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#where goro can explore his weird little room
muzzleroars · 2 years
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[persona 5] [supercomputer au]
supercomputer akira but he got into dancing in starlight
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gavalaa · 5 years
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>> Back on my AU bullshit today we have my take on Shadow Akechi (which, newsflash, isn’t a very creative take hjfh)
>> I’ll be describing pretty much everything under the cut as to save space and not clog up your dash or explore :)
>> And fair warning, there are spoilers to Persona 5 under the cut. IDK why I have to say this since the games been out for like 3 years, but people ask me to warn spoilers anyways SO
Also warning, it’s pretty much me trying to make Akechi Good so if you aren’t an Akechi fan I would just keep scrolling fjhdsjfh
>> SO BAsically we all know he was planned to have a castle-palace so I played off that idea and scrounged up a page of doodles. I modelled his palace off of Buckingham Palace so I’ve been calling it Akechi’s Palace since there’s already a Castle in the canon game.
>> The shadows are designed off the Queen’s Guard and have blindfolds instead of masks, which plays into Akechi’s Justice Arcana. There would probably be like 2-3 types of shadows, including guard, maids inside the castle, and butlers.
>> The palace is in the middle of a large city which is covered in TV screens and media outlets, all of which would be playing recordings of his TV appearances. The palace itself is surrounded by a tall, sharp, and possibly electric fence which keeps out the general public, which Akechi sees as faceless figures. There are large crowds of people surrounding the palace at all points of the infiltration and are mostly comprised of interviewers, press, and media hosts and fans. (The palace would be post-Okumura when Akechi regains support.) The fence which surrounds the palace is large and creates a large empty space which would insinuate that Akechi feels isolated despite the attention he receives.
>> I had a lot of trouble coming up with keywords for Akechi, but I said “eff it” and came up with some bullshit. The first keyword is obviously his name, Goro Akechi. His distortion plays off his ‘special complex’ and would most likely have something to do with ‘remarkability’ or ‘uniqueness’ or something which would put him in control- something that would also foil off of his canon dialogue before his fate at the end of his confidant. The last word, being the place of the distortion, is Akechi himself. There is no one specific place I feel Akechi would see distortion, except within himself. In Futaba’s case, she was trapped in her room, however, Akechi gets out A LOT. I think he’d see any problems he had and whatever complexes he burdened within himself, and consider them completely self-contained. If it weren’t himself, it would be a concept like the media or press instead.
>> Akechi, the main man himself, is regarded as ‘Prince Akechi’ in his palace and has a very pleasant and almost snarky/childish demeanour upon first contact in the game. He welcomes the thieves into his court and is surprised to find anyone visiting him, and attempts to make small talk with them. Even in his most raw and honest state of being, Akechi is still very two-faced and is naturally a people-pleaser during the first phase of his palace. When you eventually tell him your intentions to steal his treasure, he ushers the thieves by saying “By all means, Thieves, you may certainly try.” 
He’s very charismatic, as you’d expect from Akechi, and scarily accurate to the real deal, however when you reach the second phase of his palace he becomes very cold, distant, and vulgar.
>> The palace would begin like any other, and your main infiltration point would be from a side room/kitchen in the back of the palace. You’d run through a good portion of it and see a lot of his distortion when it comes to the media, and how he sees it all wrapped under his finger and submitted to him. You’ll see how he sees the people of Japan who blindly followed the Thieves and his own words, and how little he thinks of people in general, like serfs or plebians. A very prideful display, and how his ego is fueled by the stupidity of the public. It would also insinuate all of the faked investigations that he undertook during pre-game instances.
However, once you reach a certain part of the Palace, you would begin to see a shift due to his two-faced nature. More information regarding his mother, father, and his situation become apparent as you travel further into the heart of his palace. His guilts, regrets, and his chaotic nature would be revealed as you come across his cognitive memories of what happened in his childhood. 
This part of the palace would be presided with Loki, and would very much represent all of his anxieties, guilt, and regressions as a person. (I have headcanonned for the longest time that Loki is more or less a manifestation of his anxieties and hatred and therefore only amplifies that- while Robin Hood is a manifestation of his ego and his guilt and only serves to amplify that.) This section of his palace would showcase everything.
Everything beyond this point would be treated in hushed whispers within the whole ‘prince/palace’ theme, like some sort of scandal (think like, gossiping court and such. very European drama) and it might even touch on the Prince being a bastard, and how Akechi sees even those close to him in operation will eventually turn on him, including the Thieves themselves. 
