Mortal Kombat 11: The Kotaku Review

2015’s Mortal Kombat X signaled the beginning of an evolutionary turn for Netherrealm Studios’ storied fighting game series, featuring fresh new characters, a compelling story and the ability to select different fighting styles for every combatant. Mortal Kombat 11 continues this evolution, but not every aspect of the game is moving in the right direction.

Though it taps into the series’ entire 27-year history, Mortal Kombat 11 is the second sequel to Netherrealm Studios’ 2011 retcon/reboot, which was simply titled Mortal Kombat. The 2011 release took Mortal Kombat back to its roots. It got rid of the clumsy 3D fighting the series had become, replacing it with stylish, impactful battles along a 2D plane. It also rolled back the series’ storyline, retelling the events of the first three Mortal Kombat games with a more satisfying and cinematic narrative. Mortal Kombat X picked up 25 years later, introducing new characters like Cassie Cage, the daughter of Johnny Cage and Sonya Blade, and Jacqui Briggs, the daughter of cybernetic special forces member Jax. Older, wiser versions of classic characters fighting side-by-side with the next generation made for an exciting storyline and helped Mortal Kombat X feel like a brand-new direction for the series.

Mortal Kombat 11, out now for the PC, PlayStation 4, Xbox One and Nintendo Switch, builds upon the story and game mechanics established in Mortal Kombat X beautifully, for the most part. The game’s story is even more involved and engaging. The fighting feels more deliberate and calculated. Where Mortal Kombat X featured multiple fighting styles for each character, Mortal Kombat 11 lets players create their own fighting styles, picking and choosing which moves they wish to include. The treasure-filled Krypt returns, and it … well, the Krypt could use some work. We’ll get there.

Test Your Might

Netherrealm Studios makes fighting games that hit hard. Between the ongoing progression of Mortal Kombat and its sister series, the DC superhero-powered Injustice, Netherrealm’s fight games have exquisitely calculated fighting. They have a slower, more methodical combat system than most other fighting games. Players execute fast and brutal moves, but the fight moves at a measured pace. There is time to react, time to ponder how one’s opponent might react to a combo or a blocked attack. There’s time to think, which is ironic given Mortal Kombat’s trademark mindless gory violence. It’s like chess, only the pieces murder each other.

Mortal Kombat 11 continues the trend, adding more ways to outmaneuver foes. There are two new meters in the corner of the screen, defense and offense. The defense meter lets players perform special escapes, like forward and backward getup rolls. The offense meter lets players tweak existing moves, adding more damage or additional hits. Managing and taking advantage of these two new meters can make a huge difference in the outcome of a battle. The new Perfect Block mechanic gives players who time defense perfectly a slightly wider window to counterattack, making tapping the block button more attractive than simply holding it down.

Also new in Mortal Kombat 11 are Fatal Blows, gruesome, blood-drenched attacks each character can perform once per round if their health meter drops below 30 percent. These last-ditch desperation moves do a ton of damage, but they are easily blocked, easy to anticipate, and, since each player can only perform them once in a round, best saved for the clutchiest of clutch moments. They’re also ridiculous, since each involves acts of violence that would kill any normal person. It’s hilarious to watch a character to get stabbed deep in both of their eyes and then recover as if nothing happened. It’s part of the game’s charm.

Mortal Kombat 11 includes many ways for players to put its brutal fighting mechanics to the test. Multiplayer-minded fighters can hop into ranked sets online in preparation for the upcoming “Kombat League” series, which launches a month after the game’s release. Players can create private rooms with custom rulesets, play King of the Hill and even create custom practice matches to hone skills. Local competitors can play against friends however they see fit, including tournaments.

Solo players can head to the Klassic Towers section to take on traditional single-player modes like arcade, survival or the endless gauntlet. It’s also where players can unlock “what if?” endings, to learn what each character might do if they defeated Kronika, the game’s new big bad, and gained her power over time.

The Towers of Time are a series of rotating themed challenges that offer players various rewards for completion, including character outfits, equipment and currency to unlock those things in the game’s Krypt. At launch many players, myself included, are finding some of the Tower of Time challenges ridiculously difficult. Level modifiers like player-seeking death missiles and gouts of super-damaging fire are making completion near impossible, even when players stack consumable buffs on their fighters.

