Final thoughts on MKX?

ya its been a while since I played it. I forgot about that. but she could have like threw bugs at Scorpion or something giving Quan Chi time to escape. but I guess Scorpion and Scorpion fans had to have their "moment".
 
ya its been a while since I played it. I forgot about that. but she could have like threw bugs at Scorpion or something giving Quan Chi time to escape. but I guess Scorpion and Scorpion fans had to have their "moment".

Of course they did. Quantum Chi has had his moment since MK4. The guy never got what was coming to him, other than getting his ass kicked in Hell a few times. He was always one step ahead of everyone, and it got old very quickly
 
Quan Chi had a strong saga since MK4, that's true.

If you look closely, he had a perfect plan, and despite the failure during MK4, he still escaped, almost got everything again, escaped certain death and posed as leader of Darkness in the end.

Retelling the story, he also worked in the background.

MKX treated him like a **tch, maybe that wasn't exactly the moment, but as said above, it's like it was goddamn time for him to really face the consequences.
 
I just wish he would have died in a more badass way. the whole "helpless prisoner execution" treatment they gave him seemed kinda dumb. it just looked like something a bad guy would do. not Scorpion after the "good guy" treatment they gave him.
 
My short and to the point answer. I really enjoyed the game, and still play it here and there with friends. But overall I think it proved to be a unfocused and marginal improvement over MK9. MK 9 was such a refreshing update to the series.

Most of the negatives have already been touched on, so I wont repeat them, but the biggest ones for me were:

Terrible Music
Low number of stages/lack of stage fatalities
Story was lacking and shorter than expected
Krypt Grind
NRS unwillingness to really push fatalities to a new level. Mind you, I love some of them in the game. But it still really seems like they are afraid to shock. I really wish they would make Fatalities harder to pull off, but darker in tone.
 
I can't express how much joy this game has brought me. The only thing I don't like about this are list below.

Not very many stages.
Kombat Pack 2 (My opinion)
Lack of Post MK3 characters on the vanilla roster.
Story didn't have very many chapters. (I still liked it)
50/50s.
Ferra/Torr's njp.
 
I still play at least once a week, mostly due to my completionist mentality (unlock everything in Krypt, max all Factions, complete each new weekly Living Tower...when it isn't a repeat). So I guess it was "good" enough for some semblance of replayability for my standards. But for breakdown:

Online: N/A
Online gameplay would usually be including in my general gameplay analysis, but in this case I am making an exception. Mostly due to the fact that I never play online lol. So I cannot give an opinion on something I've never played before. So, just so it's clear, any opinions I have is strict

General Gameplay: 8/10

I will say the mechanics are fun as hell this time around, at least for me. The variation system was a nice unique way of further defining what makes a character who they are as a fighter. What I really like about this system is the fact that if you don't like one variation, you might like another, rather than "I don't like this one character, so I won't play them" mentality from older games. Of course, there is a chance all three variations aren't fun in some way for a person, but still, much higher chance of actually enjoying each character in their own way. I do knock off a couple of points mostly due to the fact that after every patch it always felt like something about a character I really liked got changed slightly in such a way that I couldn't pull off whatever it was I liked. Some of it could just simply be that I don't practice enough, so my perspective is certainly subjective for this reasoning.

Specific Features: 7.9/10 (average of the next 10 features)

Fatalities: 8/10

Really fun to use. I thought most of them were very creative and once again pushed the limits of gore. Too bad they are extremely easy to use now. I understand why, but there will always be a hole in my heart in regards to having that first time activating a Fatality when I didn't know originally how.

Brutalities: 10/10

Great addition. Love that there are secret ones (in comparison to the normal Fatalities). I love it when I accidentally activate one.

Faction Kills: 6/10

Neat concept to show off which Faction you are apart of, but the creativity of them felt very lack-luster.

Faction War: 6/10

Another neat concept, but again it felt like the execution was lack-luster. I really wanted to FEEL like I was part of a faction. But, there is nothing extremely distinctive about each faction. Sure, you get different faction kills, and different Kombat Kard crap, and a different menu screen...but my reaction to those is so? That's it? Plus, the fact that you have to switch to all of them for achievements kills the whole "loyalty" aspect I expected from it. Overall, I wouldn't mind seeing this come back if it was revamped quite a bit.

Krypt: 7/10

I loved the Krypt concept. I have a thing about scary movies, so the jump scares were awesome for me. I liked the first person horror game feel to it. The downside: SO MUCH GRIND. Honestly, this complaint is weird for me since I play a ton of games that require sooo much grinding, but this? This grind was just plain boring. Takes WAY too long to get coins in the game for all the stupidly expensive krypt items.