Yes, that’s right boys, there are cognitive versions of the thieves in this palace. The cognitive people who are shown to be within the Palace are people Akechi considers to be his own confidants in his own operations, including Sae, the SUI director, Shido, etc. you get the idea. He considers the Thieves to also be apart of this ring, and they are rather close to his heart/treasure, which could play off of what Morgana references in the final rank of the Justice Arcana. The thieves in his cognition, however, are ready to turn on him at any moment and are prepared to overthrow him in all manners of the idea. He doesn’t trust anyone, basically.
So yall probably wondering what the treasure is, since it’s a palace. Well boy howdy, do I have news for you!!! Because I’m like that I decided it would be interesting if Akechi posed a challenge in a different type of way-- in that he doesn’t have a treasure. 
The treasure is a physical manifestation of what first caused the distortion, however, I think that what caused Akechi’s drastic distortion isn’t something physical at all. I know he’s always been a little... not great... however, I think what really pushed him over the edge was his awakening to a persona. Due to that, I don’t think it would be as easy for them to just go in and out with stealing his treasure. I think that in this case, they’d truly have to steal his heart in more than one way.
Should the calling card be sent, Akechi is aware that the Phantom Thieves have infiltrated and cleared his palace, and therefore his own heart and mind should be aware of the fact that they are going to attempt to steal the ‘treasure’ however, this wouldn’t make a treasure appear, but make his Shadow more aware and conscience to the events.
They’d have to not only defeat his shadow but then furthermore convince it to change its own heart. They would have to essentially take all that they’ve learned from the palace and attempt to convince Akechi otherwise, i.e. (you can tell I’m an Akechi sympathiser and want him to be happy with friends and a good ending) by trying to get him to understand that he’s not alone and other things like that. 
The boss battle would be a little different and would initiate after a conversation where you have the opportunity to talk to him and try to reason with him, and Shadow Akechi would wield some sort of Robin Hood-esque persona/become something similar. Once you beat his first phase, you have another conversation with him before he lashes out, parallel to his boss battle in canon, and that's when the le epic sad times second phase begins when he transforms into a form far more befitting to his Loki/Chaotic side. After the defeat of his second form, you have the final conversation with him. If you were to say all the right things (like the godforsaken persona 4 ending dfjhdj) He would come to a resolve and believe you and the other thieves, and go back to Akechi, which would enact the change of heart, but in the event that you don’t say the right things, he will succumb to the guilt and regression of the second half of his palace/loki and Akechi will remain in the same toxic cycle he goes through in canon, or even has a psychotic breakdown or something similar to.
The palace would occur post-Sae, but pre-Shido, and should you successfully convince him and change his heart, he will lose his Loki persona and POssibly even Robin Hood in favour of an awakened form, and he could rejoin the team under better pretence. Should you not change his heart, he will either have a psychotic breakdown, or he will wait for you in Shido’s palace to confront you on it and attack you like in canon. (Idk, it’s honestly up for debate what happens if you don’t succeed with changing his heart) The end result would be Akechi sacrificing himself as per usual should the latter happen.
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I don’t really know!!! But I like the idea and I’ll definitely build on it for fun and continue to draw for it. I’m sorry for any grammar mistakes or weird stuff, I’m disassociating at 2am and losing my last brain cell, so I hope you can make sense of my weird AU drabble that isn’t entirely realistic or good!