Fortunately, Netherrealm has already tweaked the difficulty of the Towers of Time post-launch. The frequency of player-damaging hazards has been reduced, unblockable hazards have been made blockable, and enemy health has been reduced. In a Kombat Kast stream on Twitch, developers stated an upcoming patch will further lower the difficulty of the towers.

There’s also the story mode, where you can practice having feelings about series’ regulars. It’s excellent.

Test Your Feels

Netherrealm is one of the best storytelling studios in the fighting game business. They craft stories heavy on emotional beats, plot twists and cinematic pageantry. But if someone had told me ten years ago that a Mortal Kombat game would make me cry, even a little bit, I would have stared at them all funny-like.

When a classic character gets a big win, I cheered. When someone dies, outside of the normal, fatality-style dying, I teared up. I gritted my teeth and shouted “FUCK YEAH!” at least once.

Following the events of Mortal Kombat X, Cassie Cage is promoted to commanding officer in the Earth special forces (no nepotism there from General Sonya “Mom” Blade) and leads a mission to take down the fortress of Shinnok, the big bad of the previous game. Though the mission is successful, Earth’s forces are struck a major blow. Then along comes Kronika, goddess of time, who rebuilds Shinnok’s ruined fortress. She’s got a plan to reset the timeline, leaving the Earth’s primary protector, Raiden the thunder god, out of the loop. Using her timey-wimey powers, she pulls heroes and villains from the early days of Mortal Kombat to help put her plan in motion.

Older and younger versions of Mortal Kombat characters interacting with each other is just as charming an idea as it sounds. The plot is filled with outstanding character moments, which I will not spoil here. I wrote more in-depth and slightly more spoilery about the story mode earlier this week, if you want to know more.

The only downside is the story follows the same one or two characters per chapter formula as previous installments. As the story’s 12 chapters unfold, players are bound to be saddled with a character they don’t like or don’t know how to play. Fortunately, Mortal Kombat 11 is a damn fine teacher.

Test Your Learning Ability

Mortal Kombat 11’s tutorial is the best I’ve come across in a fighting game. It covers the basics—attacking, blocking, special moves—as expected. Then it goes further: not just super moves and how to perform complex fatalities without having to purchase “easy fatality” tokens. I’m talking tearing down moves into their component frames and explaining why one move might have a slight advantage over another. How a move that is devastating when it lands can be an excellent opportunity for punishment if blocked.

Mortal Kombat 11 doesn’t just list combos. It explains how players can build them on their own and which moves work together well. Character-specific tutorials don’t just list moves. They demonstrate how the moves are performed, explain the advantages and disadvantages and suggest ways each move can be expanded into a more complex combo.

As I play the game against both computer-controlled combatants and other players, I do more than simply react. I watch what my opponents do and anticipate their response to my actions, using knowledge I gained from the complex tutorial. I still lose a lot, but I’m not losing by nearly as much as I did in previous games. I’ve been well taught.

Test Your Character (Re)Creation Skills

A major, welcome new addition to Mortal Kombat 11 is the ability to create custom variations of the game’s characters. Players select a character, choose a costume and assign three pieces of modifiable gear. My custom Jade is wearing the white and gray “Kamanchaka” skin with the “Daughter of Prince Jobashel” mask, “Kitana’s Favor” razor-rangs and a staff called “Sparkspitter.”

Once dressed, a custom character’s moves are selected. Each character has a series of preset moves, or you can select a number of moves from a list, creating custom combinations.

Putting together a custom fighter is fun. There are a ton of different skins with multiple color variations for each character—Jade has 62 different outfits to unlock. Same goes with equipment. Jade eventually gains access to 30 different masks.

The problem comes in how players access those skins and pieces of equipment, and how that equipment is upgraded. Gear and outfits can be won through tower battles, but most of it is acquired via the Krypt. Mortal Kombat 11’s Krypt is not great.

Test Your Patience

In its early moments, Mortal Kombat 11’s Krypt seems like a vast improvement over earlier incarnations of the series’ treasure-collecting playground. Building on Mortal Kombat X’s version, which was a first-person dungeon-crawling adventure, this latest Krypt is a third-person adventure. Players take on the role of a generic fighter who journeys through classic Mortal Kombat locales, unlocking chests using coins, souls or hearts rewarded through playing in other parts of the game. In a Metroidvania-style twist, players unlock pieces of equipment like wall-smashing hammers or secret-sensing blindfolds as they explore, revealing new paths to travel and treasures to discover.

