Let’s find the obvious out of the way before we start. Mortal Kombat X hack [Free], the mobile take on the latest in the long-running Mortal Kombat series, is not a port of the game that is going to hit games consoles. It uses some scaled-down assets and pulls its roster from that game, but you should not expect this game to try out like a traditional Mortal Kombat X Mobile Hack game. Instead, Mortal Kombat X hack should be seen as sort of a follow-up to the favorite mobile version of Injustice: Gods IN OUR MIDST [Free], with simple tap-based fight and a concentrate on collecting and building your firm of characters. Enjoy it or lump it, the masses have spoken on what they want to see in a mobile fighting with each other game, and fumbling around with online keys and combos never designed for touch control buttons didn’t make the list. Similarly, the heavy tale elements found in the console versions of the game are nowhere found here.
I’m fairly sure most people scanning this review know that already, though, so let’s can get on to the more important products. After Injustice proved to be far and away the most successful fighting game on iOS, imitations and follow-ups were certain to follow. The best problem, of course, is that when you’re making a game that eschews intricacy in favor of collection, you need to have things that people really need to collect. At exactly the same time, you also need to invest a fair little into the creation values if you want to contend with Injustice. That’s probably why we’ve only seen a couple of riffs on the game up to now. Kabam offered up their Marvel-flavored take with Marvel Competition Of Champions [Free], a game that had a little more meat in its struggle system but a somewhat distressing monetization model. WB Video games itself has released two games that seemed inspired by Injustice’s success. Batman: Arkham Roots [Free] built on the fight at the expense of fun collectibles, feeling a bit like a version of Injustice where every credit card was a Batman rather than only every 5th. It also possessed some issues with its monetization, changing things up a few times in a futile effort to push away its unavoidable fade into near-irrelevance.
Perhaps a little shy following the experimentation of Arkham Roots gone awry, WB Games teamed up with Phosphor Video games to create WWE Immortals [Free], a video game that can be almost entirely summed up as “Injustice with WWE Superstars”. It’s fun, and if you like the WWE gang it scratches the same type of itch that Injustice will for DC personas, but it’s extremely safe. Apart from a few slight tweaks, it’s an efficient re-skin with a much smaller roster. The creators of Injustice, NetherRealm Studios, would have to do more than that for a proper sequel. And what better characters to bring their advancements to than their particular Mortal Kombat ensemble? While they don’t really have quite the popular appeal of Superman and Batman, the Mortal Kombat individuals are massive personalities in their own right. Even in leaner times for the fighting with each other genre, Mortal Kombat found a great deal of success, and a lot of that comes down to the convincing universe its designers come up with. The characters, storyline, and abnormal atmosphere of every Mortal Kombat game place them apart from their peers. Those aspects execute a good deal to make up for what are, in my opinion, fairly perfunctory combat mechanics. Throw in a little of the old ultra-violence, and you have the fighting genre’s finest guilty pleasure.
I’m a pretty big lover of the mobile version of Injustice. I was skeptical at first, and like many, I was quite put off by the extremely simple battle. It needed me a while to understand that the fighting with each other wasn’t the main point of the game. Rather, the joy of Injustice is at collecting a couple of individuals, unlocking their moves, and collecting their various support cards. It can help that for a free-to-play game, it’s extremely ample. While it makes use of stamina meters, just how they’re create means that after you have a decent assortment of character types, you can play for a pretty long time without recharging. Almost every personality can be experienced free of charge through its various credit card packs that you can purchase with in-game cash, and almost all them are even available a la carte unless you feel like screening your success. The regular influx of new challenges and the people that include them make it a game that’s value firing up reasonably regularly. The game does reasonably well in the very best Grossing charts, so that it must be monetizing somehow, but it certainly doesn’t seem properly intended for that sort of thing.