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Netherrealm's story mode format - is it time to move on?

Starting with MK vs DC in 2008, NRS has been producing a cutscene-fight-cutscene-fight style of story mode. It also looks like this mode will return in MK1 according to the FAQ:



Now I have generally enjoyed them, but after several games (MK vs DC, MK9, INJ1, MKX, INJ2, MK11 and now MK1) and 2 console generations later, I think the format has become incredibly stale. More importantly however, is I don't think the format is conducive to good story telling in the first place. Here are all the issues I have with this kind of cinematic story mode:

1) Too hero focused

The story mode generally follows the perspective of the heroes, with 12 or so chapters where you play as a hero in each chapter. As such, villains or evil-aligned characters have notoriously been given the shaft. Now MK has always had its jobbers, but things are taken to new heights in their story mode, as a character's whole purpose is to show up somewhere, talk a little shit and proceed to get their ass kicked, often several times throughout the story. And that is terrible. The evil characters are arguably more interesting in MK than the good characters so the story mode is doing a massive disservice to them. Would villain-focused chapters help? Personally I don't think it would, which brings me to the 2nd issue.

2) Too fight focused

The story mode is structured in way that requires constant fights. Between the 12 chapters, and 4-5 fights per chapter, it is a struggle to have an interesting plot where 12 characters somehow need to get into ~50 fights. You can tell that the largest driving force in story mode is how to set up the next fight as opposed to tell a good story. That's why you get things like Kung Lao's chapter in MK11, where the "story" is that there are enemies detected in Wu Shi Academy, so he goes there with Liu Kang and fights Scorpion, fights Jade, fights his revenant and finally fights Geras who was stealing vials of life force. But oh no, Kronika shows up and takes the vials anyway! End of chapter. Was this important, did it matter? The answer is no, it was just a contrieved reason for the Kung Lao chapter to have its 4 fights. The funny thing is despite being known for violence, MK's plot is at its best when it's about forming allegiances, deceiving and double-crossing, discovering truths and seeking power. A better story mode format would reflect that.

3) Too focused in a single narrative

Ah, this is probably the biggest issue with the cinematic story mode. The plot tends to be focused on a singular narrative (ex. stopping Kronika), and everyone involved gets swept up into it for the most part. Thus, character sub-plots have slowly died away. There is no room for characters to have their own goals and motivations outside of this overarching plot. One of the coolest things about arcade endings in the old games is when they weren't about (hypothetically) defeating the big bad but instead focused on developing the character. Some of the best plot points and character relationships (Scorpion/Quan Chi/Sub-Zero in MK4, Reptile/Nitara/Cyrax in MKDA, Baraka/Mileena in MKD for example) are only tangentially related to the overall plot if at all. I would go so far as to say I'd prefer a story mode format that prioritized developing individual characters and relationships over advancing an overall plot and I'm not sure the cinematic story mode can achieve that.

Another issue with the single narrative story mode is you end up with a really sparse timeline of events for each character as the story transitions from chapter to chapter, whereas focusing on characters and their subplots you'd get a really dense timeline because things can overlap.

4) Too conclusive

Now it just may be me but I miss the era of speculating which endings are canon. That's barely a thing anymore because the cinematic story mode is seen as the be all end all for all things canon. Story modes need not be this way. The interesting thing with MKD Konquest was despite it being the most in depth story mode to date, even that thing had an open-ended ending and the told you to play arcade mode to find out what happens, thus leaving the door open for speculation.




I think I would prefer a story mode that "sets the stage" so to speak, and the arcade endings are still the primary source of canon for how things ultimately unfold, but that might be an unpopular opinion.

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Overall I'm pretty disappointed that Netherrealm's "genre-defining" Story Mode is apparently returning and I think it's time to move onto something better, something that can better flesh out the world and its characters. The cutscene-gameplay format just does not lend itself well to that. There is that rumour that there is another mode that is yet to be announced. Honestly I would prefer if NRS finally put a nail in this cinematic story mode and put all those resources into a Konquest/Krypt like mode.
 

