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What are your serious opinions about Mortal Kombat X?

LavaG

Representing Gamers Republic GH
I think the 50 50s makes it too easy to open up opponents, I don't really like the fact that you have to guess. This game is great but I'd enjoy an MK9 that was balanced. It would be better if overheads were just 1 hit or had extremely slow start ups . Making your opponent guess wrong is not a skill imo.
 

PANDEMlC

El Psy Congroo
Not a fan of 50/50, not being able to dash freely.

I enjoyed MK9 a lot more.
The run mechanic is far better than the dash blocking of MK9. At least if you want freedom of movement, it's like a more free and versatile dash that can cancel out of strings and normals. It's amazing, makes the game feel so much smoother than clunky MK9. Even from an objective perspective it is better, sure you can not like the speed at which you can close distance but it does everything better and more than the dashing in MK9.
 

Eddy Wang

Skarlet scientist
Game is pretty awesome, i learn a new thing about it every day, and already started to noticed what the bad habits of this game are.
The more time i spend with my characters, the more i see the meta and the possibilities of what their tools were designed for.

Still discovering, and NRS did a wonderfull job, gameplay wise no complaints.
 

Onilordasmodeus

My GT: UncappedWheel82
The game is awesome.

MKX is WAY more footsie oriented than Injustice, and even more so than MK9 as well. I really can't wait for Combo Breaker and for CEO, as the competition is heating up, and more footie based strats and characters are taking center stage. So far in tournament, 50/50's and extreme zoning have been the winning strategies, but I really feel that as people continue to learn how to move, learn correct spacing, start using meter to blow up unsafe strings/attacks, and start putting attacks out there to stop people from running up on them, that the game will just continue to progress up the yomi ladder.

On top of this, I have also just started to see more players starting to use jabs as AA's, besides using meter, or running under opponents, to start/stop pressure, and maximize opportunities.

I feel as though the community is only scratching the surface of high-level play at the moment in this game, so yeah, I think REO is right in saying that the next few years will be interesting (he said legendary).
 

Linkuei82

Live by the sword, Die by the sword
I love this game. I like it more than MK9 and way more than Injustice. I haven't want to stop learning a game in a long time. It's addicting imo.
 

OG Mannimal

OG "OG Mannimal" Mannimal
It's incredibly dull to me. I just can't stay interested in it for more than 45 minutes while playing, and maybe one set while watching tournaments.
 
Mk9 = chess
Mkx = checkers

I really dislike the injustice feeling of the game and the heavy use of 50/50. I hate the wakeups and armor in this game and miss the pressure, dash block and footsies of mk9. Remember those matchs in mk9 were you look at the time and see the timer with 10 seconds left? Doesnt happen on mkx because you or you opponent already died in the first 30 seconds.

Its alright but i think injustice has put a curse on mk.
 

PANDEMlC

El Psy Congroo
Mk9 = chess
Mkx = checkers

I really dislike the injustice feeling of the game and the heavy use of 50/50. I hate the wakeups and armor in this game and miss the pressure, dash block and footsies of mk9. Remember those matchs in mk9 were you look at the time and see the timer with 10 seconds left? Doesnt happen on mkx because you or you opponent already died in the first 30 seconds.

Its alright but i think injustice has put a curse on mk.
I think that has a lot to do with the run mechanic, damage scaling and like you said 50/50s than anything else. Games just a lot more fast paced and with such massive damage and so many ways to open people up it's going much faster. Also it felt like you had breaker a lot more often in MK9, but that might just be a personal bias since I almost never break in MKX. I value stamina and meter too much. Backdashing and meter on Quan are soo good not to have them and when I play Jason meter is the most important thing I have.
 

dribirut

BLAK FELOW
Considerably better than injustice but a little worse than mk9. Scrubby 50-50s are back but at least most are unsafe. Those few that arnt though ruin it for me. Still fun as hell though. Movement mechanics are also eayyyyy Better than injustice.

I had a thought though that would imo make the game have the best movement mechanics out of any fighting game out there.