Test Your Might: 10/10

Glad this came back again. Love the random kills when you fail. Bring this back again please.

Test Your Luck: 7/10

I liked this incarnation of test your luck, but sometimes the modifiers seemed really stupid. I don't know, just a personal opinion really. I know a lot of people really love the randomness of it, but it really gets on my nerves really fast. Guess I don't have patience for random effects lol.

Living Towers: 6/10

Another concept I really got on board with...except, the execution got really boring. Like I said before, I still check at least once a week for the weekly living towers, but the other ones? I could give a crap. Some of that is most likely due to the fact I didn't care for Test Your Luck overall. But, I just wasn't impressed with the variety of the towers for the most part. And it is really annoying me how quickly NRS repeated the MK version towers when there still are a number of character towers to complete. Seriously, it is taking WAY TOO LONG to get them all to show up at least once.

Regular Towers: 9/10

Nothing really to say about this. Always a great mode. It feels like there is always a nice variety of fighters to fight when playing these. Loved how they handled the final battle of a tower with Shinnok, and really liked most of the tower endings. Kinda boring that Goro is sub-boss again, so one point off for that.

Story Mode: 7/10

I don't really want to get too much into this one. Overall, I like the presentation. The cinematics were great, even though it was obvious that they got lazy as the story went on (compare Chapter 1 length of story to other chapters). I too would have liked to see alot more of the Outworld civil war, but with the plot centered around the SF bunch, the story would have had to be MUCH longer to fit all of the dynamics of the civil war and cover the Shinnok plot appropriately. I'm always torn by the character chapter format; I pretty much have a love/hate relationship with this story design. I really like it due to the fact that it presents a lot of good opportunities to develop each character used for each chapter; but, I really hate how you have a chapter for one character and then never really see them again. And when you do, I always react like "How the hell did you magically get over here when just 10 minutes ago you were in a completely area? And what the hell have you been up to? I NEED TO KNOW!" MKX handled this better than MK9, but the problem is still there. Not to mention how not all characters don't get a chance to shine in story mode at least once because they don't have a chapter for themselves. But that is an entirely different rant.

I am in the camp of not liking how SF kids were handled. If the story was longer, and covering more events, I'm sure enough character development would have made it easier to accept their accomplishments. But with only 12 chapters, I felt like the finale was not believable because the build-up was stupidly rushed.

And I would like to mention at least one character that most people claim did nothing but be a punching bag: Reptile. Why does no one seem to point out that Reptile's knowledge of Mileena's origins was what finally sparked D'vorah and Ermac to participate in Kotal's coup? I don't know, I just feel like that was a pretty significant part Reptile had, and I was happy for it.

Two final thoughts. One, I really liked the cameos. Two, I hated that the story pretty much was a "good guys win all" scenario. Seriously, it kills character development and threat levels when the bad guys never win :/

Graphics: 8/10

Great improvement. And, yes, they could have possibly been even better if they used UnrealEngine4, but I don't feel like that is a valid reason to judge what they ended up using. My judgement is what they ended up using, not what they could have/should have used. They do need to handle sweat better though...that looked like crap. I laugh how some games overuse specularity. Seriously, specularity does NOT always look good. Tone that crap down please.

Music: 8/10

I feel like I'm the only one that actually enjoyed the music in this one. I knock off a few points because I don't get quite a MK feel from them, but that doesn't mean the music was bad, at least to me. Some people argue about the nostalgic lenses people have about the roster, but yet they get all ape-shit mad about not having old style MK music. Why can't they try new things with the music too?...Ok, I know how that sounds. I'm making it seem like if you don't like the music, you fall into this category. I don't mean that. I'm just picking on a slightly scewed argument I've seen before. If you don't think you fall into this category, then you don't :) Same can be applied to stages...

Stages: 7/10

Speaking of stages! Loved the new designs! They look great! Points taken off for the limited number though. Seriously NRS, I get why you probably held off on making more stages, since each new one was hand-crafted with so much more detail than older games. But still, not enough. I honestly wish they gave completely new stages for DLC, rather than revamping old ones like what most people seem to want. Again, argue about being stuck in trilogy mindset when it comes to the roster but get butt-hurt that there are no stages from the same era? Just a bit hypocritical to me :D. The whole, pick and choose what you want to be nostalgic about is annoying. Just a small pet-peeve I wanted to share haha. I know many don't agree on me with this, and I totally get it. Just a personal taste of mine: I want actual NEW stages, not revamped older ones at this point. Move on from the 90's completely, not just parts of it! *rant over*