Rathalos

Play Monster Hunter!
I'm gonna be honest, I hate the Krypt, I hate that it forces me to play the game with a controller.

I'm guessing what ever the new mode they teased is, is probably somewhere in between the Krypt and Konquest, and i'll hate it and complain endless about it.

I made my GF at the time do the Kyrpt for me so I didn't have to be bothered lol.
 

Felipe_Gewehr

Twinktile
I'd love a new konquest mode but I'd also like it to have different playable characters, so I dont know how that would play out. Deception did many things right with its Konquest mode, the most important being that you'd play a tutorial for almost EVERY character in the game and ended up knowing at least the basics and bnbs of everyone, so you'd figure out which characters you actually liked the most. This is the main thing missing in NRS story modes so far for me: you are just thrown a new character for 4 fights without any prior knowledge, so you have to go into practice mode for a few minutes first.
 
I'm personally fine with the current model of Story Mode. I wouldn't mind an action/adventure game, but I'd want that to be it's own thing. Konquest Mode didn't do it for me at all, especially when at the time, Jade Empire did what Mortal Kombat: Deception tried to do, but better. Granted Jade Empire was a full fledged single player RPG, but Konquest was a let-down for me by comparison.
 

Metin

Ermac & Smoke Main
i am always dreaming about having a character based story mode, you know a story mode that explains the origins of the characters in detail. Visiting the important events in their life, having a boss battle with their nemesis. this ongoing one major event and random events in it kinda getting boring because it is like; " oo there is Frost kill her, there is Ermac catch him, there is Mileena shoot her, where is Raiden? speaking with the elder Gods, let's fight until he returns, there is no way to beat Shinnok, green power baby" now it is turned out that we don't even know who is who? in Mortal Kombat 1 and i don't even know that am i interested in story mode or not.
 

Jynks

some heroes are born, some made, some wondrous
I love the MK story mode from MKvsDC and beyond. I hope the new one is the same. The problem with Konquest stype modes is that the style of play is about making your own story... what I want is basically a movie, but we do thr fight sequences... which is what we already have. Also... to fight focused... what?
 

JINNOCIDE

I only show up when a new game's around
For me a mix of the current story system with konquest would be dope.

I don't mind the current story system, I just wish some fights were more logical, not Sonya-fighthing-Johnny-cause-he-wont-stop-talking type of fight :DOGE
 

Sugarwatermixlegit

Bruce Campbell 4 MK!!!
A Konquest would obviously be fantastic, but I’d honestly be satisfied with a story with a ton of choices every chapter that greatly impact the story. With like four or five endings.
 

Jynks

some heroes are born, some made, some wondrous
It would be interesting if they head hunted some of those Teltale devs.. They guys that made Batman and Walking Dead.. They've kinda made a sub genre in adventure gaming.. I just played Star Trek Resurgence and that was dope as well as Life is Strange a wile back and they were dope

Basically the are choose your own adventure films were you take actions and it changes the story.

Something like that were you can influence the story mode might be cool.. Though I know a bunch of dorks would complain that they had to play story mode 15 times to see all the endings and different fights.
 
Street Fighter 6’s World Tour mode is the most fun I’ve had with a story mode in a fighting game. Wonder if something similar could work in a MK game.
 

mrapchem

Noob
I think this analysis of Story Mode is spot-on!!!!!!!

The 4-fight-Character-Chapter Story mode has long run its course for precisely the reasons that you stated - it makes the villains look incredibly weak while stopping actual plot and character development in its tracks because it is so focused on placing each hero in contrived situations that necessitate 4 consecutive fights.

Instead, each story character should be broken down by either its setting or major event. For example, in MK9, the chapters could have been broken down like this:
Chapter 1: The Tournament
Chapter 2: Outworld
Chapter 3: Return of The Kahn
Chapter 4: The Massacre
Chapter 5: The Finale?

In each chapter, you tell the story using the characters that are necessary, whether good or evil, having each side win some fights and lose some fights. Each battle should have some kind of impact on the story, or they shouldn't be there!

