The Mortal Kombat Games Nobody Remembers and Why the Series Still Bleeds

The Mortal Kombat Games Nobody Remembers and Why the Series Still Bleeds

In 1992, two guys named Ed Boon and John Tobias basically changed the world with some digitized actors and a bucket of red pixels. They didn't know it then. They just wanted to make a Jean-Claude Van Damme game. When that fell through, we got Johnny Cage and a legacy of spine-ripping that hasn't stopped for over thirty years. If you look at all Mortal Kombat games, you aren't just looking at a list of fighters; you're looking at a weird, bloody history of the ESRB, the transition from 2D to 3D, and a narrative reboot that happened three different times.

It’s easy to remember the hits. Everyone knows the original trilogy and the recent NRS era. But there is a massive, messy middle ground filled with 3D experiments and weird spin-offs that most "fans" haven't touched since the PlayStation 2 was relevant.

The Arcade Glory and the Panic it Caused

The first Mortal Kombat was lightning in a bottle. It was janky compared to Street Fighter II, but it had soul. And blood. Lots of it. Parents went absolutely nuclear. This led directly to the creation of the ESRB, because Congress literally had hearings about whether Sub-Zero ripping a head off would turn kids into serial killers. Spoiler: it didn't.

Mortal Kombat II is often cited as the peak of the original formula. It was faster, the roster doubled, and the secrets were everywhere. If you played in the 90s, you remember the playground rumors about "Animalities" before they were even real. Mortal Kombat 3 (and its Ultimate update) tried to change the vibe with a gritty, urban setting. People hated the lack of Scorpion at first. Honestly, it was a bold move that mostly paid off once they realized the "Run" button changed the meta forever.

Then came Mortal Kombat 4. This was the jump to 3D. It felt stiff. The weapons were a neat idea, but watching Goro rendered in chunky polygons was... an experience. It marked the end of the Midway arcade era. After this, the series had to figure out how to survive on home consoles without the "quarter-muncher" design philosophy.

🔗 Read more: MLB The Show 25 Companion App: Why You Should Be Using It

The 3D Era: A Wild West of Blood

The 2000s were a strange time for all Mortal Kombat games. Midway was experimental. Deadly Alliance was the first real reinvention. It killed off Liu Kang in the opening cinematic. Think about that. They killed the main hero just to show they weren't playing around. They introduced multiple fighting styles per character—you could swap between Karate and a Broadsword mid-combo.

Mortal Kombat: Deception took it further. It added Konquest mode, which was basically a full RPG inside a fighting game. You played as Shujinko, a guy who spent his whole life being tricked by a dragon god. It was tragic and weirdly deep for a game about punching people into spikes. Armageddon was the "everyone is here" moment. Sixty-plus characters. The problem? They all felt the same. They even replaced unique Fatalities with a "Kreate-A-Fatality" system that was, frankly, a bit of a letdown.

Between these, we got the spin-offs.

  • Mythologies: Sub-Zero: A side-scrolling platformer that was brutally difficult.
  • Special Forces: Widely considered one of the worst games ever made.
  • Shaolin Monks: A co-op beat 'em up that was actually incredible and deserves a remake.

The NetherRealm Renaissance

In 2011, things got serious. Midway went bankrupt, Warner Bros. bought the IP, and NetherRealm Studios was born. Mortal Kombat (2011), or MK9, was a love letter to the fans. It reset the timeline, retelling the story of the first three games but with a twist. It also introduced guest characters like Freddy Krueger, starting a trend that would eventually bring in Rambo, RoboCop, and even Homelander.

Mortal Kombat X went dark. It introduced "Variations," giving each character three different move sets. It also moved the story forward by 20 years, introducing the "Kombat Kids" like Cassie Cage and Jackie Briggs. Some people missed the old guard, but the gameplay was the smoothest it had ever been.

Mortal Kombat 11 was the peak of the "customization" era. You could change gear, skins, and moves. The story involved time travel and Kronika, the keeper of time. It felt like a finale. It was a finale.

Then came Mortal Kombat 1 in 2023. Not a remake, but a total reboot of the universe. Fire God Liu Kang created a new world where enemies are now friends (mostly). The "Kameo" system changed the flow of battle, allowing you to call in assists from a secondary roster. It’s a polarizing mechanic, but it keeps the screen busy and the combos long.

Why Mortal Kombat Still Beats the Competition

The secret sauce isn't just the gore. It's the lore. No other fighting game franchise invests this much in a cinematic story mode. You aren't just playing "Arcade Mode" with a wall of text at the end. You're watching a four-hour movie where you happen to do the fighting.

Ed Boon has stayed at the helm for over thirty years. That kind of leadership consistency is unheard of in gaming. It’s why the game feels like Mortal Kombat even when the mechanics change. There is a specific "weight" to the movement. A specific "crunch" to the sound design.

The Misconceptions

People think MK is just for "casuals" because of the dial-a-combo system. That's wrong. If you watch professional players like SonicFox or Dominique "SonicFox" McLean, you see the depth. The "footsies," the frame data, and the mind games are just as intense as anything in Tekken or Street Fighter.

Another myth is that the gore is the only selling point. If that were true, clones like Thrill Kill or Tattoo Assassins would have survived. They didn't. MK survives because the characters—Scorpion, Sub-Zero, Raiden—are icons. They are the 1990s equivalent of Greek myths.

Actionable Insights for the Modern Player

If you are looking to dive into the series now, don't just jump into the newest one and mash buttons. To actually appreciate the evolution of the franchise, there’s a better way to do it.

  1. Play the "NRS Trilogy" in order: Start with MK9 (if you can find a copy, it's delisted on some stores), then MKX, then MK11. The story is continuous and actually pays off.
  2. Learn the "Frame Data": If you want to stop losing online, stop guessing. Look at your move list. If a move is "-10" on block, don't use it unless you're sure it'll hit. You're just asking to be punished.
  3. Check out the "3D Era" via emulation: If you have a PC, try Shaolin Monks or Deception. They have a charm that the modern hyper-polished games sometimes lack.
  4. Master one Kameo: In MK1, your Kameo choice is more important than your main character sometimes. Don't just pick Scorpion because he's cool; pick someone who covers your main's weaknesses, like Sareena for extensions or Kung Lao for low hat pressure.

The franchise has survived the transition from 2D sprites to 4K photorealism. It survived the death of arcades and the bankruptcy of its original parent company. As long as people want to see a guy with a spear yell "Get over here," there will probably be another game on the horizon. The timeline might reset again, and the characters might change roles, but the DNA remains the same. It's loud, it's violent, and it's surprisingly heart-felt. That is the reality of the MK legacy.