It would be perfect, if not for the fact that treasure chest rewards are randomized this time around. Instead of being able to look up a map created by other players to find out which chest contains which skin, piece of equipment, concept art, crafting material or enhancement, which was part of the fun of previous Krypts, there are no assurances.

What there are is three different types of currency that must be collected to unlock different chest types—coins, souls and hearts. Coins are pretty easy to come by, regularly rewarded in large amounts for completing towers, daily tasks or just winning matches. Souls and hearts are much harder to get, doled out incredibly sparingly as tower mission or battle rewards. Performing a fatality rewards a player with one heart. A heart chest requires 250 hearts to unlock. That’s a lot of fatalities to unlock one chest.

So while Jade has 62 different costume variations, there’s no easy way to get the one I want. All I can do is grind and hope for the best. Same with equipment. When my three pieces of equipment level up and enhancement slots are unlocked, there’s no knowing if the unlocked slots will match the enhancements I’ve collected. That leads to more grinding. So much grinding.

Much noise is being made about Mortal Kombat 11’s “monetization,” mostly tied to this grind. Monetization isn’t the issue. There is a premium currency, called Time Krystals, which can be purchased with real money or slowly collected through gameplay. There is a premium store with a daily random rotation of three skins, a piece of equipment and an unlockable Brutality, Fatality or other cosmetic item, all of which can be purchased with these Time Krystals.

It’s monetization, but it’s not obnoxious. I cannot use Time Krystals to earn coins or souls or hearts. I can buy one of five things. The issue is the randomness of acquiring items and the grind required means that if a piece I am looking for pops up in that premium store rotation, the impetus to buy it is strong. If treasure chests in the Krypt were static and I decided to grab a piece of gear instead of grinding currency, that would be one thing. But this is different. It’s shitty, and I do not like it.

Reacting to player complaints, developer Netherrealm has a patch planned to increase currency rewards throughout the game. Thank goodness. How am I supposed to build the perfect A.I. character without the right gear?

Test Your Artificial Intelligence

Not only can players create custom characters in Mortal Kombat 11, they can make those custom characters fight using artificial intelligence. It’s essentially the same A.I. character system as was introduced in Injustice 2, only with slight tweaks. I love it.

Each A.I. character has 60 points to spread across five attributes: grappling, rushdown, kombos, reversal, zoning and runaway. How those 60 points are distributed determines how the AI character performs.

A.I. fighters can be used in the game’s A.I. battle mode, in which players set up teams of three defenders, which other players can choose to pit their A.I. attackers against. It’s a neat way to earn rewards while offline or otherwise without direct participation. A.I characters can also be used to tackle select challenges in the Towers of Time or Klassic Towers modes. I set my A.I. Jade against the endless tower, and she tore through 20 opponents before a particularly nasty Kabal took her down.

But the best place to play A.I. characters is via ranked A.I. matches in the game’s online multiplayer menu. Here, two players match up and pit their creations against each other in what amounts to virtual cockfights. It’s ridiculous how entertaining it is to just sit back and cheer while your A.I. buddy does all the work. Even the not fighting in Mortal Kombat 11 is entertaining.

Test Results

Riding the momentum generated by Mortal Kombat X, Mortal Kombat 11 continues to propel the series forward, while still maintaining the over-the-top bloody charm that endeared it to fans over the years. I’d say the series was back and bloodier than ever, but I hardly even notice the gore anymore.

The gore is still there, of course. Fatalities, brutalities, quitalities and so-called “fatal blows” spray the screen with blood and brains and other bits. But they don’t feel as essential to the series as they once did. There’s an exciting story being told. There’s a methodical fighting game engine that’s really come into its own over the past eight years. Mortal Kombat is much more than it once was, and it’s getting better with every game.

Rage-Quitting Is Appropriately Bloody in Mortal Kombat 11

Mortal Kombat wouldn’t be Mortal Kombat without extreme violence, and the look of the game has only gotten more and more gruesome as home consoles have become more powerful. The most recent game in the series, Mortal Kombat 11, kicks things up to, well, 11 in the way it displays bloodshed. Naturally, this brutality also extends to the way the game handles rage-quitters.

Fighting games are frustrating, and matches can sometimes feel futile once you’ve fallen too far behind your opponent. As such, it’s not uncommon for casual players to drop out and find a new opponent instead of sticking around and trying to learn something. But instead of simply explaining that an online opponent has quit the game via text box, Mortal Kombat goes about things in a much more Mortal Kombat way.