Frankly, the player should choose which character they want to play as in each fight, this way Mileena/Ermac/Reptile/Baraka/all the bad guy & gal fans can use their favorites in Story Mode for once!
 

Jynks

some heroes are born, some made, some wondrous
Yea World Tour is pretty much what made me write this. It's not perfect but I'm enjoying it. NRS had every reason to not shake things up before but now they've got some serious competition.
I can't believe people like World Tour in SF6... I mean, sure it is a cheap knock off of Konquest mode in MK, but it is the most grindy, stupid thing ever.

You can not walk 2 meters without a fight, which you can beat all of them with your eyes shut pressing one button... the quests are completely retarded.. like "Oh.. your mate stole my purse, go get it" .. "Obviously I need to fly to Italy and get a purse"... I mean, this is some low level 1988 style rpg quest shit.. on par with "go kill 500 rats" or "deliver this hat to this person".. oh wait.. That is a ACTUAL quest in this stupid mode. Then, if you actually are a person that is interested in the unless junk it unlocks, you need to grind and grind and grind and grind though boring, pointless, trivially easy, and completely identical battles.

Sorry... World Tour is a complete fail... it would be a massive step back for NRS to do this. Maybe by SF12 they will have beefed it up to 1/2 as good as Konquest was and they ... you know.. put a story in it, rather than it be a glorified character select screen.
 
Nice write up. I liked mk9 story despite it being janky for all reasons you stated. After playing Injustice's I was already groaning. I still haven't touched MK11's story mode since I don't care about Frost.
 

OzzFoxx

Hardcore gaming poser.
There is a something coming in this regard. The dev time just doesn’t add up. They took two and a half extra years to build this game, 225% as long as previous titles. They took away character customization which must’ve taken considerable time to add in past games. The roster hasn’t grown. There is no fundamental change to core combat mechanics. They have yet one more game of experience and streamlined directly from an MK game this time. That time went somewhere and I don’t think it’s l COVID, upgrading Unreal or crunch complaints. It could’ve been a cancelled INJ title, but it’s just so much more time. There has to be something big that’s unannounced.

I think it’s a Shaolin Monks style mode. Ed polled interest in it years ago right around the time its development would’ve needed to start. It has huge fan interest and NRS has always shown to be interested in reinvention. Regardless, I think that extra time will show itself in a different mode. I hope I’m right, I’d love it!
 

Felipe_Gewehr

Twinktile
There is a something coming in this regard. The dev time just doesn’t add up. They took two and a half extra years to build this game, 225% as long as previous titles. They took away character customization which must’ve taken considerable time to add in past games. The roster hasn’t grown. There is no fundamental change to core combat mechanics. They have yet one more game of experience and streamlined directly from an MK game this time. That time went somewhere and I don’t think it’s l COVID, upgrading Unreal or crunch complaints. It could’ve been a cancelled INJ title, but it’s just so much more time. There has to be something big that’s unannounced.

I think it’s a Shaolin Monks style mode. Ed polled interest in it years ago right around the time its development would’ve needed to start. It has huge fan interest and NRS has always shown to be interested in reinvention. Regardless, I think that extra time will show itself in a different mode. I hope I’m right, I’d love it!
I quite frankly expect nothing more than the usual NRS cinematic mode + some free-roam krypt-like casino mode that can be cleared in under 1 hour if you have the currencies to open the coffins/graves/whatever. I'd love to be wrong here but I don't think they have anything huge coming. Also, remember when they had this SUPER ULTRA INCREDIBLE NEW ONLINE GAME MODE that would be available after launch? Turns out it was Kombat League. Yeah.
 

molambo

(X ౪ X )
Even tho some other fighting game devs tried to go the same route ist still Unique in term of its Quality.
They might expand it in Terms of Decisions and paths but overall i think its better to stick to this kind of Mode
and extra SP Game Modes like Towers then to go for example Capcoms Sf6 Route with that horrible World Tour Mode.