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Mk 11 switch review
Mk 11 switch review










mk 11 switch review

RoboCop is easily the most prolific, but he also ends up being the most divisive. Mortal Kombat 11: Aftermath doesn’t really add anything worthwhile in terms of story, but it does hint at where the inevitable twelfth instalment could go when that unannounced sequel eventually tests its might.Īs with previous DLC packs, Mortal Kombat 11: Aftermath also introduces three new characters to an already over-stuffed roster: RoboCop, Fujin and Sheeva. He gets some of the best fight scenes in the entire expansion, and you can tell he’s having a ball hamming it up as the dark sorcerer who can’t help himself when it comes to betraying his closest allies.

mk 11 switch review

It’s quite a predictable story, but none of that really matters as Cary-Hiroyuki Tagawa’s Shang Tsung takes centre stage and gleefully steals every scene he’s in. We’ll try to avoid spoiling the major beats of the main story mode (just in case you haven’t played or finished it yet), but the gist involves an uneasy alliance of warriors coming together to revisit the past in order to reforge history.Ĭaptured on Nintendo Switch (Handheld/Undocked) Thankfully, Mortal Kombat 11 sports one of the most enjoyable story modes to ever grace the genre – one that explores the entire history of the series, building to a brilliantly over-the-top finale – so with Aftermath we get to find out what happens next. Narrative expansions are nothing new if you’re an open-world explorer or an experienced RPG player, but for fighting games? This is largely uncharted territory. Now the Chicago-based developer has raised its own bar yet again, delivering not just a raft of DLC characters but a full-on expansion in the form of Mortal Kombat 11: Aftermath. The alternate fighting styles of X fed into the impressive facial animation of Injustice 2, with that second round of DC super-fighting leaving its mark on the customisation depth of last year’s Mortal Kombat 11. Sounds are nicely mirrored through controller vibration so should you find yourself in a situation like the one above with D’vorah getting her face cut in half, the sounds of death and defeat will rumble in your hands.Īll in all, while the subtitles could stand to be much better, MK11 is still an accessible game because it’s a fighting game, not a story-centric game, and bad subtitles are really only an issue when playing in story-mode.Ever since the launch of Mortal Kombat X in 2015, NetherRealm Studios’ output has continued to soar in quality. The pre-fight trash talking subtitles suffer from the same problems but they are displayed on a black background so if you’re sitting close enough to the screen, you can read them! And the cutscenes, unless the speaker is shown solo on the screen, are impossible to follow for deaf players because there’s no indication of who’s speaking. The size is fine for folks with great vision but size options are badly needed here. Given that there are no speaker labels and no size options, the subtitles aren’t great. No size options to be found and no speaker label toggle. Unfortunately, that’s all there is in the way of subtitle options. You’ve got your usual individual volume sliders and the option to select your audio experience based on your speaker setup.Īnd you’ve got the option to turn subtitles on or off (they’re off by default) and select the subtitle language. When playing online, chat is accessible to deaf/hoh players! Thanks, CVAA! There is a text to speech option as well as a speech to text option.

mk 11 switch review

How does MK11 do with deaf/hard of hearing accessibility? Much better than I do at playing it! Though it could be better. I am bad at fighting games, always have been, and that’s not going to change, so I’ll embrace it and play on very easy. Sometimes I’ll accidentally hit the triangle button and something neat happens but I don’t count on ever being able to have the same accident twice. And so, X, square, circle, and the d-pad is it. I’m proud to tell you that this is still the approach that I take in MK11, not because button choices for moves are limited but because the sheer amount of button combos required is not something I will ever remember. The last time I played a Mortal Kombat game was 1993 on my Sega Genesis when there were three face buttons and the d-pad to control all the moves your fighters could do. Review copy provided courtesy of WB Games












Mk 11 switch review