Starting with Mortal Kombat X in 2015, players on the other end of a rage-quit got treated to a special animation of their opposing character’s head exploding. This was referred to in-game as a “Quitality,” referencing the franchise’s naming convention for other finishing moves (i.e. Fatality, Babality, Animality, etc.) Mortal Kombat 11, which came out today, goes one step further by making the entire character explode into a fountain of blood, bone, and assorted viscera, as demonstrated by fighting game competitor Leah “gllty” Hayes.

This isn’t the first time the Mortal Kombat series has allowed players to end a match on their own terms. Mortal Kombat: Deception introduced Hara-kiri moves in 2004, which gave each character a unique way to self-destruct, meaning players could essentially quit without giving their opponent the satisfaction of a legitimate victory. These moves haven’t returned to the franchise since then, but Kotal Kahn and the Predator were able to use similar techniques in Mortal Kombat X.


Here’s the thing, though: you really shouldn’t be quitting out of an online match of Mortal Kombat 11 before the fight has concluded. Players who do this are robbing themselves of practice time that might make all the difference when they find themselves on the verge of losing against a future opponent. Winning is great, but there’s always something to learn, even in the most dire circumstances. Plus, even with a sliver of health, you might still be able to turn that match in your favor. Why subject Jax Briggs and Sonya Blade to such a disgusting fate when there’s always the possibility of mounting an exciting comeback?

Ian Walker loves fighting games and loves writing about them even more. You can find him on Twitter at @iantothemax.

People Are Upset About Things That Don’t Actually Happen In Jax’s MK11 Ending

In keeping with series tradition, every character in Mortal Kombat 11 gets a unique ending sequence depicting what would happen if they won. This game’s big baddie is Kronika, a new villain with the power to control time. She’s got serious beef with thunder god and humanity’s pal Raiden, and she plans to do away with him by rebooting the timeline without him, which is very rude. Those who defeat her in the game’s Klassic Towers mode are granted mastery over time itself, free to reshape it as they see fit. Special forces cyborg soldier Jax’s ending, though, has helped spur a review bomb and a flurry of plaintive conversations across the internet. But it seems like people don’t actually know what happens in the ending, so we’re here to clear that up.

Jax uses his “what if?” scenario to go back in time and prevent slavery.

This is exactly the sort of situation I would expect to encounter in one of Mortal Kombat’s non-canon, hypothetical character endings. It’s a gigantic and loaded decision, but come on—this is a game where people punch each other’s heads off. At least four of the game’s characters—including Jax—were killed and reanimated by an evil sorcerer. It’s hard to take that seriously. But some fans seem to be doing just that—and they’re getting some things wrong in the process.

Mortal Kombat 11’s PlayStation 4 Metacritic user score, as of this writing, is at 2.7 out of 10 and falling. Site users are bombarding the game with negative reviews. Many claim the game is pushing an SJW (social justice warrior) agenda, giving female characters a stronger role in the game’s story and giving Jax his particular ending. Some reviewers have gone as far as calling the Jax ending “reverse racism”:

  • “The story and the ending for Jax is frank racism. “Black Power” … but yes, we are all blind and do not see reverse racism. I imagine if White Power would have done, how many accusations would there be against developers in racism. But when racism is on the part of blacks, that’s normal.”
  • “The story was excellent (when It comes to fighting game standards), gameplay is solid. However the game is heavily influenced by political views (that’s one thing that I hate the most when It comes to gaming or movies these days). “


Then there’s this reaction from Reddit:

  • “The guy goes back in time to end slavery of black people, but in MK universe, Shao Khan has been enslaving people of all skin colors for about a thousand years, but Jax only cares about freeing black people?”

All this to say, there’s a lot of buzz about what the ending actually does and doesn’t do, and a lot of misinformation along with it. So let’s talk about what the ending actually does.


“I’m lucky. My family and I lived the American dream. But most people who look like me haven’t had that chance. I owe it to them to put things right, and I’m not waiting centuries for people to get woke,” says Jax. As he speaks, an image of slaves in chains being led to ships dissolves in the sands of time, replaced by an image of two European men respectfully greeting African diplomats.

