Mortal Kombat 11 Review – Fatal Attraction

The new big bad in Mortal Kombat is named Kronika, and she’s causing a ruckus by messing with time and rewriting history. Characters are getting erased or colliding with their past selves, while alliances are reverting and new ones are being made–it’s the kind of chaos that’s ripe for conflict. Nothing that happened with Mortal Kombat before really matters anymore; the series is giving itself a clean slate, and not just with the lore in the story. NetherRealm’s multifaceted fighting system has been streamlined, and comprehensive tutorials and practice functions are focussed on making sure no matter where you’re coming from, you’re well-equipped to dive deep into Mortal Kombat 11.

It’s hard not to get excited about the story mode in a NetherRealm game given the studio’s history of crafting involved narratives, and Mortal Kombat 11 unsurprisingly delivers an entertaining and polished blockbuster-style cinematic experience with its tale of Kronika’s time-bending antics. Combat is woven in with a number of cutscenes, though you’ll probably spend more time watching well-choreographed action rather than participating. But the story is a great primer for some of the series’ more popular characters nonetheless, and the joys of Kronika’s time manipulation means that even if you’re a passing fan and aren’t up-to-date with all of the wacky stuff that’s happened in the universe lately, you can still get a kick out of seeing classic versions of familiar faces, who are just as baffled as you about what’s happened to their future selves since.

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Watching the character interactions between young and old selves are a highlight, and with the exception of a somewhat flat Sonya Blade, the solid performances are endearingly sincere with some unexpected moments of introspection. By the time it ended I was eager for more–more of Johnny Cage being embarrassed by his younger self, more of the bromance between Liu Kang and Kung Lao, the sappy dynamic between parents and children. But the story mode hits that perfect balance of being just enough and not overstaying its welcome. The plot conceits are regularly ridiculous, especially when family members and lovers get into fatal tiffs, but it’s a delightfully bombastic and outlandish visual spectacle if nothing else.

Mortal Kombat 11’s eclectic roster includes a solid selection of the series’ iconic fighters, along with some of the great additions from Mortal Kombat X, like gunslinger Erron Black and the grotesque insectoid D’Vorah. Three brand new characters do their best to help the lineup branch out–Geras is an imposing heavy with the ability to rewind and manipulate time, Cetrion is an elder god with flashy elemental projectiles, the Kollector has a wonderfully unsettling and bamboozling six-armed demonic design–and they all add an inspired diversity to the familiar roster of magical ninjas and military hard-asses. Character variations also help to keep things diverse. A returning concept from Mortal Kombat X, each character can select between different sets of special moves that alter their playstyle. You can now customize these loadouts in MK11, but only two predetermined movesets are acceptable for serious competitive play. Even so, it means there are a few things to consider when picking which fighter to use.

Some key changes streamline the mechanics of MK11, resulting in a fighting system that feels more active and aggressive than its predecessors. The special meter system has been simplified, allowing for amplified maneuvers to be used at almost any time–gone is the idea of needing to hold back and save up two or three bars of a meter to perform a particular kind of technique. Separate meters for offensive and defensive techniques, along with rapid recharge rates, mean they can be used more liberally, too. “Fatal Blows” replace MKX’s X-Ray techniques, serving as a last-ditch comeback mechanic that can be activated once per match when your health is nearly depleted, adding a heightened tension when things get down to the wire. Significant block damage discourages you from being overly defensive, while learning the perfect-timing demands of the “flawless block” system is encouraged to mitigate some damage and open up turnabout opportunities. Running and stamina meters have been removed and dash distances feel shorter, honing MK11’s focus on always being within striking distance of your opponent. All of these tweaks mean there is rarely a low moment in a Mortal Kombat 11 fight.

If you’re new to the series, learning all those intricacies of the fighting system, special moves, and combo strings for characters can be intimidating. Fortunately, Mortal Kombat 11 does a lot to help onboard you to almost all of its concepts. Following the good work seen in Injustice 2, Mortal Kombat 11 features a comprehensive series of fantastic practical tutorials, with everything from teaching you basic attacks to more advanced lessons on managing the ebb and flow of a match, strategies on how to change or maintain the dynamic of a fight (like dealing with corners or projectile spam), and how to approach building your own combos. What’s more, there are also a series of tutorials that succinctly break down expert-level concepts, such as one that shows you what frame data is and how it works in clear, visual terms. Not only that, there are lessons on how to interpret that information and use it in a practical scenario–it’ll teach you what makes a move “safe” or “unsafe,” how to create pressure in a fight, and even how to perform frame traps. It’s an impressive resource that doesn’t just give you a better understanding of Mortal Kombat 11’s systems, but a deeper understanding of fighting game mechanics in general–knowledge that you can take to any other title.