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burnouts3s3 · 6 years
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Fist of the North Star: Lost Paradise, a review
(Disclaimer: The following is a non-profit unprofessional blog post written by an unprofessional blog poster. All purported facts and statement are little more than the subjective, biased opinion of said blog poster. In other words, don’t take anything I say too seriously. Just the facts 'Cause you're in a Hurry! Publisher: Sega Developer: Sega CS1 Manufacturer’s Suggested Retail Price (MSRP): 59.99 USD How much I paid: 59.99 USD Rated: M for Blood and Gore, Intense Violence, Strong Language, Suggestive Themes How long I played: 12 Hours to complete the story mode (while watching the cutscenes) on Easy Mode. Microtransactions: An alternate Skin that is free if downloaded between October 2nd through October 16th. Pre-order bonus of 6 Destiny Talismans, equipable items that boost stats or other effects, all which are earnable in-game. Dual Audio: Yes. Both the Japanese and English Audio is available. English Cast: Robbie Daymond as Kenshiro, Sarah Williams as Yuria, Greg Chun as Shin, Allegra Clark as Xsana, Imari Williams as Jagre, Kirk Thornton as Toki, Kyle Hebert as Rihaku and Patrick Seitz as Raoh. What I played on: A Regular PS4, not a PS4 Pro Performance Issues: For the most part, Fist of the North Star runs very smoothly, with little to no hiccups that’s beautiful even to look at, even on a regular PS4. One instance of a game pausing for a brief moment before transitioning to a quicktime event. My Personal Biases: I only recently got into Fist of the North Star and have to say I quite enjoy following Kenshiro and his many adventures in the wasteland. My Verdict: Get ready to say “ATATATATATATA!” as you kick, punch, slap, and brutally kill any bandit you come across. While the open world element doesn’t offer anything new in terms of revolutionizing the genre, there’s such a plethora of content, mini-games, challenges and sidequests that even after the short campaign is finished, you’ll be busy mixing drinks, playing baseball with steel girders and managing your own nightclub. It maybe a Yakuza game reskinned as a FOTNS game, but that doesn’t mean it’s not a whole lot of fun. Buy it! Fist of the North Star: Lost Paradise, a review
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Sega is at it again. After their successful Yakuza series getting prominence in the West, the same developers decide to do the same thing, but using the Fist of the North Star license. Will they succed the same way they did with Yakuza? Let’s find out in this review of “Fist of the North Star: Lost Paradise”! The story takes place in a post-apocalyptic alternate timeline Earth. After a nuclear war, the oceans have dried up. Kenshiro, a successor of the martial art Hokuto Shinken, was defeated by Shin, who proceeded to kidnap his fiancée, Yuria. Kenshiro thus travels through the wastelands to find his beloved. He eventually hears rumours that a woman called Yuria could be found in the city of Eden - he makes his way to Eden to find Yuria. Newcomers don’t have to worry about being lost as the game takes place in an alternate continuity and explains all the events occurring so they can catch up. So while the series’ iconic villains, such as Shin and Raoh, and familiar faces, such as Bat and Lin, make an appearance, the game’s narrative changes the context of such settings to fit into the world of Fist of the North Star and the new land of Eden. The city of Eden itself might alienate fans of the original show. Eden is a fully working city with services, guards, food and currency. It’s such a departure of one usually expects from Fist of the North Star. But, if you’ll give it a chance, you’ll find yourself loving the city but also invested in its characters. Things actually get less interesting outside of Eden. While the Wasteland is vast and allows for lots of exploration in your buggy, it’s mostly empty save for the occasional group of enemies and item to be found and sold. Occasionally, defeating an enemy will unlock a treasure map, markers that show valuable loot on the map. But most are under a timer so Kenshiro will have to drive fast before it’s lost for good. Combat is the game’s strength. While it doesn’t evolve much between light and heavy attacks, the variety of foes and situations he can use his abilities always surprised me. Just when I thought it would get tedious, Kenshiro finally pulls off a move that has my jaw dropped to the floor. Should a foe be in a staggered position, players can press the circle button to active a quick time event, leading to a cinematic kill. Sometimes Ken punches an enemy 100 times. Sometimes, he uses both thumbs to make the enemy’s head explode. Should Kenshiro use the circle button to ‘channel’ at just the right time, it leads to an instant death of the enemy, causing them to explode into gooey bits! And what Sega open world would be complete without mini-games? Remember that manga chapter where Kenshiro played some arcade games? Or worked as a bartender? Or used his healing ability to treat the sick? Or managed a nightclub and had to deal with troublemakers? That’s right, in this game you get a plethora of sidequests (called ‘substories’) where Ken can earn experience and money by playing mini-games. Working at the hospital activates a rhythm mini-game using timed button presses. Managing the nightclub means having to manage your ‘girls’ put them in the right table and manage their money, the customer type and their energy levels. Of course, if you’re feeling up to something more manly, you can fight off waves of enemies at the colosseum. (My personal favorite is using a large steel girder to play baseball against incoming motorcycle gangs and hitting their bikes away).   