My immediate reaction to the ending was something along the lines of, “Oh, so we’re flipping a switch and ending racism?” But that’s not the case here. As the cutscene continues, Jax admits he doesn’t get it right the first, second or even third time. He puts in a lot of work. I am imagining him hopping back in time, making a small change, hopping forward, cursing loudly and then hopping back in time again, over and over. There is no mention of “black power.” There is no indication that, as one YouTube video suggests, developer Netherrealm Studios is promoting “white genocide.” There’s no evidence that Jax only stopped the transatlantic slave trade from happening, despite it spurring his decision.


The actual actions Jax took and their implications are hard to envision. But is it really farfetched to imagine a black man—or anyone else, really—given the power to rewrite time would use it to right one of history’s greatest wrongs and course correct a human failing that’s caused so much pain and strife over the centuries?

Maybe going back in time and fixing a few things isn’t the worst idea.

Mortal Kombat 11’s Tutorial Is An Excellent Intro To High-Level Play

Everybody knows how punching and kicking work, but do you know what Frame Advantage is? How about how to perform a Frame Trap? If you get knocked down, do you know which defensive “Getup” moves to use to counter your opponent’s likely follow-up attack? Work your way through Mortal Kombat 11’s exhaustive tutorials and you’ll know all that and more.

I’ve been playing fighting games since there have been fighting games, but never so intensely that I’ve worried about things like how many fractions of a second it takes for my moves to start, deal damage, and recover. These are the sorts of things I imagine professional-level fighting game players worry about on a regular basis. I play against the computer, which is not exactly a challenging opponent. As long as I can string together some basic combos and block half the time, I’m good.

I might be a little better now that I’ve worked my way through Mortal Kombat 11’s vigorous tutorial gauntlet. It starts off simple enough. Movement and attacking. Blocking and throwing. Special moves. Basic combos. These are all things I know, but completing tutorial lessons rewards coins used to unlock treasure chests containing skins, fatalities, and other goodies in the game’s Krypt mode, so I continue.

Next we have advanced offense and defense. Canceling special moves, jump-in attacks, reversals, and more blocking techniques help round a player out. If you’re playing against the computer, these advanced techniques will come in handy. If you’re playing against a human opponent worth their salt, they are doubtlessly using them against you.


Then comes the Frame Data section. This is where it gets really deep, at least from my limited perspective. Here we learn about how moves literally tick. Each move has a beginning, middle and end. The beginning, known as its start-up, is how long an attack takes to execute. The middle is when the move is active and doing damage. The end is recovery, how many frames until the player is free to move again once an attack lands.

The tutorial lays all of this information out in a way that makes complete sense. Now I understand that an attack with a shorter start-up has an advantage over an attack with a longer one. From there I learned about hit advantage, which is how many frames an attacker can land faster than a defender upon execution of a move. Or attacks that are unsafe on block, which is when the defender will recover before the attacker should a move be blocked, giving them a chance to attack back. Now all the data that appears in the game’s pause-menu move list makes sense.


Knowledge of Frame Data leads to the final tier of tutorials. These teach players to build effective combos, utilize advantages when they appear, and apply pressure with blocks and attacks to take control of a match. We also learn about zoning, which is knowing where a specific character’s positional advantages lie and techniques for keeping an opponent at the proper distance.


All of this imparted knowledge culminates in the character-specific tutorials. Players can take each kombatant out for a spin, learning not only their signature moves, but how those moves work and what advantages they give. Check out Sub-Zero’s tutorial below to see what I mean.

Mortal Kombat 11’s tutorials have taught me so much. A lot of it is stuff I should have learned sooner, as a fighting game fan, but the information has never been presented so compellingly. Now I have a stronger working knowledge of how the game works, plus a shit-ton of coins to spend in the Krypt. Go me.

Mortal Kombat 11 Has A Great Story Mode

Thanks to the temporal manipulations of a powerful new foe, past and present versions of iconic heroes and villains collide in Mortal Kombat 11’s story mode. It’s easily the most entertaining tale the series has ever told, and it leaves the future of the franchise open to exciting possibilities.

When we last left our heroes (or as close as people who viciously tear other people apart during fighting tournaments can be to heroes), they had the forces of evil on the run. Mortal Kombat X ended after Cassie Cage, daughter of actor Johnny Cage and special forces general Sonya Blade, had soundly defeated the villainous Shinnok. Thunder god Raiden, in a vicious turn, severed Shinnok’s head and delivered it to his minions, revenant (undead and evil) Liu Kang and Kitana, as a warning of their fate should they ever threaten Earthrealm again. And everyone lived happily ever after.

