Finally had an opportunity to sink my incisors into this one last evening and walked away very impressed. Here are some bullet points:
- Excellent visual presentation with a brisk frame rate and an aesthetic that perfectly emulates the look and feel of the first four MK games while infusing that art style with a contemporary graphical sheen. The animation is top notch and the transitions between techniques, while not quite as smooth as something like SF, nonetheless remains far more fluid than any previous MK title.
- The game is actually dripping with minutia and detail which runs into sharp contrast with previous MK games that employed a minimalist style in many facets of their execution.
- Despite the large roster, each character feels entirely unique, replete with not only the requisite special techniques but also stances, styles and individual strikes and combos that imbue each fighter with their own respective identity and IQ.
- MK9 is easily one of the most violent games thus far released. Even when taking the entire historical context of the franchise into account, this game is ultra-violent and unapologetically graphic. Watching Stryker taze Sonya and then blow off the top of her head with a Desert Eagle is nasty enough; seeing her lifeless husk collapse to the ground as her tongue flaps in the remnant of her jaw is gore porn that is somehow simultaneously depraved and giddily amusing.
- X-Rays seem a bit overpowered and are easy to perform but conversely they also seem easy to block. Like many, I am not a huge fan of the desperation mechanic that has become a staple of the genre but the X-Ray moves are viscerally satisfying and offer a prolific violence that matches the endgame
fatalities.
- The physical damage the characters suffer as blows are exchanged is among the best seen in a fighting game. While superficial in terms of the effect on the fighters, the damage engine is extensive and sells the notion of a fight to the death where even the victor may look to be suffering from severe trauma.
- The amount of one-player content is staggering and shames just about every other fighting game released this generation in regards to ancillary content and modes. MK9 is practically overflowing with all manner of modes, challenges, and variations, along with a tutorial and the ability to practice everything from combos to specific character fatalities. The Krypt also makes a welcome (and violently amusing) return.
Ultimately, MK9 feels like a genuine labor of love combined with the developer's stated purpose to create a fighter that can be played at competitive levels without being broken and abused via an endless loop of infinities and exploits. If Boon and his staff keep their promise about consistent updates and necessary tweaks as the community deconstructs this game, MK9 could very well end up being one of the best fighters of this gen.
Grammaton-Cleric
great breakdown of the game.
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