Character-specific tutorials exist, too, and are more than just a simple rundown of all available techniques. These helpful lessons focus on the most useful and practical abilities and combos for a particular character and give you suggestions on when to use them, the pros and cons of doing so, and what you could follow up with. Furthermore, the in-game move lists are incredibly comprehensive, providing all sorts of helpful data for each move’s properties, so you can easily discern something like which of your character’s moves has the quickest startup. It’s valuable information and knowledge that NetherRealm has been building upon in its last few games and is presented at its best in MK11. Of course, if you’re the kind of player that couldn’t care less about the advanced stuff and just wants to jump in and see blood spilled, Mortal Kombat 11 can certainly be just as entertaining. Predetermined combo strings, flashy special moves, and humorously over-the-top barbarity means that the game is a joy to watch and participate in, whether the players are just messing around or taking it seriously.

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In addition to the game’s story mode, MK11 sees the return of Klassic Towers, a more straightforward single-player mode where you fight a series of opponents before eventually facing big boss Kronika. But the real meat of the single-player offering is the Towers Of Time, MK11’s version of the limited-time ladders seen in other NetherRealm games, which feature unique modifiers that can affect the playing field, combatants, and mechanics.

When our review-in-progress was first published, the balance of difficulty seen in the Towers Of Time was in such a state that the odds were always stacked against you–negative environmental modifiers only affected you and not your opponent, AI difficulty was relentlessly high, opponents were more robust, and as a result the challenges often felt horribly cruel and unbalanced. The mode’s focus on using “Konsumables,” a variety of limited-use items that you can equip and activate during the fight, did little to even the playing field, and their method of attainment was too dependent on luck to even make them a reliable strategy in the first place. In fact, the drip-feed of rewards you received from completing towers were overall too meager (and random) at the game’s release to justify the amount of effort they demanded.

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One week later, NetherRealm released a major patch (1.03) that acknowledged and adjusted a large number of variables related to the Towers of Time, reducing (and in some cases, eliminating) a number of unbalanced modifiers, normalizing the resilience and difficulty of AI opponents, and increasing the amount of rewards for completing activities across the board. That’s fortunate, because the modifiers in the Towers of Time add genuinely interesting dynamics to MK11’s already enjoyable fighting flow. One tower might pit you against a series of fighters who can poison you if they get a string of hits in, another might place a totem in the middle of the stages that electrocute whoever is standing closest. Other towers might team you up with two or three other online players to take down a particularly hardy “boss” fighter, letting you tag each other in, or perhaps assist the active fighter with Konsumables.

These kinds of challenges are a welcome exercise that push you to consider different ways to approach a MK11 fight, forcing you to, say, become extra defensive or keep a closer eye on your positioning. The variety of Konsumables–which have abilities that range from letting you call in another character to perform an assist attack, rain missiles down from the sky, or simply replenish your health–can give you extra tools to help keep a handle on the situation. But, in my experience after the 1.03 patch, using Konsumables isn’t strictly necessary, so long as you’re playing diligently.

As they stand at the time of writing, the Towers of Time succeed in providing an endless, compelling palette of single-player content to tackle once you’ve completed the story mode. The difficulty curve and number of challenges you need to tackle are reasonable enough that achieving the prizes at the end of a tower, and the end of a whole island of towers, always feels within reach. What was previously a frustrating experience at launch is a compulsive one a week later. Even the demanding boss fight-style challenges only ask you to endure one round before showering you with the payouts on offer. They’re enticing pools of goods, too–the aforementioned Konsumables, character cosmetics, and large denominations of the various currencies needed to open chests in the Krypt, MK11’s third-person quasi-puzzle-adventure mode designed for unlocking even more collectibles.

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The Krypt in Mortal Kombat 11 is a completely reimagined recreation of Shang Tsung’s island, the location of the very first Mortal Kombat game from 1992. Exploring the location, which involves finding items to open up paths to new areas, is an exciting experience in itself–there’s a basic joy in simply taking in the visual splendor of certain locations, especially if you retain any memories of Mortal Kombat’s stages (although it should be noted that the Nintendo Switch version is noticeably less visually splendorous). A mess of treasure chests litter the island, requiring one of three different currencies to open them, but the catch is that aside from chests that require “Hearts,” the rewards you get seem to be completely randomized. Regardless of their asking price, chests have the capacity to furnish you with something exciting, like new costumes or brutality finishers for a specific character, or something as basic as a piece of concept art. It can be a bummer to come away from a Krypt session with nothing of value for your favourite fighter, but it’s at least heartening to know that the game doesn’t have any avenues to let you spend real-world money to open more chests, and that your pool of currencies will continue to grow at a steady, reasonable rate by simply playing the game.

