Nether Realm definitely has a thing for time travel and multiverse theory . After Injustice 2 dragged DC favourites in and out of timelines and dimensions quicker than a sugar -addled Thanos , Mortal Kombot 11's story mode now does practically the same thin g. In its brilliantly acted and visually stunning cut -scenes , MK11 breaks down and rebuilds its own universe multiple times, pulling in characters from past , present and future to craft a surprisingly robust and engaging story.
Ultimately, the story mode is a series of fairly tame fights against AI interlinked with these excellent slices of ridiculous narrative, and is best enjoyed on Easy mode unless you have a liking for bashing your head against AI opponents . But as an example of what 's possible for solo players in a fighting game , this is (decapitated) heads and shoulders above the competition ... and easily eclipses MKX.
MK11 plays a slower game of silly violence than its predecessor, but retains the key components (the sweeps, the uppercuts, the simple directional-input specials) ; and the learning curve from button-bashing to five-hit kombo cancels is seriously smooth. In terms of actual new features to the kore kombat (sorry), Mmeters are now split into attack and defence.
Along with the superb story and silky-smooth online play , you're going to be spending a lot of time in MK71's towers: evolving single-player battles that are the best way to earn the currency needed to unlock chests in the Krypt. The latter is essentially a fancy way of unlocking bonus items, loot and cosmetics, and is absolutely gorgeous. But that loot is now randomised , so there's no real sense of completion.
Despite that, this is everything a fighting game should aspire to be. The fighting is slick, engaging, brutal and deep, and it 's propped up by world-class production , deep and engaging persistent modes and some of the sharpest netcode in the game.