Bring dash blocking back but make it require stamina meter. Then assign a different run button and keep the new MKX movement mechanics as well. This would be amazing
 

BillStickers

Do not touch me again.
Aesthetics: I'm one of the people who actually looks at the concept art in the Krypt, and I have to say that something got lost in translation from concept art to 3D model, because the concepts for a lot of these characters look totally badass and the resulting renders are quite lackluster. Erron Black, Sonya, and Cage are great examples of that; I would be totally on board with their new designs if their "looks" actually came through in the final version. Erron, for example, had some sick body art and looked a lot more lean and rugged than his generic "GI Joe action figure" look now. On top of that, this game is way too brown. The shaders and particle effects do help a lot, but MK9 was so much brighter and more vibrant than MKX; I definitely miss that.

Gameplay: It's really hard to tell at this point how the game is going to be because so many people are still getting hit by simple mixup strings and getting opened up where they shouldn't be, but I will say that I felt like 50/50s severely crippled the meta development in Injustice and I think they have the potential to do so here. MK9's mixups were both high and low risk with low reward, so there were few characters that truly relied on them.

Roster: probably one of the most boring rosters yet, to be honest. Some characters like D'vorah and Jacqui are nice additions, but others are downright uninspired:

(Source: Mad Max: Beyond Thunderdome, 1985)

Variations: really inconsistent with the amount of work put into some variations, which makes it seem like they went in with the idea full-force and then just kind of lost steam towards the end.

Microtransactions: totally out of place for a $60 AAA title. NRS has gone crazy trying to nickel and dime people with skin packs, easy fatality packs, and krypt unlock DLC (seriously?). It's really disgusting.

Online: Garbage interface, garbage netcode. Total afterthought and a major misstep for a 2015 game imo.

Overall: there is a shitload of content in MKX and you can tell that soooo much work has been put into it, but it really feels incohesive and sort of unpolished. I think I will grow to like it, but I'm still missing the joy that playing MK9 gives me.
 

Euph0nic

Purple Glowy Stuff
There's a massive and unfair disparity between content creation and operating code. NRS absolutely nailed content, this game reminds me of 1999-2000 3D design wars where all studios did was put out stunning 3D effects in the stupidest and most broken games.

If you forgot to make your game work online in 2015 it's complete abject failure. It's fucking embarassing. I'm going back to games i can play with my friends lol.
 

Matador Fiend

Kombatant
I like it alot, but some characters and spec variations would really benefit from a balance patch.

I love the brutalities. The brutalities are always cooler and more hype then the fatals

Roster wise, im not really a fan of the new heroes. The previous heroes kids, dad joke johnny. I think old man kung lao is fuckin awesome though, i never use his alt costumes.

Kotal is cool as hell, definately my favorite new char.

I do think its a little too 50/50 oriented
 

Onilordasmodeus

My GT: UncappedWheel82
Mk9 = chess
Mkx = checkers

I really dislike the injustice feeling of the game and the heavy use of 50/50. I hate the wakeups and armor in this game and miss the pressure, dash block and footsies of mk9. Remember those matchs in mk9 were you look at the time and see the timer with 10 seconds left? Doesnt happen on mkx because you or you opponent already died in the first 30 seconds.

Its alright but i think injustice has put a curse on mk.
Much of this will change as the game continues to progress. As people learn better spacing, wiff punishing, and better learn how to blow up strings with back-dashes and meter, the game will slow down considerably, or in some cases speed up as people get the read and get blown up.

MKX is objectively far more "chess" than MK9 was because of all the options each character is afforded on offense and defense. Case in point, the knockdown / defense game in MKX is deeper than in MK9 just for the fact there are no free wake ups, and as such the neutral game is deeper with the lack of safe dashes, but addition of the run.
 
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C-Sword

Warrior
I'm not even sure if it's better than Killer Instinct gameplay wise, one thing for sure the music isn't
 
I think the game is amazing and am really enjoying it. More than half the cast is tournament viable and I think a lot of characters are being grossly under-explored right now. This is probably the most well balanced fighter NRS has released.
 

Slippin' Jimmy

I call heads!
I think 50/50s are the least intelligent mechanic in fighting games and MKX is rife with them. They devolve the gameplay into coinflipping instead of intelligently conditioning opponents to behave certain ways so they can be opened up. It's not fun to fight against unreactable 11 frame overheads. It appeals to casuals because they don't have to work or think for their damage, but for a player like me I can't help but get extremely salty that it's not their wit and strategy beating me, just their coinflipping. The neutral game in MKX isn't strong enough to counter the abundance of 50/50s.

Framedata is wildly inconsistent between characters and I feel like despite making 3 modern FGs NRS learned nothing. Like another guy said, falls into "party game" category for me.