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I hate their engine. I feel like i'm stuck in mud half the time. So yeh you can turtle up blocking but against speedy characters like Raiden or Cage its almost impossible and any attack they get through you get caught. How did this not get play tested?
I played 30 matches online. Someone who has played 400 matches online is NOT a good match, fyi, NRS.
So whats wrong with a poke fest? That is way more realistic than "Let me stand here and get hit 20+ times in a row and not do anything"
>a chess board comprised of only Queen pieces, isn't chess
This is likely true: Both because the core gameplay is so homogenised that to nerf everything that's broken would render whatever minutiae 'enjoyment' the gameplay elicits, gone; and due to the influence of the e-sports minority who Edward Baboon esquire 'thinks' (citation needed) he's appeasing.
The game's Injustice 3 legacy cannot be undone -- it's literally built on an Ij3 framework. This has resulted in a game that is only a vague facsimile of MK (especially so, given the awful retconning and re-racialisation of characters), that would now be easier to tweak so as to play more like an Injustice game, than to bring it closer to what MK should play like. Moreover, NRS are not known for wholesale revamping of their products; only DLC fleecing them until the revenue dries up and then dumping the products without warning... They're likely already working on the next game -- if not right now; then, certainly by the time the game's Havik expansion is announced to be dropping (as was the case with the Ij3 production process and MK11 Aftermath expansion).
The game's just a dud all 'round, and I've lost most all interest in ever jumping on board. Before, it was just the lack of interesting characters, which DLC might have somewhat addressed. Now, it's the core game itself (MK11 + awful, overbearing assist mechanic + Wiisy combos - any defensive tools to avoid the combos everyone pulls off after 5 minutes with the game)... This is not an enticing package (to say nada of the mobile phone level racketeering of the game's meagre content offerings). I cannot believe that the most hype fighter on the horizon is, and by far, a Tekken game... Yet, here we are 😑
Block is useless for overhead-low mix-ups, especially in a game with the crapshow of an online environment that MK1 provides; and then you have the throws that are very difficult to break, for when one does, rarely, manage to block a rote combo string spam.
The notoriously nauseating "shin jab > throw" effluent, in and of itself tells you that the game is 90% MK11 -- minus any of the few defensive tools that game had. The irony being, MK11 had far fewer and far more restrictive combo mechanics than MK1 does (obviously); yet, had many more tools to deal with the combos that it did offer! It's like NRS decided that not only did they want to provide baby's first combo system for players; but, to also torture every player by making them sit through these vacuous, skill devoid strings, round after round after round... Even attaching rewards to online play, to further ensure the Clockwork Orange-like madness was ingrained!
🥴 ̿̿ ̿̿ ̿'̿'\̵͇̿̿\