Roster: 7/10

Finally the roster....yeah, I'm tired of typing. There is so much about the roster I want to talk about. Short version: Liu Kang, Kitana, Kung Lao, at minimum, should have been DLC. That would have sold extremely well, most definitely over Tanya and Tremor (just using KP1 example). Johnny, Sonya, and Jax's roles could have easy been NPC. Rain, Tanya, Reiko, Havik, Fujin, Frost, Sareena, Bo Rai Cho, even Tremor (if he was properly incorporated in the story) should have had better chances of making it on the main roster. But oh well. What's done is done. Everyone will just have hope their favorites make it next time if they didn't make it in this time.

DLC: 6/10

Eh, overall DLC hasn't quite done it for me. KP1 wasn't bad, but annoyed with how DLC costumes have been handled. Newer characters should have gotten more by now (yes, I know they claim to be doing so now, but still). Klassic Fatalities were ok I guess. Again, I'm sick of recycling the same stuff over and over again. But, the Klassic Fatalities don't bother me as much because of the wide variety of options available. KP2...meh. Just...meh on that one. I just wish DLC would be more about actual substantial content rather than obvious cash cow, but that is the nature of DLC so whatever.

OVERALL: 7.414/10 (actual average of above 6 major components covered)
 
final thoughts are it blows, the characters, the designs,the stages,the gameplay,the stances, fighting animation, the look, the colour,the presentation its all just mediocre at best like a bunch of interns who know nothing about mk took over nrs.

sorry if that comes across harsh but just how i honestly feel. its barely even recognizable as an mk game and very underwhelming as a next gen title with very little to offer as oppose to mk9 a last gen title which had much more to offer. a next gen game should have more than its last gen counter part. even mk on genesis over 20years ago had more vs options than mkx. seriously wtf
 
That's butthurt at it's finest right there. Genesis MK has more options than MKX? Yeah man, makes sense.
 
That's butthurt at it's finest right there. Genesis MK has more options than MKX? Yeah man, makes sense.

[more vs options] yes mk3 has endurance vs option up to 8 characters per player.
mkx only has 1vs1

if they could have 8player back then theres no reason why they cant have endurance vs option today and expand on it even further with online multiplayer etc. thats the kind of content one should expect in a next gen title. mkx actually took a step back by only having 1vs1 when mk9 had tag. like i said stepping up to next gen should offer more not less thats why i find it unacceptable.

i thought indurance would be a good idea in mkx to substitute for tag since A, its something different to mk9 andB, it does not take any balancing like tag does so its an easy option to impliment
 
Last edited:
[more vs options] yes mk3 has endurance vs option up to 8 characters per player.
mkx only has 1vs1

if they could have 8player back then theres no reason why they cant have endurance vs option today and expand on it even further with online multiplayer

8 MK3 characters less than the size of a single finger on an MKX fighter. They couldn't possibly load that many fighters into a match, fleshed out with their X-Ray models, animations and voice clips all ready to go. Even the game that you praise so much, MK9, removed Shang Tsung's ability to transform into anybody.

And with MKX's gameplay being the best in the history of the series, there's no reason to add extra vs modes. Even Test Your Luck seems like a waste of resources.

I'm going to assume that you were joking, because that really was the stupidest thing I've read on this forum all year.
 
8 MK3 characters less than the size of a single finger on an MKX fighter. They couldn't possibly load that many fighters into a match, fleshed out with their X-Ray models, animations and voice clips all ready to go. .

why not? it works just like tag mode without the ability to switch. you beat a character and the next one jumps in.
pretty sure they could do that. theres only ever 2 characters on screen at once. and if they cant get 8player [which i honestly dont think is a problem] they could at least do up to 4 at least its something.

1vs1 got stale real quick imo i know many others agree and want more the gameplay wasnt that great to warrent no other options
 
mkx only has 1vs1

???

There are more player vs player offline modes in MKX than just ordinary single fight 1 vs 1.
There's also Test Your Luck, Kustom Kombat, and Test Your Might.

Also, in order for something like Tag Team mode to be back in MKX, they'd have to make sure that each variation is balanced among 4 characters on the screen, switching out willy nilly, like in MK9.
In MK9, NRS only had to make sure that Tag Team was balanced between the 32 characters with no variations, and even then it was still broken as hell.
So, with MKX having 33 characters in MKX (after KP2), that's essentially 99 characters (33 X 3 variations each) that they'd have to balance out for Tag Team mode.
Sorry man, but that was never going to happen.
When NRS announced the 3 variations per character at E3 2014, it was a given that Tag Team was not going to happen.
If they ditch the variation system in MK11, then Tag Team mode could possibly come back, but otherwise I hardly doubt it.
 
