NetherRealm Studios is working on something right now, and it is not clear what. Rumors suggest that this project is Mortal Kombat 12, despite this going against the pattern of alternating between MK and Injustice, which has persisted since Mortal Kombat vs. DC Universe. One of the largest hints that things could be different this time is the fact that Mortal Kombat 11 provided a definitive end to the Mortal Kombat story. Mortal Kombat 12 has the chance to bring MK in a whole new direction, and fans would expect nothing less of it. Not giving MK12 some extra time to breathe seems like a strange move, but it has been a longer wait for NetherRealm’s next game than normal.

If Mortal Kombat 12 really is what's waiting for fans in the future, then it has the highest potential of any NetherRealm Studios game. Aside from keeping some iconic characters, Mortal Kombat 12 is unshackled from the expectations that have defined the rest of its franchise. The world of Mortal Kombat is ready to be seen in a brand-new light, and every aspect of MK12 could reflect this. New characters, new relationships, a new take on the story, and perhaps even new realms could be in MK12’s future. On top of that, new gameplay systems and modes could also be introduced. Mortal Kombat has achieved a lot with its singleplayer modes in the past, but the next iteration should incorporate some aspects of a roguelike to keep fans coming back for more.

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Fighting Games are Ideal for Combining with Roguelikes

Killer Instinct Gargos Character

Roguelikes are special among game genres in that they typically describe games in other genres that have a roguelike template applied to them. The name is also something of a misnomer, as the original Rogue featured the typical randomly generated levels alongside a true permadeath system. Modern roguelikes are more merciful than that, allowing some manner of progress or unlocks to be kept between runs. This doesn't necessarily mean the player starts stronger, though it can in titles like Hades; it instead means that the player will have more options to make their runs varied. Still, the usual marks of a roguelike are that it is focused on distinct runs through a randomized game world, often accompanied by randomized loot and some manner of player upgrades.

As this genre is a template, it can be easily applied to just about anything. From a career-based racing game to a puzzle RPG, anything can be formatted like a roguelike. What few realize is the potential of a roguelike fighting game, and there have been several attempts at one already. Ultimate Marvel vs. Capcom 3’s Heroes and Heralds Mode or BlazBlue’s Abyss Mode are existing attempts at merging these genres. They can go as far as adding new game mechanics that players can use exclusively in these modes. Some titles like Head 2 Head are built around this concept, while others like Dissidia 012: Final Fantasy have a fleshed-out roguelike mode that stands alongside the rest of their content. It's surprising that a template often associated with RPG stats works so well in the skill-based fighting game genre, but these are the modes players turn to when the rest of the content is spent.

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Mortal Kombat Has an Opening for a Roguelike Mode

mortal kombat 11 towers of time fix

Fighting games are predicated on doing exactly what they sound like: giving players a system within which to fight one another. Whether it's against a fellow human or an AI, a fighting game tends to revolve around its mechanics and scenarios to use them. Mortal Kombat has been an exception to this in the past, with games in the PS2 and original Xbox era building off of its base combat instead of solely focusing on it. The Konquest modes of Mortal Kombat: Deception and Mortal Kombat: Armageddon were both unique affairs that added on to the gameplay, the first adding character growth and exploration and the latter taking the form of a 3D beat-’em-up.

However, these modes have beginnings and endings just like any other story mode. A game type that could give Mortal Kombat more lasting singleplayer appeal would have to go in another direction. The rotating Towers of Time from Mortal Kombat 11 offer a semi-randomized mode that allows player characters to procure special upgrades and fight with different objectives and conditions over the course of different runs. While the many Towers tend to offer specialized challenges, the core concepts of the mode still lend themselves well to a true roguelike.

How Mortal Kombat 12 Could Implement Roguelike Features

Mortal Kombat Challenge Tower GDC

There are a number of ways this could be done. Having a roguelike Tower in addition to standard arcade Towers and gimmick-based event Towers would work, though Mortal Kombat has enough resources behind it to give a roguelike its own mode. This could resemble the 2013 Killer Instinct’s Shadow Lords Mode, in which players travel a map encountering different recruit-able characters and events that played out in a text-based adventure game format. Alternatively, it could use a card-based layout, or even take place in a modular dungeon resembling past Krypts.

Mortal Kombat would be able to take full advantage of a roguelike's typical RPG mechanics by offering different gear and even new Variations as players progressed. Whether any of this would persist between runs is another matter, although allowing for combat options to remain available would make it feel like the player is gradually building up their characters. At any rate, a roguelike mode would be perfect for Mortal Kombat 12, and could increase player engagement after they are done with the rest of the game’s content. Given how easily it can be slotted in as a side attraction, more fighting games should adopt the roguelike formula, and Mortal Kombat’s influence could inspire other developers to give the mode a shot.

Mortal Kombat 12 is rumored to be in development.

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