Completing story missions, doing substories or playing minigames will earn Experience, causing Ken to level up and gain Destiny Orbs, blank orbs that can be used to progress the game’s skill tree. In the colosseum, he can earn Battle Points and use it to buy Technique, Body or Mind orbs to progress your tree. The skill progression is surprisingly varied, allowing for different branches to explore and can give significant boosts or techniques in combat. Ken soon learns that in the city of Eden, Yuria has locked herself into the sacred chamber, a mysterious room that somehow provides power to all of Eden. But invaders and combatants would soon loot Eden for its resources and Kenshiro finds himself teaming up with the city’s guard to stop the bandits before they destroy everything. The game’s plot is serviceable. Granted, much like the source material, it relies more on coincidence than character action and reaction. (It find it a bit odd that many of the main players just ‘happen’ to know each other) as well as the reliance of weird rules to generate stakes (when you find out why certain plot devices work, you’d have to question the logic of what the architects and engineers were thinking). It’s too bad the game’s main story is all too short and the game attempts to hinder speedrunners by scaling the enemies to ridiculous amounts of levels so that players will have to grind mini-games and coliseum fights or be overpowered. What’s surprising is that the English dub of the game is actually very well acted. Robbie Daymond  (who voiced the English Goro Akechi from Persona 5) manages to capture the cold yet gentle nature of Kenshiro (though I think my favorite will always be Lex Lang in the old dub). At first, I thought Daymond would be too young and high pitched for Kenshiro but he actually delivers at the moments that matter the most. And it’s great to hear voice acting veterans such as Kyle Hebert, Patrick Seitz and Kirk Thornton voicing the NPCs. But praise should be put on Allegra Clark. Bioware fans (what few are remaining) will recognize her as Josephine from Dragon Age: Inquisition and Nakmor Kesh from Mass Effect: Andromeda, but she’s also done some anime work (such as in Jojo’s Bizarre Adventure) and she does a really good job as Xsana, growing a scared girl who doesn’t know what to do to a leader willing to leader her people into prosperity.   THE JAPANESE VOICES ARE AVAILABLE TO THOSE WHO PREFER IT. CAVEAT: Fist of the North Star is by no means a revolution or an innovation to the open world genre. Like Yakuza, it’s a polished, well-made entry that offers a lot to both fans and non-fans alike. A lot of critics are going to say that the open world element feels restrictive or that the level scaling is attempting to make up for the short campaign or that the combat, at times, feels repetitive. While all those criticisms are true, I still had a great time with the game. It’s a game that’s more about style than substance, but I’ll be damned if it doesn’t have one helluva style! Verdict: Buy it!
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tricksheart · 4 years
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Ask my muse extremely personal questions. Does he ever regret becoming a Phantom Thief?
Akira takes a deep breath and thinks about the question. It’s a question that he’s been trying to mull over for several months. But thinking about this is exactly how he actually became a phantom thief. There was the self doubt about saving the woman from Shido. It was those ‘what ifs’ that made him fail to recognize the virus app installed on his phone. Being lost in thought is what guided him to Kamoshida’s palace by mistake, along with Ryuji. Maybe if he wasn’t such a scatterbrain or a hot-headed hero wannabe then none of this would had happen.
But if there wasn’t the opportunity for him, Akira wouldn’t have met Ryuji, Morgana ( even if the damn cat wouldn’t let him stay up past 9 in the evening), and everyone else ( even Goro Akechi to an extent ). He wouldn’t have the strength of bonds or even true friendship. Or find that special someone since he quickly accepted the fact that no one could return his feelings of love. Akira felt the feeling of being swallowed up by the universe, not finding a purpose in life. There’s also the creeping fact that he could had easily ended up on the wrong path and actually have his life ruined beyond repair or redemption. Akira was at one point spiraling out of control with hidden anger and disgust on how society had become so warped. Not being able to do anything. Powerlessness. Despair. The cold hard TRUTH of reality. Many things plagued his mind.That no matter what you do, you can’t help or save them.
Ironically, to him, becoming a phantom thief helped save HIM, him of all people. Did becoming a thief hurt him? Sure it did and it still does. Doing the right thing all the time doesn’t always mean that you still can avoid making huge mistakes and get hated for it. After all, no good deed goes unpunished. Sometimes you got to take risks. If you don’t then nothing will change because you fail to do something about it. Akira had his answer. Deep down he knew becoming a phantom thief was the right choice.
“I’ve had time to think this through and my answer is this. Without a doubt, no. I do not regret becoming a phantom thief”.  
Hobbies
Even before being forcibly relocated to Tokyo, Akira has always been a video game type of person. Not that he didn’t do any types of sports in Sumaru City but it was more comfortable just to chill in his room playing an adventure game ( Legend of Link ) or any type of genre the games had to offer. Ironically, the mystery games were one area Akira didn’t spend too much time into. Sometimes he wishes that he spent more involvement with those ones but that’s in the past.
