Review: mortal kombat x for ios - where mobile games are heading. Generation X Breaking bones... or fruits

The new hardware allowed the developers to achieve excellent images with an even darker design. They paid special attention to the arenas. “Sky Temple” and “Lin Kuei Temple” look amazing with their Asian flavor and new weather effects, while “Kutan Jungle” feels truly alive and dangerous.

Character detail has also increased, which is especially noticeable in the realistic fabric textures. The folds and small straps on Scorpion's armor look natural and believable. Women's faces, unlike the previous part, really feel like that, although the artists still have room to grow. The picture is spoiled by the hairstyles of some of the characters. If Mileena's hair is more or less similar to real hair and develops depending on her actions, then Sonya's and Cassie's hairstyles seem to be made of plastic - shiny and almost motionless.
The visual damage system during combat has also undergone changes. Clothing does not tear as much as in the previous part, but this is compensated by stains of dirt and blood that stick in real time.

Speaking of cruelty, MKX she has reached a new level. The developers clearly overdid it with the number of open fractures and injuries. In almost every “X-ray” attack, the spine is broken, the eyes are gouged out and the chest bursts. Of course, look for logic in Mortal Kombat it’s not worth it, but these attacks are more like finishing moves, after which the character for some reason gets up and continues to fight. And it seems that after such an overwhelming level of violence, it is difficult to surprise with anything during Fatality, but NetherRealm it worked out. Such naturalism and detailed depiction of internal organs have never been seen anywhere else. Falling out brains, intestines pulled out through the mouth and other manic creativity can shock even seasoned fans God of War. Of course, such things should not be shown to children and the faint of heart, and many adults will feel uncomfortable. Especially considering how meticulously the finishing moves were orchestrated. The camera effectively changes angles, showing all the horror in the best possible way, and the final frames are perfect for the poster of a horror movie.

In addition to traditional Fatality, appeared in the game Brutality. No, these are not those old long combos that caused characters to fly apart, these are a new type of finishing moves that are performed in the last round before the “Finish Him” sign. Each character has five of them. Some of them are simple and just require you to land the final blow with a certain technique. Others contain small tasks. For example, Mileena has a brutality move in which you have to do five of her signature somersaults during a fight, and then at the end, if you perform this technique again, the opponent will be left without legs.

It’s nice that the game’s authors did not forget about numerous details, such as mutual trolling of characters on the selection screen. So, Cassie blows bubbles and shows the middle finger, and Sub Zero chuckles at his opponent. The characters have several introductory animations and a huge amount of dialogue. In the introduction and during the battle, the characters exchange remarks that relate specifically to each other. Jackie Briggs, in the battle with Ermak, keeps remembering how he crippled Jax. And in the duel against Cassie, the girls argue whose father is cooler.

Hello everyone, I finally had a couple of free evenings, and I posted my review on , which has been collecting dust in the bins of my hard drive for a long time. I’ll say right away that the text is a little dry, because... I wrote for one magazine, but at the very end I will highlight a paragraph to express a shorter opinion. The article shouldn’t have appeared here at all, but I’ll post it for fun and I’ll be glad for the positives, etc. etc.

A piece of history



A good old family photo from Armageddon


The long-term history of the series is a continuous story of ups and downs. After the brilliant 90s came the ruthless 2000s, and with them the Era of Oblivion for the series. The developers were thrown from one extreme to another from part to part: introducing several fighting styles for characters, moving to full 3D, trying to attract players with a crazy number of characters, even merging with the DC universe...

As a result, the Midway studio went bankrupt, and the rights to the series were transferred to, and most of the creators moved to NetherRealms Studios, which was tasked with bringing the legendary series of fighting games back to life. Everyone knows what happened in the end - the ideal balance of “old school” and innovation, enthusiastic reviews from critics, and more than 3 million copies sold allowed NetherRealms not only to begin developing a sequel, but also to experiment a little in the field of superhero fighting games, also not without success, please notice.

