I don't think 11 was any more focused on the Special Forces characters than any other game besides Special Forces and X. And even the latter gave focus to characters that weren't special forces.The presentation, for sure, especially in the Pre-NRS games.
The 80's/90's Kung-Fu movie aesthetic mixed with a dark atmosphere and creative character designs has always been its biggest draw (for me). The over-the-top violence and the 90's edge layered over a mystical orient backdrop just makes for an amazing setting for a fighting game. Add in some si-fi elements in later games, and it's a perfect blend of everything cool. The neat story, character bios, and plethora of extra modes in the 3D era really expanded upon and solidified the fantasy world of Mortal Kombat too, acting as an adhesive holding everything else together.
I think MKX and MK11 have really dropped the ball in this regard as well with their focus on Special Forces characters.
Definitely more fun for the lowest level of casuals. MKX especially with the 14% uppercuts, 12% grabs, and a dedicated block button, as well as satisfying / intuitive strings and specials going together.MK games typically do a better job of being accessible to newer players. Easy to get into hard to master type of vibes. I also had typed out a long thing about MK games typically having less stringent execution requirements than a lot of other FG’s, but it was getting to be too long of an explanation.
And I think fighting games desperately need that. Because one of the biggest issues fighting games have is the amount of players. As far as I remember, fighting games have some of the lowest numbers out of all the genres of video games, and that’s not even talking about the numbers competitively. I feel like we always get a decent amount of new competitive players with every MK game where they say that this new MK game was there 1st competitive fighting game, which is amazing and is exactly how you build a scene. And I actually think that the games NOT being super legacy driven like games like Injustice or Street Fighter also dramatically help that fact.Definitely more fun for the lowest level of casuals. MKX especially with the 14% uppercuts, 12% grabs, and a dedicated block button, as well as satisfying / intuitive strings and specials going together.
This 100%. For me exactly the same.The presentation, for sure, especially in the Pre-NRS games.
The 80's/90's Kung-Fu movie aesthetic mixed with a dark atmosphere and creative character designs has always been its biggest draw (for me). The over-the-top violence and the 90's edge layered over a mystical orient backdrop just makes for an amazing setting for a fighting game. Add in some si-fi elements in later games, and it's a perfect blend of everything cool. The neat story, character bios, and plethora of extra modes in the 3D era really expanded upon and solidified the fantasy world of Mortal Kombat too, acting as an adhesive holding everything else together.
I think MKX and MK11 have really dropped the ball in this regard as well with their focus on Special Forces characters.
Have to partially disagree, MK has been consistently underwhelming in amount of characters and having character diversity in terms of physical stature in particular and depth."I want to play as that cool ass character" is the number 1 draw of any fighting game and MK does the best job of having characters with cool designs and depth to their backstory.
Cool special moves that are mechanically unique(Scorp's teleport, Ice Ball, Kotal's Sun Ray), iconic or brutal
It's consistently been one of the best fighters to deliver content for two decades. 60$ towards an MK game goes much farther then for the average fighting game.
>>>>
Honorable mention: Projectile trades are cool, helps MK to stand out