Actually, it’s the racing games that he’s played that saves him when asked to drive the Morgana bus. But he gets backlashed by his friends for admitting this. Ann downright says ‘seriously’ followed by ‘I guess it’s better than nothing’. Which hurts him a lot because to Akira, those racing games are hella realistic. You can even die or dive off a cliff if you aren’t watching what you are doing. It’s like a simulator or practice for the real thing. He’s better at driving than Makoto who drives like a crazy person or a mom trying to get to fast food place in a hurry for her kids.
Akira also likes stealth/rhythm games that tests your patience. This is a double edge sword because he tends to become impatient as the time moves along. This can be seen while in the dungeons when a shadow takes a long ass time going down the hallway. That majority of all danger situations comes from is Akira’s lack of patience. Those games he plays that make him quite impulsive sometimes.
Music
Akira has a wide range of music taste. Mainly because he doesn’t like to be tied down to just one genre. There are a few that test his patience; like SCREAMO ( Akira wants to at least understand what the words are actually saying. He hates gibberish with a passion) and Opera ( because in his mind, only super high intelligent bad guys have Opera playing at their house/lair ).
He listens to music that moves him on that part of the day. If he’s in a low mood, he listens to some alternative rock or pop ( society teases him because most of these are labeled as being ‘emo’). If he feels calm, he picks a more low-key beat and chorus. Of course, if he’s in Joker mode, he tends to pick songs that are a little more cocky/assertive. Everything involves his mood as he’s very emotional on the inside despite his loner-cat outside.
Akira’s really fond of parody songs. Not only does he think they are very creative and funny but he’s seen how much effort has been put into the lyrics and music videos. That people sat down and put a lot of love and sarcasm into making light of another song. The wanted people to smile and laugh at something so ridiculous that they forgot to be sad, even for a split second. That being said, he’s a big fan of American parody singer/video maker Weird Al. It’s thanks to him that he’s even able to speak a few words in English. 
Assuming Akira doesn’t hang out with somebody or go to Mementos, what is his usual routine when he gets home from school?
THIS WILL HAVE A LOT TO DO WITH MY OWN GAME-PLAY, JUST A FAIR WARNING.
Usually in the afternoon, Akira visits either two places, instead of wandering around aimlessly as he did when he first moved to Tokyo. The arcade because the boy sure does loves the vidya gaimes and button mashing. He’s quite good at the rhythm games like ‘Finished Diva Bland’ ( Project Diva Tone ) and of course the shooter game the ‘King’ taught him how to play. And Akira likes and enjoys being there. Sure it’s noisy but no one really gives him a second look while being focused on playing games. Their eyes are more prone to not give him dirty looks, unlike school where it’s undeniably crushing. He feels safe here.
Akira also goes to the batting cages. Not as frequent as the arcade because using the facility costs more than the games and he’s really frugal on money because of the things he has to purchase for palace and dungeon explorations. Hitting the targets with a metal bat oddly feel quite calming, unlike when Akira’s in the palaces when he’s cutting demons up with his knife. Maybe the loud ‘kawack’ sound when he hits the baseball is so aesthetically pleasing that he stops being so wound up all the time. It’s the case even when in battles that he has to constantly remind himself to calm down. That he’s on edge. Seeing the progress he has made when all five targets are hit really feels satisfying. Plus, the one baseball that goes through the metal roof and into the day’s sky is really hilarious to him. Although, Akira has to apologize profusely when that happens. He doesn’t know his own strength at times.
At night before returning to Leblanc, he visits the local bathhouse down the road. Soaking in the tub is really relaxing for him and once again, he really doesn’t get a lot of looks. Of course, there’s his small tattoo located just in the inside of his hip that gives him a little trouble because tattoos are still frowned upon in Japan, especially the older generation which frequent the bathhouse a lot. But Akira usually just goes look for an opportunity to make sure no one really sees it. Being discreet about it is key. He usually doesn’t stay in the tub too long but the rainy days that he visits makes him more rebellious than on non-rainy days. This results in him either getting his ass kicked from the intense steam and dehydration or him getting really refreshed looking from all of the good minerals found in the water. The boy does need to keep up his handsome features. His debonair charm max stat came from spending a lot of days here. Even though the real objective has been completed, he still can breathe deeply and melt all the stress away. Plus, Morgana actually compliments him and worries that he might catch a cold. Much better than being told to ‘go the fuck to sleep mr. krabs’ any day.  
