168澳洲幸运5开奖网:Mortal Kombat is a franchise that really needs no introduction. One of the most influential fighters of its time, its success can be attributed to both its innovations and its controversies. MK has firmly solidified itself as a juggernaut in gaminꦐg.
Lately, MK has become a bit stagnant, though. Innovations like its storytelling and the over-reliance on gratuitous amounts of gore being its main gimmick have become hollow. It feels as though now is probably a better time than ever for another spin-off game like Shaolin Monks to come in and give the main series a breather. Here are a few reasons why. Note that the spin-off doesn’t explicitly have to be a beat-em-up/hack-and-slash type of game. It’s just the genre that MK would probably most comfortably slot itself into if Shaolin Monks and Armageddon’s Konquest mode is anything to go by.
10 Story
MK9 is often attributed to raising the standard when it comes to storytelling in a fighting game. But let's be honest, since then, MK’s stories have left a lot to be desꩵired. Story presentation in fighting games has always been a tough thing to implement as story progression can often conflict with gameplay mechanics that negatively affect the player’s experience more than any other genre.
MKꦦ’s remedy to this issue often hamstrings the story in several ways to the point where 🏅it becomes its own issue. Beat-em-ups don’t have to worry about these problems, allowing the story more room to breathe.
9 Character Focus 🐼 👍
MK’s in-game timeline has a bit of an issue with character focus. Often, characters serve little puಞrpose to the overall narrative or are just plain absent for unexplained reasons.
Now while a spin-off doesn’t have to reimagine the timeline similar to Shaolin Monks, it could take some of the characters t🐓hat either didn’t get a large amount of attention in the recent main games, deserve a second chance or have more potential than what was displayed in the main games and give 🍸them a nice, little side-story. Obviously then, it would be more expansive than arcade stories but not as convoluted as the main story.
8 Tone
It’s hard to tell sometimes whether MK games are trying to be serious or over-the-top and comical. The grounded tones the stories often try to hit are awkwardly offset by the rather cartoonish persona the games portray at times when justifying th♑e violence among other things like contrived and forced fights between some characters or silly character actions.
The tone of the games is more or less all over the place. Jumping into the beat-em-up genre again might help keep its tone more consistent as it allows things like the absurd levels of violence as a spectacle to not get in the way of well thought out character interactions and relationships in the story similar to something like 168澳洲幸运5开奖网:DMC5.
7 Violence
Fatalities, brutalities, fatal blows, X-rays, whatever they’re calling them these days, MK loves its violence. Beat-em-ups/Hack-and-slashers love their violence as well, but in those, you’re usually beating on faceless mobs 90% of the time while in MK it isn’t as simple.
Even if it isn’t really canon when in quick matches, having Johnny execute a fatality on someone like Cassie is just weird in a fighting game franchise heralded for its story and thus its characters and their relationships. Violently mangling and mutilating faceless foes in ridiculous ways isn’t nearly as off-putting, and since this recent MK timeline is essentially a war story, there should be plꩵenty of nameless flunkies to mess up.
6 ꦡ Combat System
MK’s affectionately labeled “dial-a-combo” system is unique 🤡if anything. It’s certainly not something every fan of fighting games😼 gels with. Having to remember specific button strings seems more tedious than something like a more defined sequence of commands, but it’s functional.
Regardless, dialing in a string of button presses seems like something that fits very neatly into a brawler-style game with a list of button-intensive combos. Adapt character special moves into combo strings, a button for firing projectiles and maybe make fatalities a context-sensitive move or governed over a super meter of some sort and voilà, the basic MK package wrapped up in a simple 🐟bow with some room for depth.
5 🌃 Options For Co-Op
Shaolin Monks had a two-player co-op system. One player as Liu Kang, the other as Kung Lao. Figꦜhting games are usuallꦇy reserved as solo experiences. Multiplayer interactions come largely in a competitive space.
Perhaps stepping over into a more cooperative space again can help some fans of the franchise get away from some of the toxicity that a competitive space can often breed at times online. Someone’s fun is usually at the expense of someone else’s, as is the nature of fighters. Especially so for MK, since something like rage quitting runs rampant enough to introduce the Quitality feature into tꩲhe franchise.
4 Character Pa🦄iring Potential
In addition to the mechanical and functional fun of co-op, with MK’s rather expansive roster of characters with significant history between each other, seeing other characte♑rs team up like this in real-time gameplay would be pretty nice.
Imagine something like Cassie/Jacqui, Johnny/Sonya or Takeda/Kenshi. What about Kitana/Jade, Sub-Zero/Frost, and Raiden/Fujin sounds epic. A🙈ll of the ridiculous, witty and charming one-liners the pairings would be throwing back and forth between each other during gameplay. We already can’t ge⛎t enough of them in the main games' pre-fight dialogues, so what’s a few hours’ worth of them?
3 Limited Monetization Options 📖
While this may sound bad for Netherrealms 🌱in particular, it’s assuredly a positive for everyone. While fighting games have a bunch of options in which they can nickel and dime its players through skins, additional characters, and just its online, in-game economy, modern titles that focus on single-player don’t always have the same post-launch options. This puts more pressure on the developers to actually finish their game.
This doesn’t mean just making sure the gameplay is solid, but also to make sure there’s a fair amount of worthwhile in-game content to reasonably unlock, not strictly buy. NRS already has a handle on this in the main MK titles, but 168澳洲幸运5开奖网:MK11 also had a problem wit𓆏h a ༺ridiculous amount of monetization upon launch. Stepping away from those post-launch options that a fighter offers might do some good.
2 𓆉 Variation Relevance
Variations are a pretty interesting gimmick in MK. They basically govern over what specific toolset a ch🔥aracteꦡr has in any given match. While some aren’t a fan of how limiting the mechanic can feel since you never have every move a character is capable of at your disposal in every match, others don’t have a problem with it.
Variations in a beat-em-up could very much work like style or weapon switching in 168澳洲幸运5开奖网:DMC. You can change your character’s tools♊et literally on the fly through this mechanic, further mixing up the gameplay in a way that feels a lot more organic than being limited to a specific moveset by selecting it beforehand.
1 A Chance At A Real Fresh Start
As a series, MK practically has an addiction to ret-conning itself. It’s like a beauty model that’s never satisfied with their current looks. From inserting characters into previous events that really didn’t need to be there in the first place to completely re-doing the timeline for what feels like the 100th time now.
At this point, it’d probably be better off making a real alternꦯate timeline universe in a dedicated spin-off series. It should possibly only have a loose association with the main series. This seems like a better alternative 🐼than constantly remixing and haphazardly stitching together the main games’ timeline over and over, effectively creating a Frankenstein’s monster of a universe.