So, have they managed to create a worthy sequel to the revived Mortal Kombat?

It Has Begun



This is how we first saw the new Mortal Kombat


It begins from the moment where the 9th part ended - most of the heroes of the Earthly kingdom are dead, and the evil Elder God Shinnok began the Nether invasion of the Earthly kingdom. It is worth noting that since time immemorial, the plot in fighting games has not even been a secondary component. At best, the developers inserted a few videos on the game engine, and at worst, a couple of lines of dry text about the fate of the characters. But in 2011, he revolutionized the idea of ​​the plot in fighting games - the plot was simple and unpretentious, moreover, it was simply a free retelling of the events of the first 3 parts of Mortal Kombat, but was presented to the player as a completely independent film on the game engine, where you are given control in battle.

In the new part, Ed Boon and his team promised a completely new story, unfolding over 25 years after the events of the original game. And God knows, if there’s anything you can scold for, it’s this Story Mode. The first thing that catches your eye is as many as 8 new characters who are firmly woven into the plot of the new game. And everything would be fine, but half of these characters are revealed very superficially, and the other half are revealed a little less than not at all. Take the Ferra/Thor character for example - it's not at all clear why they would be made into a full-fledged playable character if her/his role in the story is less than that of Fujin or Bo Rai Cho, who appear in cameos.

One of the main characters, Kotal Kahn, if you haven’t read the backstory comic, seems not only the stupidest, but also the most naive character in the two universes. But D'Vorah, on the contrary, is presented as a full-fledged character, with a well-written story and performs well in battle, despite all the concerns about her. The second disadvantage is duration, despite all the assurances of the authors, the plot turned out to be incredibly short. If in the ninth part you can go through it systematically and slowly, then in it it literally takes 2 evenings, while the characters are not revealed, and the narrative breaks off at the moment when you realize that you are interested in following him.

And the last minus of the campaign is that it is incredibly monotonous and stamped. Example: you are walking with two other characters, you are attacked by an enemy, two of your comrades are cut off from you / immobilized / fighting cockroaches, you teach the villain (and often two in turn) good manners and meet up with friends again, and so on again , and again, and again, until the final credits... The plot, in cross-section, is the usual interpretation of the theme "Parents and Children", “A squad of kids who are always arguing, who will eventually grow into a full-fledged team” and a little “What a twist!!!”. As a result, the story campaign is a step back compared to the previous part, but you and I know that the main thing is...

Let's Mortal Kombat begin



No matter how creepy it may sound, this is far from the toughest thing in the game...


There are quite a few changes compared to the last part: they added an energy scale, interactive arenas, and 3 fighting styles per character, but the main thing is that the game has become faster, much faster. The oldest among us remember that when the 3rd part came out Mortal Kombat, many took a long time to get used to the speed of gameplay. Well, the difference between 9 and X is not that big, but you can still feel it. The energy scale is spent on dashes, running and combo breakers, but the most interesting thing is that if you are an ordinary player, you simply will not notice the difference, so this element is better left to the masters of 20-hit combos.

With arenas, everything is also more or less clear - I went to the edge of the arena, pressed a button, the fighter jumped to the other edge of the arena; you see, Shao Kahn’s hammer is lying there, he pressed a button, and the hammer falls on the enemy’s head, we saw the same thing in. On the one hand, with fighting styles everything is much more complicated, but in reality it is not. Let’s say a fighter had 7 special moves, they added 2 more and these 9 were scattered across three styles. It’s hard to say how this affects the gameplay - it both complicates it and completely kills the remnants of balance, which was not there anyway.

Why we love this series of fighting games is cruelty, in place, and in some places it’s really too much. Among the fatalities, you come across such exhibits that you wonder why the people who came up with this idea are developing games, and not sitting in a room with soft walls. Even a person who has seen a lot of abomination in his lifetime is shocked by some fatalities. Although it is worth recognizing that in NetherRealms The people sitting there are definitely creative, and the game’s cruelty has benefited it, because compared to its predecessor, it has matured a lot.