Now, it’s pertinent to mention that Mortal Kombat 11 relies on a persistent online connection to keep track of progression in every single mode. Naturally, being offline means that you can’t access the game’s rotating Towers of Time, but it also means you won’t get rewarded for playing the story mode or tutorials until you reconnect. In most cases, given the ever-connected nature of PCs, PS4s, and Xbox Ones, this aspect should rarely present any major issues, but it certainly can. There was one instance where game servers went down on all platforms, and I lost my progress on a Tower of Time. Losing progress can also be an issue if, for example, you duck out to your console’s dashboard to share a video clip of a close victory, which will suspend your game and disconnect you from its servers. The always-online nature of the game can pose a much larger concern on Nintendo Switch, however, especially if you’re looking to play the game in handheld mode away from a wireless connection. Even if you’re content to simply hang out in practice mode or play a standard tower on the train, you’ll be hounded by network error messages every step of the way.

There are a range of online multiplayer modes, of course, including ranked and casual matchmaking, a king-of-the-hill mode, and forthcoming ranked seasons, as well as private options like lobbies and the ability to use practice mode with a friend. MK11 also features tools that help you have some control over your experience–in casual matches, you have the ability to see your opponent’s win/loss ratio, your estimated chance of success, and information about each player’s internet connection–and the game thankfully allows you to decline a match if you think you’re going to have a bad time. I encountered no major issues with online play during the game’s first week, and found matchups to be fairly even in most cases, meaning fights were often heart-poundingly close. The robust online options make it a worthwhile avenue to pick a fight without the modifiers of the Towers Of Time.

MK11 isn’t just a sequel for series fans and NetherRealm devotees, it’s a gateway into the realm of fighting games for anyone who has a passing interest in watching ruthless warriors beat each other silly. Streamlined mechanics keep the act of fighting furiously exciting no matter what your skill level, and comprehensive tutorials encourage you to dig into the nitty-gritty. There’s a diverse roster of interesting characters and playstyles, and the story mode is an entertaining romp. The randomization of Krypt rewards and the odd issue with the game’s always-online nature can occasionally chip away at your patience, but Mortal Kombat 11 absolutely hits where it matters.

Breaking Down Every Timeline In Avengers: Endgame

So you’ve seen Avengers: Endgame. You now know how the Infinity Saga ends and how it opens the door to a pretty interesting future for the Marvel Cinematic Universe. In fact, if the new Spider-Man: Far From Home trailer is any indication, we’re about to dive head-first into a multiverse.

Still, there’s plenty left to figure out from Endgame. After all, time travel is now a thing in the MCU and the Avengers used it with reckless abandon, creating all kinds of fractured timelines that could become alternate universes. If you had some trouble keeping it all straight, welcome to the party!

To untangle the web of timelines Avengers: Endgame created, GameSpot’s Meg Downey, Chris E. Hayner, and Michael Rougeau decided to map out the plot. With a couple of white boards, some yarn, some tape, and a bunch of photos at their disposal, they did their best to trace every single alternate timeline Endgame creates and speculate how they impact the MCU–past, present, and future. Along the way there were twists, turns, an image of Queen Amidala From Star Wars: Episode I – The Phantom Menace for one reason or another, and plenty of casualties. In the end, though, they might just crack the mystery of Endgame.

For even more deep dives into Avengers: Endgame, make sure to check out GameSpot’s looks at how the characters Black Widow, Captain America, and Iron Man saw their individual stories end–for better or worse.

Anthem Fails To Meet EA’s Expectations, But Company Is Committed To Improving It

BioWare’s new IP Anthem launched in February and, despite a strong sales start in the United States, it failed to meet publisher Electronic Arts’ expectations.

As part of EA’s latest earnings report, EA CEO Andrew Wilson said, “The launch of Anthem did not meet our expectations.” Back in February, just ahead of the game’s release, EA CFO Blake Jorgensen said the publisher expected the game to sell between 5-6 million units by the end of March. He said even more money was expected to come in from sales of Anthem’s microtransaction opportunities.

