Behind the scenes of the Mortal Kombat 11 video game

The Mortal Kombat saga saw the light in 1992, entering, for many reasons , the history of the video game. While Edward J. Boon, creator of the series with John Tobias, launches the eleventh chapter of his truculent and ironic creature, developed by NetherRealm Studios, published by Warner Bros. Interactive Entertainment and available for PlayStation 4, Xbox One and Nintendo Switch, we have met Matt Burke, Assistant Producer at NetherRealm Studios, to talk about a video game with a career spanning twenty-seven years .


Mortal Kombat has always been an exaggerated title, but in the current entertainment market is it still possible that a fighting game can surprise?

Matt Burke tells us: “We try to constantly reinvent ourselves. We want each edition of Mortal Kombat to be unique , both for the characteristics of the game mechanics and from a visual point of view ”.

Matt reminds us that: “ We are part of a team that has been working for 27 years and still manages to create new Fatalities, to renew the gameplay of the game . It is a mission and at the same time a legacy for the chapters to come ”.


In all this time, however, the video game market has changed, users are more savvy, in this panorama the products try to differentiate themselves with easily recognizable stylistic figures. What are the elements that distinguish Mortal Kombat from other fighting games with a highly competitive setting such as, for example, Street Fighter or Tekken ?

” I think it’s our ability to communicate not only with the passionate gamer or the professional, but also with the casual player , curious not only to try the new combos, but to delve into the plot of the game”.


Matt Burke explains that the development team has always tried to create a series aimed at all types of gamers, for this reason he tells us that in Mortal Kombat 11: “We have also renewed the tutorial system to help beginners when want to learn more sophisticated fighting techniques ”.

Combat system that has given us one of the most famous and surreal moves in electronic entertainment. The Fatality!

Matt tells us: “A Mortal Kombat is unimaginable without them and in the eleventh chapter we were able to make some really creative, splatter or fun . And sometimes, in pure Mortal Kombat style , both splatter and fun ”.


But as Matt Burke explains to us not only Fatality holds a game, NetherRealm Studios have paid a lot of attention to the plot: “We worked on the script using all the tools typical of film productions. Every time we try to give the story the right intensity , to perfect it compared to the previous edition, so MK11 is, of course, our best work ”.


by Abdullah Sam
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