Brutalities have been reintroduced into the game, or rather, what’s left of them - now it’s a type of last hit, and to launch it, you don’t need to hit an 8-hit combo, but simply fulfill some conditions and launch an enhanced special move. And believe me, it’s no easier than the notorious 8-hit combo.

But the main thing that the developers have preserved is user friendliness - if you are a fan of fighting games, then, along with innovations, there is scope for creativity; if you, like yours truly, just want to have fun without going into dashes, hitboxes, etc. - welcome to, here you can go through the story campaign without straining, just by pressing all the buttons, and in half an hour you can get used to your favorite character so much that you will give a fight to an avid fan of fighting games.

Toasty!



The poor rendering of sweat on the characters is not only noticeable - it is annoying, but in fact this is the only drawback of the graphics, otherwise they are great.

At one time, everyone praised it for its colorful, modern visual component, but let’s be honest – after everything you saw in the previous part, it doesn’t seem like the most neat craft. It played into the hands of the developers that they created the game without regard to the previous generation of consoles; the development of versions for PS3 and Xbox360 was given to third-party studios. As a result, the game produces such a picture that you cannot (for the umpteenth time) believe that this is an old man Unreal Engine 3.

You can talk about the graphical component as much as you like, but not a single story, not a single video will show you the beauty of this game. The color palette has changed in a darker direction, but not so much that it catches the eye. All fears that the developers will go too far with filters disappear - the game is still clear and bright, albeit not so cheerful. The game interface has radically changed - instead of a quarter-screen health bar, there are now laconic bars of life, energy and special moves.

In fact, the only thing that can be reproached with the picture is the rendering of sweat on the characters, which is truly terrible. It looks like a billion blisters appear on the character after a fight. Otherwise, the graphics are impeccable, the developers promised a great picture - the developers delivered a great picture.

Finish Him


Compared to the previous part, there are quite a few changes, both in mechanics and in style, but the main thing is that under all these innovations lies the good old one. Yes, it tries to seem darker and more adult, but at heart it remains just as fun and mischievous, with a bunch of colorful ninjas and cutting off heads, with deep mechanics, but at the same time incredibly user-friendly. This is actually why we love the series.

Plot and world of the game - 6
Graphics and sound - 9
Gameplay and mechanics - 9

Result: 8 high poly Scorpios out of 10


P.S.: Thank you very much if you read this to the end, but if not, then here’s everything for you too, but much shorter - in general, the game turned out to be decent, the main drawback is the plot part, etc. this is a fighting game, one could turn a blind eye to it, but still the previous part set certain standards, so... If anyone read my preview knows that there I expressed concerns about the character of Di"Vor, saying that she would not fit into the game , but she, on the contrary, fit in perfectly, even better than all the other newcomers combined. But Ferra/Thor is an absolutely incomprehensible character, I don’t know how they even thought of putting him in MK, but it’s definitely worse than the Mocap in Armageddon B. the rest - dark but stylish graphics (with the exception of the "Jungle" arena, where the soft lighting spoils everything), and the same gameplay. The game was definitely a success, and this is definitely one of the main games of the year, but personally I liked MK 2011 more.

Write your opinion about the game in the comments, go to the blog (link below the article), and remember, the author’s opinion may not coincide with yours.

The release of Mortal Kombat X on PC also turned out to be a test on Steam for an incomprehensibly necessary method of downloading content “in pieces” that continues to hypnotize developer-publishers. Like, you can download gigabytes from the network, say 5 of the total 30, and while the rest of the data is downloading, frolic in the only available training arena with three characters who have managed to download. As you might guess, this idea came out of nowhere with the accompanying two-day stupor of even a fully downloaded client and a storm of indignation from buyers who did not expect such a maneuver.