💗 HAS MY MUSE EVER BEEN IN LOVE?
Going to say no before the whole incident with getting arrested. But a lot of things have changed for Akira during his time spent in the city. After that cutscene with Ann, there’s been a lot of incidents that suggest he going through being in love. I think in the past, Akira didn’t see the point of being in love. Probably thought the idea was stupid as hell. He has been called ‘that punk’ by Sojiro so I can base his attitude on subjects based on that alone. It’s really escalated by the time he meets Haru, being in love that is. The line he shouted during the school festival wasn’t just something he said without meaning behind it. He feels like he’s always loved her even though he only met her a few weeks prior in the Hawaii trip. 
💯 WHAT IS MY MUSE’S IDEAL DATE?
Inviting them to a heist. lol. His ideal date would probably be where is significant other wants to go. If they want to go to a library, away he goes. He’s not picky with the location. It’s the bonds and memories that are more important to him. If the other person is having fun and really enjoying themselves, well, that’s all he really needs. Akira’s pretty adaptable to situations.
❤: does my muse consider themselves a romantic?          
Akira’s emotional range is quite wide so answering that question, is a big yes. But that part of him is kept locked up very well. He’s seen what anger and passion to do the right thing has done to his life so he keeps everything under lock and key. But you can see his emotions fly through the roof when Akira first sees the plane fly over towards Hawaii.
How he’s swept up by intense emotion. You can see in the eyes how much romanticism there is. There’s times where he’s glad that people interrupt him during these moments. To put the mask back on that they will never know just how he feels with overwhelming situations.  
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terryblount · 5 years
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Mortal Kombat 11 – Review
Mortal Kombat is more than a game: it is the closest thing we as gamers have to a counter-culture. It is an I.P. that has consistently laughed in the face of censorship boards by never compromising on giving fans the unfiltered carnage of close combat. This was literally (part of) the reason why there exists an ESRB rating system today.
What’s more, this violence is not just for looks – it is also about skill. The genius of Mortal Kombat’s formula has always lain in demonstrating the player’s fighting ability through how sadistically they can crush their opponent. You don’t just K.O. an opponent in this game; you FINISH THEM!!!
Is it weird to admire the way blood is animated in a game?
I am quite pleased to say that this 27-year-old spirit of Mortal Kombat is alive and well within the eleventh arrival. Let’s not beat around the bush here. This is essentially the perfect fighting game, and players and pros alike will surely regard it as one of the best this series has ever produced. This is because Mortal Kombat 11 manages to include every modern convention that works, while being mindful of the old-school novelties that cemented the I.P. in gaming culture.
Time and time again
In the single-player ‘kampaign’, Earthrealm yet again comes face to face with an apocalyptic threat. The story opens with a now corrupted Raiden (see MK XL) decapitating the elder god Shinnok as a message to anyone who dares to threaten his domain. This was was a most serious error in judgement as Shinnok turns out to be the son of a new character, Kronika – the guardian of time itself.
“But know this–the arc of the universe bends to my will.” – Kronika
Needless to say, Kronika is rather unhappy not just about her son being reduced to the usefulness of a bowling ball, but also due to the balance of good and evil now being uneven. She vows to restore equilibrium in the timeline up to the events of her son’s beheading, but is also aware that Raiden and the Earthrealm gang could present a troublesome thorn in her side in any dimension.
Kronika therefore merges the past and present together, and teleports an army of Netherrealm’s most formidable villains, like Baraka and Shao Kahn, from the past into the present as her insurance policy. As per usual, the player will represent the fight for Earthrealm’s fate from the perspective of Johnny Cage, Kotal Kahn, Kung Lao, and other classic and contemporary characters.
I get that the whole time travel motif has been done to death, but the team at NetherRealm have once again shown their practiced hand for storytelling. They have wisely used the motif of temporal distortion as a McGuffin to re-imagine and bring back some of the franchise’s most beloved figures for the modern gaming climate.
Johnny squared!
This makes for a deeply interesting plot with some exciting and unexpected alliances forming or breaking between characters from different time periods (because their major clashes haven’t happened yet). More than that, Netherrealm sets up the opportunity to introduce characters like Cetrion and Geras who have fighting abilities centred on the manipulation of time.
Overall the story really oozes the kind of cinematic quality that would make Marvel Studios sweat bullets. The combination of excellent graphics, captivating voice acting, and the return of favourite characters will most definitely have new fans engrossed, and old fans spiralling into nostalgia.