Did we really have to go without tag mode, because of how unbalanced it would have been. It could of been added just for fun, despite how broken the balance would have been.
 
For us, yes.
For NRS, likely that they saw it as a waste of time and resources if that's not what the majority will play.
MK9 Tag Team was fun, but for the most part the FGC considered it broken, and from that point on it was seen as a gimmick that people would play every so often but not take seriously.

I played Tag Team almost exclusively at 1 point and even made a thread for people to post Tag Team combos (December 2011), but that Thread and Tag Team, unfortunately, were nothing more than a flash in the pan.
It died out about as quickly as it came about, within 6 months.
After that people would randomly post Tag Team combos to the thread, but it was essentially a "dead" thread at that point.
 
It's a shame they decided against it. It would have been nice to have the option to play it. Even if they included tag mode and never patched it.

Something like team battle from tekken would have been a cool mode to see in mkx as well. Which is similar to the mode NinjaNinja wanted in mkx.
 
It was worth the money to me.

Story mode alone kept me playing through the dark ages, so as long as they maintain a decent story mode, I'll be around even if the gameplay is not to my liking. I can't say the game play is bad, because there are people who still enjoy playing.

I'm not not a fan of how the meta is in MKX. MK9 was not perfect, I had gripes. But something about it had me glued for years. Wish I could pinpoint my EXACT frustration, but MKX, INjustice didn't satsify me on the gameplay front.

I think a big part of it is Movement.

I like Super smash bros Melee, and Blazblue alot. Arguably some of the most freedom when it comes to movement. MK9 had a lot of freedom. you were never restricted on your dashes, you could dash cancel into normals or block. Crossing up was consistent, where as you have to REALLY know how far away from the opponent you're fighting to do a proper cross up or you'll whiff/attack wrong direction.

and I always complain about 50/50's in situations where you can't fuzzy, or they both are safe combo starters. I'm fine with 1 Vortex character, don't make everyone a Vortex character with MB throw advantage :\
 
It was worth the money to me.

Story mode alone kept me playing through the dark ages, so as long as they maintain a decent story mode, I'll be around even if the gameplay is not to my liking. I can't say the game play is bad, because there are people who still enjoy playing.

I'm not not a fan of how the meta is in MKX. MK9 was not perfect, I had gripes. But something about it had me glued for years. Wish I could pinpoint my EXACT frustration, but MKX, INjustice didn't satsify me on the gameplay front.

I think a big part of it is Movement.

I like Super smash bros Melee, and Blazblue alot. Arguably some of the most freedom when it comes to movement. MK9 had a lot of freedom. you were never restricted on your dashes, you could dash cancel into normals or block. Crossing up was consistent, where as you have to REALLY know how far away from the opponent you're fighting to do a proper cross up or you'll whiff/attack wrong direction.

and I always complain about 50/50's in situations where you can't fuzzy, or they both are safe combo starters. I'm fine with 1 Vortex character, don't make everyone a Vortex character with MB throw advantage :\
Its interesting that you mentioned movement in mkx. My biggest issue with mkx is the way the stamina meter is handled. Back dashing cost one bar IMO is dumb but my biggest issue is losing all of your stamina when you spend two bars of meter to break. This pretty much makes breaks useless in a lot of situations especially if you get jailed in the corner. When you lose all your stamina you can't use any interactable to escape so for example a character like liu kang ( flamefist variation ) who can carry you to the corner with one combo.... it's gg if you make one bad read.
 
Breaking resets the situation though. If you lose in the neutral game twice in a row, then yeah you should be punished for it.
 
Breaking resets the situation though. If you lose in the neutral game twice in a row, then yeah you should be punished for it.

Breaking shouldn't be losing 75 percent of your meter plus all your stamina meter as well. If I decide to sacrifice my chracters meter to ''reset'' the situation than I shouldn't lose the ability to backdash or get away since my opponent has stamina and can easily rush me down IMO . Some chracters are very stamina meter dependent while others are very strong at rush down with 50 50s for days without the need of using stamina. This is why I prefer mk9's dashing over a run button. It wasn't perfect but at least you had options instead of breaking a corner carrying combo and find yourself in the corner with little to no options against a full stamina rush down flamefist liu kang who can do over 50 percent damage on your chracter if you guess wrong in the corner . Its basically getting out of a bad situation just to be put into a worse situation. IMO of course
 
Top