Even if we take into account the sad release bug with the inaccessibility of the plot, the system worked so-so. After downloading the first few content packs, you can launch MKX, but it won't go beyond the main menu. I managed to get into the first training battle after about ten portions of game data, which, according to personal estimates, was eight packets later than it should have been. If the client doesn’t give anything sensible before the first ten gigabytes downloaded, then send those 10GB in one piece. Or somehow arrange this background installation of yours in a more cunning way.

The “live” installation was pleasing exactly once, when the local crypt opened in the game two-thirds of the way through. The repository of trophies, art, button combinations for fatalities and other happiness grew after MKIX and, firstly, actually acquired a crypt, and secondly, it was also supplemented with the quest “Collect all the magical garbage, open all the secrets.” And quick time events with wolves, spiders and zombies. Where would we be without QTE? To open all the locations of the crypt, you need to spend at least ten minutes if you know the quest route in advance, and much more if you explore the area honestly. There's plenty to do while Steam delivers its last batch of content.

Well, once everything is downloaded, you can start fighting.

Mortal Kombat's triumphant return in 2011, among other things, gave the greatest gift to all fighting games, showing how to untie the game's story from the hundred-million-dollar Best of the Best Tournament. At the same time, however, MKIX itself still partly revolved around the good old competitions in the Outer World under the patronage of Shao Kahn. An excellent remake of a classic story (in fact, what fighting game series has a more lively story than MK 1-2-3?) It was difficult not to accept and love, but with MKX such a trick, of course, would not have worked. It was necessary to finally take a full step forward, and NetherRealm Studios did it.

The story campaign of Mortal Kombat X is a full-blooded fantasy kung fu action movie with an incredible concentration of pathos, stunning nonsense and the implosion of mythology accumulated over two decades. Special forces continue to fight dragons. Johnny Cage and Sonya got married, divorced and gave the world Cassie Cage. Liu-Kang (and many others) are now a combat zombie. Scorpio has completely risen from the dead and is teaching Kenshi's son everything. Milena has gathered a partisan detachment in the Outer World and is fighting for the throne, where all the new characters hang out. And then Shinnok and Quan-Chi burst in.

Mortal Kombat is true to itself - and the blood pours over the edge, and at plot turns it leads into some particularly trashy ditch. It’s impossible to look at this without tears of emotion and slight hysteria, but one cannot help but notice that there is something so old-school and soulful in the history of MKX. Plus details, nostalgic details! It turns out that the last part did not go to all its “places of glory”. Just look at Rain (who, by the way, can’t be played without modding crutches yet), sending your fighter through the screen with his kick, just like he did a long time ago!

What is absolutely remarkable is that the new characters in this century turned out to be not uninteresting dummies. We are, of course, not talking about the cloned children-relatives of Cage, Jax, Kenshi, Kung Lao and Sonya, but about the bad guys who debuted in MKX. First of all, the kung fu queen bee D’Vore, but the rest of the company from the new Kahn, the Ferra-Torr duo and the otherworldly (in terms of living in the outside world) cowboy Erron Black looks decent. But with the plot described above, we could easily get five new Molochs.

However, we can’t expect any cardboard newcomers in the series in the near future. In parallel with the introduction of new characters into the game, NetherRealms found an elegant way to simultaneously diversify the battles and not churn out useless debutants with the same techniques. The developers took their old idea with different fighting styles from Deadly Alliance and replaced the hectic rotation right during the battle with three slightly different presets, from which before the fight you need to choose one and fight with it to the victorious (or not so) end. As a result, each character in the tenth Kombat became equal to approximately one and a half to two standard fighting game diggers.

High-quality reforging of old ideas generally brings amazingly many benefits to the reborn series. Take the same interactive arenas that were advertised before the game’s release. Fighting game enthusiasts have seen a variety of jumping on walls and throwing bricks many, many, many times, including the same Mortal Kombat, but now designers have focused not so much on strewing the battlefields with as many piercing and cutting objects and scripts as possible - triggers, so much to ensure that the above-mentioned happiness is in moderation and that this very happiness is appropriate.