In with the old, out with the new
Objectively speaking, Mortal Kombat 11 plays it extremely safe. This game demonstrates the old adage that players are bound to enjoy what lies in their comfort zone, and it is not necessary for sequels to reinvent the wheel. Instead, MK 11 goes for the ‘if it ain’t broke don’t fix it, but make it a whole lot prettier’ approach.
Indeed,  MK 11 plays just as slick and precise as every game Netherrealm has developed thus far. What can be perfected has been tweaked, but a whole slew of small changes collectively add up to an experience that will still feel fresh and engaging to long-time players. Not much is new here, and I am very happy about that.
You get to see quite a lot of Sub Zero’s face in this game.
So aside from the single player campaign, the ‘Klassic Towers’ mode also makes a return in which the player must defeat a sequence of opponents to ascend up the tower. Except for infinite modes, these always end with Kronika as the final boss. Defeating her also gets you a brief cut scene that fills in some story details specific to the character you happen to be playing much like Tekken or Street Fighter.
You will not find the ‘Living Towers’ of the previous installment as Netherrealm has ditched this mode in favour of the ‘Towers of Time’. These differ from Klassic Towers in that opponents get more challenging as you approach the top, and players are also permitted to activate certain modifiers (they unlocked as loot) either for one match, or for the duration of the entire tower.
As an example, you can assign Jade one or two of Cyrax’s cyber webs to fire at her opponent stunning them momentarily. Alternatively, the match might have a vampire modifier in which the player’s health bar drains constantly to the opponent’s, so it is best to finish the match sooner rather than later. These towers can certainly get infamously punishing, but the game drowns you in rewards for completing them.
Lemme smash! This is who you will be playing in the Krypt. Note the three currencies in the bottom of the screen.
The Krypt is back again, of course. This time the event plays out on Shang Tsung’s island (see MK 2011) during which you open chests, smash vases and crush meteorites for some sweet loot and unlockable goodies. The Krypt also adopts a third person perspective now which only makes the act of swinging around Shao Kahn’s colossal hammer at vases and statues all the more gratifying.
Light puzzle solving is also a way of collecting some treasures, and it is clear that the developers really want the player to enjoy exploring for goodies to make your game more interesting. I have always been intrigued and, a little creeped out by this subsection of Mortal Kombat games, so it’s nice to see it return here. It’s really beginning to feel like a crucial component of the experience.
Kompletely Unreal
I have never been shy to express my admiration for the Unreal Engine, but what Netherrealm has achieved on a visual level in this game is outright astounding. Here we have a super modified version of the Unreal Engine 3 no less, throwing around particles and rendering high definition textures like it is trying to put Frostbite and Unity out of business.
Even though certain sections of the game have been mysteriously capped at 30fps (most of which can now be fixed by a mod), this game flows on the PC like butter down a centrefold’s butt cheek. In contrast to Mortal Kombat XL, the vibrant graphical tone of MK11 really throws the bountiful details of the visuals into sharp relief. I feel like the unique cast of characters that has always defined this series finally get the representation they deserve.
Damn this game is beautiful. This allows for particularly dramatic cut scenes.
The environments and fighting arenas have also been given the deluxe visual treatment through dramatic lighting and environmental effects. I found the arenas to have an enigmatic and refreshing feeling to them, and a particular favourite of mine became the decaying Shaolin temple where the corpses of dead monks observe your match. I clearly have issues.
They are noticeably the tightest fighting planes that Netherrealm has implemented within one of their games, but this has the pleasing outcome of somehow making the action feel closer… more immediate. The close-quarter combat also places more importance on finding openings in the opponent’s technique rather than just  flying from one combo to the next.
Combos are still just as important, but it is clear that MK 11 wants shorter, more potent moves to play a bigger role too. This means that the one guy with supersonic thumbs you always get paired with online is less safe than he thinks this time round. You know who you are!
The fatalities and other post-match tomfoolery have, naturally, also been given an obvious graphical upgrade. Seriously, seeing brains being splattered and bones being shattered in this level of realism is not at all for the faint of heart. Be that as it may, I nevertheless have a hard time imagining a more beautiful, albeit visceral fighting game.
The very definition of fighting chance
As I mentioned, the roster of fighters is a mixed bag of old and new characters including the original 7, but like all the other yobs on the internet, I feel like some characters leave a conspicuous absence. Where the hell is Goro!? I also miss, Takashi who had a snappy and responsive feel in his fighting that appealed to my playing style in the previous game.