Today, EA did not provide any specifics about how many units Anthem has sold. Whatever the case, Anthem was not the hit EA and BioWare would have wanted. Despite that, Wilson said it remains “committed” to supporting Anthem’s ongoing live service features over the “long term.”

Wilson said BioWare is aware of the feedback from Anthem players that they want “more depth and variety in the mission modes of the game.”

“The team is now very focused on continued improvements to the game, and will then bring more content updates and in-game events that will enhance and expand the Anthem experience,” he said. “We believe in the team at BioWare, and we also believe in what they set out to achieve with this game–building a new IP and melding genres to reach a new audience.”

Those who are playing Anthem are playing a lot. Together, players have logged more than 150 million hours in the game since launch, Wilson said.

Just last week, Anthem developers said they remain “100 percent committed” to Anthem following the delay of numerous anticipated features. One part of BioWare’s commitment to improving Anthem is through the launch of a new Player Feedback Environment (PFE) server for Anthem’s PC version.

Anthem’s release in February marked the second best first-month sales for any BioWare game in history in the United States, only behind Mass Effect 3. On the earnings call, Jorgensen said Anthem is the “most digital game we have ever launched” in regards to sales. Overall, 49 percent of EA full-game sales across PS4, Xbox One, and PC were digital.

New Spider-Man: Far From Home Clip Explains The MCU’s Multiverse

Yesterday’s Spider-Man: Far From Home trailer raised some interesting questions about the nature of reality within the MCU. Jake Gyllenhaal’s Mysterio is apparently from an alternate Earth, which implied the existence of a multiverse within the shared universe–but considering Mysterio’s comic book history, some fans were skeptical about the legitimacy of his claim.

However, an extended look at a scene from the trailer aired today on the Ellen show, making the concept seem even more plausible. In the scene, Tom Holland’s Peter Parker is formally introduced to Quentin Beck for the first time–though he already knows him as Mysterio–and Beck knows Peter’s heroics, so they’ve definitely already encountered one another before. Nick Fury explains that Beck is from another dimension, which Beck then clarifies. Peter’s earth is “Dimension 616” while Beck himself is from Earth-833.

These numbers are pretty significant. Over in Marvel comics, Earth-616 is the popular shorthand used to describe the “main” Marvel universe where the primary shared continuity exists. The term got its start in the late 1980s as a very literal signifier of an Earth in the multiverse, but has since lost some of that concrete meaning after multiple crossover events have shaped and reshaped the multiverse. Now, rather than explicitly meaning the literal Earth-616, comics fans will use “616” to define any main continuity story in virtually any context. Most of the time it’s literal, but other times it isn’t.

For the comics, all you need to remember is that seeing the numbers “616” means you’re reading or watching a story that is considered part of the primary continuity. Don’t stress the details too much.

In the MCU, things get a little less muddy–this is the first time we’ve really encountered any potential alternate dimensions, so the 616 signifier is both literal and totally specific. If Mysterio is to be believed, every movie in the MCU thus far has taken place on the cinematic Earth-616 from the get go.

Mysterio himself, however, is from Earth-833. In the comics, that particular Earth is the home of a character known as “Spider-UK,” a, well, British version of Spider-Man who served with the Captain Britain Corps, led by the, uh, British equivalent of Captain America.

Why would British Spider-Man drop the “Man” in favor of “UK?” Your guess is as good as ours. Sometimes the differences between different Earths in the multiverse are really, really goofy–like on Earth-999, where Spider-Man is actually a cat (“Spider-Cat”) who fights a pigeon named Venom, or Earth-71912, where all of Marvel’s heroes are Rugrats-style talking babies.

Earth-833 doesn’t have a very long or storied history in the source material–in fact, it was recently destroyed by the machinations of a villain known as Karn, or the Master Weaver, whose goal was to scour the multiverse in search of more Spider-based powers to collect. All of which is to say the MCU could be inventing an entirely new take on the dimension with an entirely new Mysterio. It’s important to keep that in mind. If anything, this is more likely given the way Mysterio tells Peter they could “use someone like him” back on his home world, implying there sadly won’t be a cinematic Spider-UK cameo.

It’s also important to remember: This is all assuming that the entire multiverse isn’t just some incredibly specific grift Mysterio is pulling. Only time will tell.

Spider-Man: Far From Home hits theaters on July 2 and stars Tom Holland, Jake Gyllenhaal, Samuel L. Jackson, Cobie Smulders, Zendaya, and Jacob Batalon.