It turned out great, if anything. Particularly pleasing is the level in the jungle with vines and an Aztec slab in the center, against which you can crush your opponent’s head.

Mechanically, the new MK is not very different from its 2011 self, which is great. After a decade and a half of attempts of varying degrees of failure, Ed Boon and his comrades have finally caught their wave in the world of 3D fighting games, and so far they are prudently in no hurry to make new sharp turns. All basic attacks and techniques in MKX, as well as signature x-ray grabs and fatalities, work almost exactly the same as in MKIX. In the first hours of the game, you only really notice the difference in how the combos work. Four years ago, the main melee sequences were hammered in at a pace that was strangely completely different from the picture on the screen. The Xbox 360, which yours truly bought specifically for MKIX, required quick, quick input of the desired sequence of characters; all three planned blows had to be delivered during the animation of the first of them, and then you could enjoy the remaining pokes and kicks for about a second. It was difficult for the elderly fighter, who was brought up on sensitive monitoring of the timing and animations of the classic X-X-A-C-Z-←+Z, to get used to this. MKX has corrected the situation somewhat. The internal timings of local combinations cannot be fully visually perceived, but (subjectively) it is noticeable that they have become closer to the battle picture.

The designers also managed to curb the endless spam of super moves just a little bit. Slightly. Ermak and Kano are even more annoying than before (especially the first one), but most of the other characters are burdened by relatively slow animations of their hadoukens. However, you still can’t dodge a cleverly thrown fireball in MKX.

The balance, of course, is still far from ideal, but there has never been a game in the history in which multiplayer was balanced right away in the release version. While people, as expected, are making killer combinations and frolicking with spam, the whole question is how quickly and accurately the designers will clip the wings of this nonsense.

Online innovations are mainly aimed at ensuring that buyers do not lose interest in the active game until all the DLC characters are released. “Faction War” with group week-long marathons based on points collected does not inspire much enthusiasm, but regularly updated test towers are great.

[Total: 0 Average: 0/5]

Mortal Kombat X is an evolutionary development of the MK series, after the developers from NetherRealms decided to restart the franchise in 2011. The series continues to develop, and in the tenth part it is ready to present many tasty and interesting changes, both in terms of the storyline and in terms of the mechanics and physics of combat.

The previous game was famous for its story mode, which interestingly and tactfully presented all the heroes of the series and gave the opportunity to get acquainted with their abilities, but it was weak specifically in the plot - the characters simply met and punched each other in the face. This time everything is much better - the heroes follow a specific goal, they have adequate motivation. In addition, the plot takes place in some time periods - 25 have passed since the victory over Shao Kahn and now Shinnok is trying to take over the earth. History exists mainly to introduce us to new heroes.

Quite a few new characters have appeared in the game. Of the 24 heroes presented, 8 are new and hitherto unknown heroes. The old fighters have aged quite a bit, wrinkles are visible on their faces, and their hair has grown a lot thinner. But the main attention is still paid to the new eight. Four of them are the children of the main characters of MK: the daughter of Jax - Jackie Briggs, the daughter of Johnny Cage and Sonya Blade - Cassie Cage, as well as the son of Kenshi - Takeda Takahashi and Kung Jin - the nephew of Kung Lao. Everyone has adopted a part of their skills and character from their parents and family, which is very familiar and pleasant to feel in the game.

But no matter how good the offspring are, in terms of style and presentation they are inferior to the other 4 newcomers in the series: Divora - half-human - ninja, half-mutant, possessing the properties and skills of an insect. Ferra and Torr are a “sweet couple”, as well as the bloody deity Kotal Kahn, made in the style of Aztec culture and deity. I would especially like to highlight the daring and silent Erron Black, a cowboy in a big hat who skillfully wields pistols and beautiful combinations of blows.