Only, of course, they didn’t. Mild spoilers ahead.

As Mortal Kombat 11 opens, newly-promoted commanding officer Cassie Cage leads Earthrealm’s special forces on a raid of Shinnok’s Bone Temple, aiming to put an end to the revenant threat once and for all. The mission is a success and the temple is destroyed, but Cassie’s mother, Sonya, winds up sacrificing herself so her squad can escape.

As revenant Liu Kang and Kitana ponder their fate in front of the ruins of their evil lair, a new challenger appears.


She is the goddess Kronika, the Keeper of Time. With a wave of her hand, she rebuilds Shinnok’s temple, demonstrating the vast power at her disposal. Kronika has beef with Raiden, whose constant interference has ruined the balance she seeks to maintain in the universe. Also, Kronika is Shinnok’s mom, and Raiden reducing her son to a powerless yet everliving severed head rubbed her the wrong way. She plans to roll back history and reboot the universe, with a few major changes. The most significant change? No more Raiden.

Kronika’s plot begins with a timequake. Harnessing the power of the sands of time, she merges portions of the past with the present. A sandstorm erupts at special forces HQ, where Cassie, Johnny Cage and Jacqui Briggs are recovering from their tragic mission. From swirling dust emerge younger versions of Johnny, Sonya Blade and Jacqui’s father, Jax. Modern-day Raiden, also present, dissolves into nothingness.


Meanwhile, in Outworld, leader Kotal Kahn is holding an execution, only to have it rudely interrupted by the arrival of a vast number of young Mortal Kombatants. Former Outworld leader Shao Kahn arrives, and he’s not happy about no longer being in power.

Then comes a younger, less brutal version of Raiden, along with living versions of Liu Kang, Kitana, Jade and Kung Lao. According to the Thunder God, the group were in the middle of the tournament from 2011’s Mortal Kombat, with Kung Lao having just defeated the sorcerers Shang Tsung and Quan Chi.


And so the stage is set for one of the most exciting and entertaining Mortal Kombat stories ever. Through 12 chapters, each featuring four or five actual fights, characters from throughout the series’ history are given a chance to shine. Characters that never quite got their due, like Shao Kahn’s “adopted” daughter, Kitana, come into their own in spectacular fashion. The series’ original hero, Liu Kang, gets another shot at heroism.

The voice acting is almost uniformly outstanding. The facial animations are just as good as they were in Netherrealm’s previous game, Injustice 2. Best of all, the writing adds depth and character to individuals who previously came across as nothing more than vessels for attitude and fighting moves.


By far the greatest example of this is the contrast between young Johnny Cage and his older, wiser version. In Mortal Kombat X it was hard to see just how much the young, brash and self-centered Cage had grown. In Mortal Kombat 11 we get to see the two side by side, and it is night and day. Older Cage knows love and loss. He’s a father and a husband.

Younger Johnny is none of that. So when, during a sweet moment during the story, old Johnny looks a young Sonya wistfully, remembering his recently-departed wife, his counterpart comments, “As younger you, I solemnly swear to tap that at my earliest convenience.”


Of course, that leads to a fight, and never before has one guy kicking his own ass felt so satisfying.

Younger Johnny: “Dad always said, ‘hungry people eat lunch, humble people serve it.’”

Older Johnny: “Dad was an asshole, and Hollywood made us an even bigger one.”


Mortal Kombat 11’s story mode is filled with wonderful little moments like that. Sonya Blade facing off against not one but two Kanos. Young, living Liu Jang and Kung Lao teaming up like some sort of Shaolin Monk buddy cop show. Kotal Kahn’s brutal, unforgiving leadership of Outworld softened by the return of his beloved Jade. There are “aws.” There are gasps. There are cheers and even, on a few occasions, sniffles. It’s a lot more emotional engagement than I ever expected from a Mortal Kombat story.

I won’t spoil the official ending of Mortal Kombat 11’s story mode, but I will say that it leaves the franchise in a place where absolutely anything could happen in Mortal Kombat 12. As the final chapter finished and the credits rolled, I was more excited for the future of the franchise than I’ve been in ages. From 2011’s Mortal Kombat and its two sequels and the Injustice games, Netherrealm Studios has become the best storytellers in the fighting game scene. I can’t wait to see what they come up with next.