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MK11 on Go to Compare, Impressions, and Check



Developer Shiver has ported Mortal Kombat 11 to the Nintendo Switch, which has succeeded in bringing the bloody bloodbath into a wearable form. While the general combat system is making a solid transition to handhelds, both new-found issues and the in-game hindering game hinder this specific version.

The battles of MK11 are, as we have noted in our report, some of the best of NetherRealm. However, when making the switch to Nintendo Switch hardware, some concessions were made to address the hardware's weaker specifications.

Since Mortal Kombat 1

1 like most fighting games has trains that begin and stop in fractions. One second, 60 frames per second, is the benchmark at which not only the fidelity but also the balance and power the feasibility are clear. Even in the handheld, the game spins happily at 60 frames per second and is only slightly swallowed during transitions to cut scenes such as deaths or story vignettes.

The compromise is a significant decrease in visual properties, especially resolutions, lighting and textures. The anti-aliasing is low, so the characters (especially their hair) look pixelated and sometimes oddly shiny. X-rays seem to be missing in the bone-smelling department, and overall, the characters appear less detailed. The deaths look a bit more cartoonish. This downgrade does not affect the gameplay, as Scorpion's spear or Sub-Zero's ice ball are still easy to see.

One of the main attractions of Mortal Kombat 11 – the story mode – makes the jump well enough. Cinematics are comparable in quality to those of the console, although the shift to rackets with the sluggish in-game graphics of the switch is all the more shaken, causing a noticeable difference between "gameplay" and "movie" as opposed to seamless segments. [19659006] The visual decline is most noticeable with Krypt, which is covered with a hazy fog to reduce the pull distance and textures that look as if they are not fully charged. This results in one of the best moments of the crypt being removed: in other versions, opening a particular door causes the player to emerge from the original Mortal Kombat (19459004) and see the Boxing Arena, with the island of Shang Tsung is the moonlit background and the fighters who dodge it on a distant bridge. In the Switch version, a fog arc hides all this.

Netherrealm Studios / Warner Bros. Interactive Entertainment and Netherrealm Studios / Warner Bros. Interactive Entertainment

The downgrades are understandable and quite acceptable considering the final result. To have this fight underway at a frame rate similar to my console version is pretty awesome. While individual Joy-Con controls leave something to be desired (the absence of buttons forces either the Block or Interaction button to click into the stick), I'm rarely in a situation where it's my only control option. With the portability of the Switch version, I can explore combos in bed or in the spar bed with friends in planes, and the only problem is that Scorpion does not look quite flawless. That's a compromise that I can make comfortable.

What really holds this version in comparison to others is what has always held back the game, only reinforced by the switch. Many modes of MK11 require an internet connection, either for synchronization with the servers or for some modes a constant, permanent one. A negative proportion of single player content for traveling fighters is thus practically excluded.

Both the towers of the time and the crypt require a permanent connection to the Internet, while classic towers do not issue rewards without connection. Even customization options are set as "temporary" if not connected, and the tutorial only rewards synchronization when the switch is reconnected. This limits the time for the single player to story mode or combat.

The Switch version highlights the problems inherent in Mortal Kombat 11 not in the crisis, but as it is worked and stuffed into every corner of the game. The result is a game that still offers an incredible story mode and a happy fight in exchange for a whole host of modes that only work if you find some Wi-Fi that seems to contradict the appeal of a switch version ,

If the only console you own is Mortal Kombat 11 the Switch, and you are fine with the above limitations, the game is still worth your time. There are obvious but understandable concessions to keeping the game mechanical with its consoles and computers, resulting in a game that feels MK11 even if it does not look so good. There are also practical applications for this, especially for competitive players who have the ability to train on the move.

But outside of certain situations, there is little or no reason to opt for this version of Mortal Kombat 11 over the others. What might otherwise have been a solid haven for a modern handheld fighting game is hampered by issues not related to loyalty but to a series of sophisticated economies whose frustration is compounded by binding online connections.


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