on the Krypt has not made a game since the PSP era. The motion blur implemented is straight from the last century and makes me nauseous to the point I feel like throwing up and need to lie down and sleep it off. It last -ten- hours. Part of it was my fault for ignoring it but I didn't think it would be so bad since it's you know, 2020 and technology has advanced. Also the camera is so zoomed in on the fighter. Who cares about the fighter, let me enjoy the MK environment. Why is this random traveler such a main focus point of the Krypt. Why is it not the lore and atmosphere? Why does the camera change all the time to zoom in on the chest I'm opening? I don't care. All it makes me do is re-adjust my stupid camera after every chest. It's so tedious I don't even want to open chests anymore. That and force moving the camera disorients me because it causes more motion blur and makes me sick. This Krypt is possibly one of the worst things this entire generation.
Sometimes I feel like the game is missing inputs from my controller when I use commands involving multiple buttons at once. Not just x and square but also things like diagonal jumping. Sometimes I only jump straight up into the air.
This could be from me not being good enough or using the wrong character but I couldn't convert anything from ducking low attacks which made me feel useless punishing people who keep rolling at me.
Of the online games I played none of them had a perfect connection and there was some modicum amount of lag involved despite me having a fast internet connection.
The DLC characters are somewhat hit and miss with some of them being far less interesting compared to others. Spawn is rad though.
Pros: Base story mode is great. It's akin to watching a movie. There's so much time between fights and time spent building out everything. It's easily one of the best story modes of any fighting game. The fighters in the story are all explained and have reason to be where they are.
One of the greatest fighting game tutorials that goes into incredible depth. It goes above and beyond the basic intro on how to play this specific fighting game but also introduces high level fighting game strategies and tech.
The amount of available frame data is fantastic and the hourglasses to display the timing for combos in the training is greatly appreciated.
The roster selection is more than almost any other fighting game and although I had no connection to some fighters I felt others very easy to pickup and play.
The combos are fairly simple to do once you get a hang of the timing the game is expecting and the special attack gauges this game employs are interesting since they separated the gauge to defense and offensive specific ones.
Мы запоем играли в «девятку», потом с лёгким сопротивлением, но всё же перешли на «десятку», а сейчас, похоже, настаёт эпоха «одиннадцатки». Это опять ровно та же игра, что и прежде, где всё одновременно и очень узнаваемо, и сделано по-новому. Ещё одно вливание свежей крови в серию, которая, в общем-то, ещё даже не начала застаиваться.
I was very happy with MK11, I even got it with the first batch of dlc. But this is overpriced, nearly the price of a full game! Wasnt happy with a barebones Tekken 7 and the poor dlc released and wont be coming back for 8. If MK11 makes same mistakes fleecing gamers I wont be back for 12
SummaryAftermath features a brand-new cinematic story centered around trust and deceit. Fire God Liu Kang, the new keeper of time and protector of Earthrealm, looks to secure the future he envisions. In order to do so, he is forced to enlist the help of some unlikely allies and familiar foes. Players will have to decide who they can trust and w...