

Liu Kang with Sonya, Sub Zero with Jax, a clone of my Kitana-Kano couple, and finally Kenshi with Sonya, completed my tower in a kollection of very violent and hilarious blows, in the franchise's klassic style. My game in medium difficulty progressed as expected when you've been far from MK and fighting games in general for a while: you've lost your muscle memory but, as it gradually comes back and kicks in, you also start kicking some ass. Boon admitted that it's the thing they'll be polishing the most until the game's launch in September. These absolutely fit in the middle of the action and allow for some significant creativity, without a doubt, but at the same time I'm slightly worried that we could end up seeing specific combinations that may break the game, mostly at a competitive level. And yes, their relationship in the story will be reflected with specific lines during their kameos.

In the demo version the rest of the 24-character and 16-Kameos roster was locked, but players will be able to make any combination they wish between any of them. But as Kameo Fighters there were Kano, Sonya, and Jax. In my Klassical Towers game (the traditional MK arcade mode, although there are yet to-be-revealed new game modes) I played with Kitana and her throwing fans all the time, but I could also have chosen among Sub-Zero, Kenshi, and, naturally, Liu Kang, who is responsible for creating this new universe, timeline, and story. Now, besides, you get three bars to enhance those more elaborated moves by pressing a button and, of course, then comes the big new feature tweaking or expanding the whole game: the Kameos. You still get your usual button mapping, your exaggerated jumps and the "turn-based" special attacks. Not only because the stages are the most detailed I've seen in a fighting game to date, with multiple planes in the background, animated elements and persons a la Street Fighter, together with a depth and a light work that is unparalleled in the series, but also because they bet high on two aspects that had been slightly neglected lately: the colour and the fighters' animations.Ĭontroller in hand, then, Mortal Kombat 1 reacts in a more natural and fluid way, even though it maintains the combat system fans know and love.
Tricky towers ps5 full#
The third example, evidently, is a AAA blockbuster, a full reboot of the franchise that has finally been built with the power of the newer generation of PS5 and Xbox Series in mind (even thought it's also being ported to the Nintendo Switch) and that, for someone who ended up distancing himself from the series in the past few years (like yours truly), means a breath of colour, smoothness, and fresh air, enough reason to get back to it.


Games with bigger or smaller budgets and ambitions, but that effectively recover the style that put them on the map back then, just with today's means. It has several reads to it, but you can't deny that three of the big showings at Summer Game Fest Live were the respective returns of three beloved classic from the 90s: Prince of Persia, Sonic, and Mortal Kombat.