The very dynamics of battles in MK X have become faster and more dynamic. This is especially noticeable with new characters, but the old cohort also does not herd those behind. Smoother animation, unlike the previous part, together with the updated picture, has a pleasant effect on the visual and dynamic combat system. Only the too dark style of the game leaves a slight aftertaste.

At the levels there are many interactive objects that do not interfere, but, on the contrary, in most cases only help, for example, when pinned in a corner, you can push off the wall or hit the enemy with a stick, thereby gaining more time or moving to a more convenient position for fighting .

The multiplayer game has also grown considerably. The variety of 24 combat characters, and the ability to choose one of three fighting styles for each hero, which is one of the main features of the top ten, puts opponents in a difficult position: you won’t be able to play for the same fighter until the end, you need to skillfully level out many heroes, which has a great effect on both the presentation of the setting and the balance of the game as a whole.

Mortal Kombat, released in 2011, created a real sensation and made fans of violent fighting games scream like little girls at a Bieber concert. Years go by, but the reaction to MK is still the same.

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A little boy of about 12 is quickly hurrying somewhere. In his hands he holds a tattered green checkered notebook, the cover of which is pasted over with images of multi-colored ninjas and covered with the same letters: “MK”. Turning into an inconspicuous courtyard, the boy almost stumbles and runs into the second entrance of a nine-story building and, standing on tiptoe, rings the bell at one of the apartments. The door is immediately opened by his disheveled peer and excitedly says: “Did you get a notebook with combos and fatalities?!” - “And then! Only now I’ve been without breakfast for almost a week and I had to give away almost fifty of the Turbo inserts.” Two minutes later, having previously purged the cartridge and the console, the boys sat down to play. Until mom came, of course. Almost everyone has such a story.

It’s so many things at once: a good game, Finish Him etched into the memory, brutal finishing moves, skipped classes, shabby Sega, broken cartridges, get-togethers with friends and agonizing waits for your turn in a smoky gaming club. A synonym for the word "fighting game". This is a game with which only the warmest memories from the past are associated. There will be no exception (namely X, not ten). Even if the game is not always friendly to beginners and it is not immediately clear why your long-suffering carcass is kicked around the arenas without even letting you fall to the ground, it is very kind to those who have taken the time and nerve cells to master it properly.

Those who are familiar with the ninth part and will be painfully familiar: a two-dimensional arena in which three-dimensional fighters beat each other, perform stylish moves and special attacks, break each other’s bones, set fire to each other, freeze each other, and so on. Any difficulties and misunderstanding of the basics of the gameplay will quickly fade into the background after reading the detailed instructions for each fighter, which can be viewed on the pause screen.


The game's plot spans 25 years and takes place immediately after the events of . Before the carcass of the deceased Shao Kahn had time to cool down, the division of his property began in the outside world, which quickly escalated into a brutal civil war, the consequences of which began to be felt by the inhabitants of the Earth Kingdom. As if this were not enough, the henchmen of another powerful villain, the fallen god Shinnok, are trying to free their master. That's the whole mess.

From the very announcement, the script was positioned as a very strong point of the project, but, as is usually the case, everything turned out completely differently. The narrative constantly jumps between worlds and characters, and you simply don’t have time to grasp the thread of events. Short memories of the heroes about past battles that the player has to play out quickly replace each other like pictures in a kaleidoscope, literally leaving no room for any intrigue. Although it is not necessary, because we did not come here to chew snot.


As in the previous one, dialogues between the characters quickly turn into a bloody fight. “We just want to talk” - “No!” - Fight. “Are you following me?!” - “Yes!” - Fight. “You better mind your own business!” - “What then?” - Fight. And further in the same vein. Sometimes what happens is reminiscent of a showdown between drunks in a pub, and from the heroes you expect: “You don’t respect me, or what, hat?!”

