NetherRealm Studios held this week’s Kombat Kast for Mortal Kombat 11. Tyler Lansdown, Community Manager at NetherRealm Studios, was joined by Ed Boon, Co-Creator of the Mortal Kombat series and Creative Director on Mortal Kombat 11, as well as fellow NetherRealm employees, Steve Brownback, Senior QA Analyst, and Derek Kirtzic, Game Designer, to discuss Kotal Kahn and Jacqui Briggs. It was at this point that they dropped the new Reveal Trailer for the two.
Ed Boon, started things off by discussing some of the changes they have made to the game since the release of the Stress Test. The most notable change being that NetherRealm has increased the overall movement and dash speed to better balance the mid game. NetherRealm has also changed the way amplified moves are executed in Mortal Kombat 11. They will now function the same way that they did in Mortal Kombat X. In the previous build of the game amplified moves required multiple button inputs, now they only require a single press of either the R2 button on PS4 or RT on Xbox One. Ed was quick to encourage people who participate in the Closed Beta (starting March 28) to continue to give feedback to the development team in order to ensure the final product is as polished as it can be before release.
Kotal Kahn is back. He is taller and larger when compared to his appearance in Mortal Kombat X, and is classified as a Brawler. Steve Brownback said that Kotal Kahn feels like a playable Sub-Boss. During the stream Steve spoke about Kotal Kahn’s past explaining that he was a General for Shao Khan. Shao Khan viewed him as a threat, so he locked Kotal Kahn in Shang Tsung’s Flesh Pits. When Shang Tsung died, Kotal Kahn was released. Steve said that this is the official reason why Kotal Kahn was absent during the original Mortal Kombat games. After breaking down who he is, NetherRealm went over two different loadouts to demonstrate Kotal Kahn’s fighting style in Mortal Kombat 11.
1- Just Emperor: This loadout uses an amplified Sun Disk to reflect the Sun, launching a beam across the screen to hit his opponent. For this variation, Kotal Kahn also focused on totems to buff himself in combat. One of the totems gave him a damage buff, and one of them gave him the ability to gain health after dealing damage. He was able to pick more than one type of totem, and could also stack up to three totems on top of each other. The last ability shown was a Sun Dial, which shot Sunlight upwards, and can be used an an anti-air.
2- Goro’s Mutilator: The first ability shown was a different version of the amplified Sun Disk. This time the disk was thrown as a projectile and was used to end a combo. The next ability was a Sunlight Uppercut move, which can be used to start combos. They even showed a combo using the Sunlight Uppercut and a command grab move, which dealt massive damage.
This week’s special guest was Aaron Davis, Associate Designer at NetherRealm, he was brought on to discuss Jacqui Briggs in Mortal Kombat 11. He said that Jacqui Briggs’ fighting style focuses heavily on Muay Thai, kickboxing, and MMA. She also makes use of her gauntlets for ranged attacks. Steve Brownback explained that out of all the returning characters on the roster, Jacqui’s gameplay is an 80/20 split between her new and old moves, as such, Jacqui should feel brand new in Mortal Kombat 11.
1- Melee: This loadout had a Flying Knee ability, as well as kicks that could be cancelled to focus on pressuring her opponents. Jacqui also used a Cyber Kick that allowed her to kick her opponent multiple times in quick succession, dealing high damage.
2- “Lethal Weapon”: This loadout used a Plasma Gauntlet, which launches a projectile that lands on the ground, dealing damage over time. If it hits her opponent first it lights them on fire. She had a Grab/Throw ability that allowed her to knee her opponent twice to launch them into the air, elbow drop them for an overhead attack, or throw them in either direction. This loadout also had a Throw Escape ability, that can be amplified into a counter throw with two variations, one for a punch, and one for a kick.
3- Mobility Loadout: With this variation Jacqui wore a long grey trenchcoat. She made use of a Super Jump (short or long), and could attack while Super Jumping. This ability gave her a way to close the gap from above and begin dealing damage, or jump over ranged attacks with ease. She also had a move called Dive Bomb, where she dives through the air to hit her opponent. Ground Pound, slams the ground around her, dealing damage to any opponent that is close. Lastly, Jacqui’s gauntlet focused on close range attacks with this loadout.
Are you pleased to see all of the changes to Jacqui Briggs in Mortal Kombat 11? Do you like Kotal Kahn’s design this time around? Let us know in the comments below! Check out our breakdown of the previous Kombat Kast here.