New Star Wars Movie Release Dates Announced – GS Universe News Update

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Game of Thrones: ‘Last of the Starks’ Ratings Lose to ‘The Long Night’

‘The Last of the Starks,’ the fourth episode of Game of Thrones’ final season, had stellar ratings, but fell short of the previous week’s episode, ‘The Long Night.’

Reported by Variety, ‘The Last of the Starks’ brought in 11.8 million total viewers during its initial broadcast, down from ‘The Long Night,’ which netted 12.02 viewers in its initial broadcast. Ultimately, the most recent episode brought in 17.2 million viewers across HBO and its streaming services on Sunday, just behind ‘The Long Night’ and its 17.8 million viewers.

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Enter for a Chance to Win Wandersong

Welcome to Daily Win, our way of giving back to the IGN community. To thank our awesome audience, we’re giving away a new game each day to one lucky winner. Be sure to check IGN.com every day to enter in each new giveaway.

Today we’re giving away a digital copy of Wandersong for PS4. To enter into this sweepstake, fill out the form below. You must be at least 18 years old and a legal U.S. resident to enter. Today’s sweepstake will end at 11:59 p.m. PDT. Entries entered after this time will not be considered.

Daily Doodle: Today, more new allies appear. They are small and bulbous, and have funnels on their heads. Curious, there are three with our adventurers today.

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Can This Character Redeem The Flash Season 5?

Warning: Full spoilers for the episode below.

It’s still too soon to officially decide whether The Flash: Season 5 is the new low point for the series, but the fact that it’s even in the running after the hugely disappointing Season 4 is bad enough. At the very least, Season 5 is burdened by the series’ absolute worst villain (or pair of villains, technically). Cicada simply isn’t a rich or compelling enough character to bring Season 5 to a proper conclusion. The one saving grace of this penultimate chapter is that she may not have to.

With the finale just a week away, the season should be reaching its dramatic peak right about now. But instead, there was surprisingly little urgency to the conflict in “The Girl With the Red Lightning.” Compared to Season 4, where DeVoe tried to wipe out human intelligence across the globe, Cicada’s plot to poison Central City’s metahumans seems small and trite by comparison. It doesn’t help that it became fodder for yet another round of the same fight scene that’s been playing out all season long – Team Flash confronts Cicada, seems to gain the upper hand and then underestimates their enemy and her handy dagger.

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Detective Pikachu “Full Movie” Leaks Online, But It’s Only Trolling

The full version of Pokemon: Detective Pikachu has leaked online ahead of its premiere this weekend–or so a silly piece of trolling would have you believe. A YouTube account called “Inspector Pikachu” uploaded “POKÉMON Detective Pikachu: Full Picture” today, and it has the bells and whistles like studio logos and such that make it appear to be the Real Deal.

But it’s not. It’s actually a piece of viral marketing for Detective Pikachu. Part of the appeal here is the surprise, so we won’t spoil it for you. Here you go:

Detective Pikachu comes to theatres this Friday, May 10. It stars Ryan Reynolds as the voice of Pikachu, with Justice Smith playing main character Tim Goodman. Bill Nighy, Ken Watanabe, and Kathryn Newton also star in the film that’s directed by Shark Tale’s Rob Letterman.

For more on Detective Pikachu, check out GameSpot’s review and what other critics are saying. You can also check out GameSpot’s interview with Letterman and Smith in which they talk about keeping hardcore Pokemon fans in mind when making the movie.

Read Next: How The Detective Pikachu Movie Makes Pokemon Work In Real Life

Free NES Titles For Switch Online Subscribers Revealed For May

Nintendo has announced the lineup of free NES titles for Nintendo Switch subscribers in May. Paying subscribers to the online service are getting Donkey Kong Jr., Vs. Excitebike, and Clu Clu Land.

These titles will be available for download beginning on May 15. With the new additions, the catalog of NES freebies climbs to 40. The library launched last year with 20, with more titles being added on a monthly basis to expand the appeal of the service. For reference, April’s additions included Punch-Out!!, Super Mario Bros. The Lost Levels, and Star Soldier.

Access to a library of free NES games is one the perks of signing up to Nintendo Switch Online. Other benefits of Nintendo Switch Online is access to cloud saves (for some games) and of course the ability to play titles online to begin with.

A subscription to Nintendo Switch Online costs $4 USD/month or $8 USD for three months. A 12-month membership is available for $20 USD, while a Family Membership for up to eight Nintendo Account members costs $35 USD for a year. New subscribers can sign up with a seven-day free trial.