Now you will surely say that "Joker can't fit in because all of the DC chars aren't gory enough to fit that role of a guest character in MK11". That character is Batman's most recognizable villain, the Joker. And guess what? NRS/WB don't need to search that much, because they got one char that can fit perfectly for the job, and WB already have the rights for that char because it is a DC Universe char. But then of course comes another category that this char needs to fit, and that is of the gore and violence, so it can match the gory nature of MK, which is why NRS/WB choose those horror movie chars as their guest chars. With the chances that Spawn, a comic book character, will make it to MK11, it only makes sense that the second char that will fit the theme of a comic book char will also join the MK11 roster. In both MK9 and MKX, all of them were horror movie chars (Freddy Kruger, Jason Voorhees, Leatherface, Predator and Alien), while in IJ1 and IJ2 it was at first guest chars from MK (Scorpion, Sub-Zero and Raiden) but then they added a secondary theme of comic book chars from other universes (Teenage Mutant Ninja Turtles and Hellboy). When NRS/WB put guest characters in their games, they select these chars under a certain theme. And holding down the final button of the Batman puppet gun will keep the gun aimed ahead until you decide to fire, which is both a good way to trick your opponent and a great way to entertain yourself, as Joker starts doing a ventriloquist routine with the puppet for as long as you keep the button held.įinally, I took the Joker through a few Klassic Towers to unlock his story ending (which can be viewed in the video below), and without spoiling it I can say that it perfectly fits with his brand of gleeful chaos and features a few surprising deep cut cameos from previous games in the MK series.I know that you guys are gonna be mad at the very idea of this for various reasons, but please hear me out. Keeping the button held down during the gasoline can will make Joker move slowly away, covering an increasingly larger area of the battlefield in gas before you release the button and set the trail ablaze. For both the high and low jack-in-the-box, holding the button will cause Joker to creep towards his opponent until you release it and launch the projectile. The Joker has an interesting mechanic wherein you can hold the last button in a special attack command sequence to move him around the battlefield. You can also use the Batman puppet as a counter, which leads to one of the greatest Brutalities in the game if you time it correctly. All of the moves can be meter-burned to extend their range and effectiveness, or change their properties entirely - the Batman puppet fires a slow zoomy rocket on meter burn instead of the standard quick bullet projectile. (Excuse the FGC speak.) His moveset revolves around a jack-in-the-box that he can launch high or low, a handgun hidden in a Batman puppet, a bound-and-gagged hostage who hops across the battlefield until you choose to detonate them, a gasoline can that can set the ground on fire, and the aforementioned cane. He’s still primarily a zoning character, but MK 11’s Joker is focused on carefully laying traps to extend combos and keep his opponents on their toes with mix-ups. Interactive Entertainmentįor those of you who are fans of NetherRealm Studios, the first thing you’ll notice is that Joker plays much differently in MK 11 than he does in the Injustice series.
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