Mortal Kombat X
Gore, genuine depth, and a three-variation system that quietly triples your character options, MKX earns its Very Positive rating even a decade on, with one real asterisk for PC players.
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About Mortal Kombat X
I've put more time into MKX than I expected to when I first booted it up, mostly because the moment-to-moment fighting kept pulling me back in. NetherRealm built something tighter here than their earlier work: the super meter lets you burn two bars to interrupt an opponent's combo and claw back momentum, X-Ray moves land like freight trains, and stage interactions add just enough chaos without breaking balance. The result is a 2D fighter that feels accessible on the surface but rewards players who actually read the startup frames listed right there in the move list. The headline mechanical addition is the three-variation system per character. Pick Scorpion and you are choosing between Ninjutsu (dual swords, different combo routes), Hellfire (fiery specials that shift zoning options), and Inferno (demon summons for pressure and grabs). That effectively gives you three distinct fighters per roster slot, and with 24 base characters plus DLC additions like Leatherface, the Alien, and Triborg (which itself contains Cyrax, Sektor, Smoke, and Cyber Sub-Zero as sub-variants), the roster depth is genuinely impressive. New fighters like Cassie Cage and Jacqui Briggs are not just legacy characters reskinned; they have distinct identities and playstyles that hold up competitively. The story mode is a pleasant surprise. It spans 25 years of timeline, shuffles you through a wide cast, and introduces the next generation of fighters in a way that is campy, self-aware, and oddly entertaining. Quick-time events interrupt the flow in annoying ways, and the ending has been criticized fairly, but as a way to learn a broad slice of the roster before hitting online or the Living Towers, it works well. The Tower system, including hourly and daily Living Towers with rotating modifiers, plus the Faction War meta that ties all modes together, gives solo players a reason to keep showing up beyond the story credits. Now, the PC caveat, because it matters. At launch, the port was rough: screen tearing, frame-rate drops to 30fps during fatalities and X-Ray moves, and keyboard controls that were close to unusable for executing moves. Gamepad is essentially mandatory. The good news is that post-launch work by QLOC substantially improved stability, and the PC version eventually caught up to consoles with the XL update, improved netcode, and the full Kombat Pack 2 content. Online still benefits from a wired connection, and you will run into occasional lag in synchronous matches. The DLC model was also criticized at the time for being aggressive, and nothing has changed there; going for the XL edition is the smarter buy if you want the complete package without a scavenger hunt through the store. If you want a fighting game that rewards both casual sessions (fatalities never get old) and genuine competitive investment (variation theory-crafting runs deep), MKX delivers that range better than most of its peers. It is not flawless, but the core is strong enough that a decade of age has not dulled it much. Alex, Scout Team
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Game Info
- Developer
- NetherRealm Studios
- Publisher
- Warner Bros. Interactive Entertainment
- Release Date
- Apr 13, 2015