To add some variety to the seemingly endless chatter of the characters and force players to hold the controllers tighter, interactive videos are designed, which at any moment may require pressing one or another button in order to seize the initiative in time in the upcoming battle, give a tasty slap in the face or simply shut up the opponent. Well, if you prefer to watch the heroes sharpen their swords, then you can simply skip the mess by paying a special token, which can be purchased in the Crypt (something like a local store).


It's sad, but there are huge holes in the storyline that the writers didn't bother to fill with anything. The relationships of some characters do not develop in any way, although at times there are plenty of prerequisites for this; The civil war raging in Outworld could use some detail, especially since it takes up the lion's share of the entire scenario.

I got the impression that the writers just had a lot of interesting ideas and, in an attempt to cram them all into one game, they stupidly took a fragment from each. Only they made a mistake with the choice of fragments, so the canvas sewn together turned out to be a little repulsive.

It's funny, but even though the storyline spans 25 years, the game is shorter in length than its predecessor. On the other hand, the game does not seem drawn out.


There are a total of 24 characters in the game, not including the quartet included in the Kombat Pack. This is slightly less than what it was in, but each fighter can choose one of three fighting styles before the fight, each of which is distinguished by available techniques and abilities. Thus, one of the styles of Erron Black (a new character, a stylish cowboy mercenary) allows him to use a captured Tarkatan blade in battle, which he can stick into the sternum of his opponent, leaving him to bleed and lose health. Or the blind warrior Kenshi, who can enlist the help of the spirits contained in his sword.

You are unlikely to be able to master all the fighters perfectly, even with all the styles. We recommend focusing on several characters, or choosing one fighting style for each. All the same, the outcome of the battle depends on the straightness of the player’s hands.

In addition to the old participants in the mortal battle, there are also many newcomers who clearly borrowed abilities from the heroes. The archer Kung Jin looks a lot like Green Arrow, and the jock with the dwarf Ferra and Torr look like a local variation of Bane.

However, the new characters not only look unique. The same Kung Jin and Erron Black require some getting used to due to their ranged attacks, but if you master their powerful combos, these characters may well become your favorites. Casey Cage successfully combines the strengths of her parents, and her hilarious lines can easily be taken apart as quotes.


Once you decide on your favorite character and fighting style, you're on your way to online battles. Here it is immediately clear how much work was done on each character. Each connection is carried out extremely smoothly, and most of the special abilities have been slightly reworked. Scorpion's spear was made a little slower, as was Sub-Zero's ice ball, but only so that their constant use in online battles was not only unfair, but also not very effective.

Those who have tried to play online will confirm that the dominance of all sorts of clowns who love to repeat the same techniques over and over again is wildly annoying. The same tackle from Reptile can lead to shaking and a twitching eye.

The already bloody fatalities have become even tougher and much more varied. The explosion of positive emotions from victory can be even stronger if in the end your opponent turns into bloody mincemeat. Ermak first breaks all the bones in the body and then pulls out the insides through his mouth, Sub-Zero breaks the spine and then tears the body of his enemy in half, Casey knocks out the lower jaw and takes a selfie with the dead enemy, which he immediately posts on a social network. One can only envy the developers' imagination.


Brutality has also been returned, only now these are not combinations that are repeated over and over again, ultimately tearing the enemy’s body to shreds, but unique finishing moves, the implementation of which requires certain conditions. No matter how difficult the requirements for brutalities are, they are worth it, because some of them look even more spectacular than fatalities.

Those familiar with will also recognize the modified Trial Towers, which have now become three Living Towers. They are constantly rebuilding and offering new challenges almost every hour. And the Crypt was turned into a separate first-person adventure, on which you can spend a lot of time visiting all its corners and overcoming all the obstacles that arise.

Although Mortal Kombat X didn't create the same sensation as Mortal Kombat 2011, the game is better than its predecessor in almost every way except the story. I want to find fault with her, but I can’t. Although no, the network code is a little lame.