A new Mortal Kombat II - Outside the constraints of real adrenaline.


Are you excited about the Mortal Mombat 1 comeback? Did you like the new features? If not as much as expected, how about trying out a daring version, far removed from the gameplay rules imposed by Midway but which retains the game's original excellent gameplay?

What are we talking about?


-Fatalities unleashed during fights

-Really diversified character abilities (no more imitations and copies where everyone seemed to have the same moves and abilities)

-Combat fundamentals seeking to match as closely as possible the truths of what a real, legitimate confrontation between men and women, humans and aliens, fighters and monsters would be like, all of course, equipping each one with sufficient tools for combat otherwise... what would they be doing there, right?

-And the very bold change to the controls, where defending and running will now be triggered with common commands such as tapping and using the directional pad (similar to Capcon and Snk, but we could look into returning to the original configuration if you don't approve).

What's the point of creating something that can make the game boring because of its fast execution?

That's the fun of the whole thing, it doesn't make it boring, in fact it's the opposite, it generates much more adrenaline and emotion in combat.

When analyzing many games, from the archaic to the most current, it's noticeable how much gameplay that promotes a slow consumption of stamina bars (life) is known for generating boredom and monotony in the game.

This is due to the fact that we can act recklessly for long enough, since we can change our line of thinking later on and make up for the damage we've suffered, but the motivational coefficient in this case is impaired.

Since we have the facility to act nonchalantly during the beginning and middle of matches, and can only worry during the final stretch, there is little stimulation of the emotional receptors that make us enjoy intimidating games. 
Although we hate to assume it, fear is one of the main fuels for the highest doses of satisfaction in our adventures, whether real or virtual.

Of course, real-life experiences only require a little "fear" since the real consequences are much more damaging to life, but in a game you need more powerful "engines" to get the adrenaline pumping. 

It is in this sense that the idea of entering a game where you can be out of the game at any time, without the need to reach an average time for this.

Note:

The game only runs on PC/Windows and Mac, we don't have any information on whether it works on anything other than these. Please contribute if you can:

Explaining a little better:
The game was created with its own engine, it is not a copy or a hack of the original games but a legal production to reformulate old 2D games. These modification operations can be released by the game producers as long as they are not used for commercial purposes.

When we refer to commercial purposes, we mean either selling them online or applying them to some form of physical machine, for commerce, not just for personal entertainment.

So the game can be downloaded and enjoyed at will as long as the guidelines for personal use vs. commercial use of the product are respected.
If you want to know how these reworkings of old games in 2D format are produced, check out the article on this site, which offers the basics for starting your own custom game production.

Obviously there will be those who won't appreciate it, but we recommend that they at least give it a try. After all, the game is free and there's nothing to lose (as long as you're not a star in the fight, of course).

However, it's not all flowers at the wake for the fatalities. When you use the feature, you are also penalized with losses (between 1/5 and 1/3 of your lifebars) and the blows you apply can be deflected, intercepted, and some can even be defended against.
-And please, the game is free, but consider giving something back to the project if it has motivated you to play ;)

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