Perhaps old Goro will get his chance with DLCs, but the roster is still a bit smaller than I would have liked. It is once again too obvious that most of us will be expected to fork out more of our hard earned cash as extra content later down the line. Netherrealm has chosen quality of quantity, but this rather anemic roster just smacks too much of leaving room for microtransactions.
At least Geras more than makes up for my four-armed favourite being conspicuously M.I.A. His time-travelling abilities allow him to execute a punch, blink back in time, and execute another attack before my opponent could even find a moment to move. I also liked the beefy, warlock look he had going on which looks particularly slick during fights. Definitely my favourite new character in this game.
Geras warping back in time behind his opponent. Cannot remember who the other is… uhm was…
It also helps that the developers have really gone the extra mile to give MK 11 a truly comprehensive and helpful tutorial segment. They even included a lesson on frame times and hit advantages – something I usually ignored and left to subconscious strategy until I actually paid attention to it in this game.
Best of all, for the really nasty combos and chained assaults the game will actually demo the move on screen with button prompts. I am embarrassed to admit that some combos in previous games took me upwards of an hour to get right. With this new system, it was ten tries tops. As such, newcomers to Mortal Kombat, and fighting games in general, will undoubtedly feel more welcome than ever before.
On the subject of techniques, MK 11 has swapped out X-ray moves for a new system called ‘Fatal Blows’. Like X-ray attacks, they are once-off, deadly attacks taking you microscopically close to your, or your opponent’s, cracking jaw and rupturing internal organs. Except there is one crucial difference: Fatal Blows can only be activated in the last third of your health.
In other words, if the player has only been maintaining a slight lead with their opponent throughout the fight, the last section becomes indescribably tense. You can no longer rely on short-distance techniques or longer combos to win because if you allow even one opportunity to have a Fatal Blow performed on you, you’re toast.
Let us have the talk
So what exactly is the deal with this grind getting everyone all upset? Well, the manner in which MK 11 deals with in-game currency makes us all want to gather our raincoats for the inevitable microtransaction storm that is surely going to hit soon. At the time of writing, MK 11 has very little to offer in the way of DLC on Steam.
Still, something tells me that this will change soon not just because this is the nature of our industry, but because fighting games are also particularly lucrative opportunities for monetisation. They always have been because it is so satisfying seeing no grey blocks on your roster, or adding some cosmetic personality to your favourite fighter.
This is my only major issue with MK 11 because it feels like there is simply too much being gated off from the player when you start the game. Every time I completed a fight, the game goes through a huge pomp and circumstance to inform me of all the different currencies I just earned. Not that the handouts are even that generous mind you.
You read that correctly. This time there is not just the Koins  used to unlock outfits, fatalities and modifiers for tower modes. Even in the Krypt, you now have to juggle multiple kinds of currency units like hearts and soul fragments if you want all off the riches the hidden content has to offer. Oh, and the Krypt chests are randomised so your friend may find a liquid metal suit for Sonya Blade in the same place you get concept art…
Playing around with some of the unlockable skins and finishing moves.
Even though I have never really cared much about cosmetic items in the games I play, I don’t like the sense of gaminess MK 11 creates with the endless pop-ups eagerly informing me how much I have earned. I am playing because I am having fun, and this just feels like Netherrealm is trying to force me into some scheme inevitably leading to microtransactions.
FINISH IT!!
In case that last section threw you off a bit, I want to state again that Mortal Kombat 11 is essentially fighting game perfection. This game is completely saturated with the kind of creative vision that has been the worked into the design of my favourite fighting games. This game looks great, sounds great and feels great.
If Netherrealm vow never to turn the superfluous currencies online into an evil plot of monetisation, I will not need another fighting game for the next ten years at least. Combined with an excellent story, this will become an essential classic in your Mortal Kombat collection.
Remember to check out our Mortal Kombat 11 performance analysis!
Tight and refined combat
Tutorial section
Story
Excellent visuals and sound
Design of new fighters
Temporal fighting abilities
Somewhat limited roster
Too focused on currencies
          Playtime: About 28 hours total. 10 hours on the single player campaign with much of the remaining time spent online.
Computer Specs: Windows 10 64-bit computer using Nvidia GTX 1070, i5 4690K CPU, 16GB RAM – Played using an Xbox Controller (Thanks to my friend Niel for lending me his!!)
Mortal Kombat 11 – Review published first on https://touchgen.tumblr.com/
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