The game had a full roster of characters, but each of those characters had three different variations to choose from as well. NetherRealm Studios has tackled this in a few ways, notably starting with the variation system from 2015's Mortal Kombat X. Audiences at tournaments, for example, appreciate being able to tell which pro competitor is likely behind the controller without seeing the player cam first. It's something of a sin in modern fighting games to have a character's most effective approach be obvious to the point where any all players tend to use them in the same way. One aspect developers have been playing with over the last decade or so is the general approach to diversifying not only the characters in the game, but the way players can approach any given character. It's not that MK11 was a bad game, by the way, but fans have come to expect new takes and too much replication will almost certainly not go over well. First of all, this comes as a bit of a relief as a lot of what we've seen from MK1 thus far has looked an awful lot like what we remember from Mortal Kombat 11.
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