Mortal Kombat 11 Review: 6 Ups & 4 Downs
1. Turning The Krypt Into A Loot Box
Where once the Krypt was an excuse to tuck away all sorts of concept art sketches, additional fatalities and maybe a skin or two, now it jars with the fact we’re actively playing to unlock specifics, in a mode where everything is random.
Because the game has SUCH a focus on customisation and building a loadout for your character, you could spend hours and hours AND HOURS getting tens of thousands of coins, spending them in the Krypt, only to come away with a bunch of konsumables for the Living Towers, percentage buff augments for your existing gear, or crafting components (because of course there are crafting components) to make more Konsumables.
Drop rates are everything in a loot game/mode, and MK 11's are tweaked towards throwaway toss you couldn't care less about.
Oh, and those Augments? They’ll do the expected “plus/minus X percent” attack or whatever bonuses, but these slots aren’t available until you’ve done a good 25+ fights per character.
You’re supposed to pick a character, fight it out to unlock augment slots, then spend coins getting gems to get stronger, THEN use this loadout – plus konsumables like missiles, storms or summonable characters – to beat the Living Towers, EVENTUALLY getting a skin you wanted in the first place.
Again, Time Krystals are the solution, but we shouldn’t even need to have a SOLUTION if NetherRealm didn’t make a problem in the first place.