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Mortal Kombat 1

If there was a Mount Rushmore for fighting games, you can be sure that either Scorpion, Sub-Zero, or Liu Kang’s face would be on that rock. For more than 30 years, Mortal Kombat has been ripping spines and severing heads, and the latest, Mortal Kombat 1, represents perhaps the most dramatic gameplay shift the series has ever seen. The new Kameo system offers an unparalleled level of player expression for the series, allowing you to essentially break the usual rules of the game by giving characters tools that they weren’t designed to have, resulting in a uniquely dynamic fighting system that allows for some truly wild combos and set ups. Everything built around that system apart from the predictably excellent story mode could’ve used some more polish and refinement, but even with those blemishes, Mortal Kombat 1 more than lives up to its gory legacy.

If there’s one thing you can applaud Netherrealm for in recent years, it’s how each new Mortal Kombat game since MK9 has played dramatically different from the last without sacrificing that very distinct Mortal Kombat feel. So it’s not surprising that, even before we get to the crazy Kameo system, Mortal Kombat 1 makes some drastic changes from MK11 that really set it apart. For starters, it returns the meter management to just one meter that governs enhanced special moves, breakers, and now jump cancels out of uppercuts; fatal blows are still around, but are no longer invincible on start up; krushing blows are gone completely; character variations are gone; wake up attacks and wake up rolls are gone; every character is now able to do much more damage without even spending any meter thanks in part to a new air combo system; and thank the Lord, blocked crouching jabs are now punishable with crouching jabs of your own, making them much less spammable than before. These are all good, smart changes that make the action in MK1 feel fresh, yet familiar, while addressing some of the pain points that the fighting game community had developed with MK11.

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