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Mortal Kombat 11: Nightwolf DLC Review
Going in, Nightwolf was honestly the hero I expected at least from the announced Kombat Pack 1. The second DLC addition to Mortal Kombat 11's list lacks Shang Tsung's quick ability to translate into other characters, Sindel's super emblematic movement, nor much excitement from fans of the upcoming Spawn. However, his exceptionally strong focused on the move, versatile play style, and transmission of the single best animation in the entire game not only made Nightwolf my favorite of the two currently released DLC characters, but it could actually be my new lead.  Loading Video … "class =" jsx-1406459836 placeholder "/>
Netherrealm did a great job of making Nightwolf's set of moves feel unique and fun, despite the fact that many of the moves His shoulder charge can be strengthened ̵
1; even if blocked – to perform a subsequent blow on the main ax, which can also destroy the blow if hit alone; its reflection can double as a teleporter in certain variations, which gives him a great anti-zoning option; his bow can also be held by me for mental games; and its rising tomahawk can be upgraded twice in one combo for easy big damage and tons of angles, with the huge price of two bars per meter.
In addition to its returning emblematic special moves, Netherrealm has it it also equips with several animal spirits – connected facets that increase its damage, reduce its damage, and prevent the enemy from reinforcing their special moves, which is great. Not many heroes have this ability to assimilate during a match and this is just one of those great marriages of something that makes sense in the erudition of a character with something that makes an interesting combat mechanic.
<img src = "https://assets1.ignimgs.com/kraken/video-player-placeholder.png" alt = "Upload Video …  The pair of Nightwolf's competitive variants also offer a good affiliate of two different games My personal favorite is the Matoka Warrior, which is the more combo-heavy variation of Nightwolf, focusing on the aforementioned Rising Tomahawk and reinforcing it with Spirit of Kiba damage, and its other variation, Ancestral Call, supplies Nightwolf with a command grab , which can be improved for additional damage and free waking pressure, along with a new low-level damage combo and a new combo that can Krushing Blow.  On the visual and audio side, Nightwolf looks and sounds as good as he plays.
Speaking of these crushing beats, Nightwolf is particularly nasty both in terms of visual brutality and in terms of this is how effective they are. He receives a Krushing Blow on both throws if the opponent fails to throw a technique – and since the throws leave you right next to him and his pressure on waking up is so intense, expect to be thrown a lot.
On the visual and audio sides, Nightwolf looks and sounds just as good as it plays. He has the best looking open skins in the MK11, his voice acting is excellent, and the sounds his tomahawk makes when he crashes into the ground or … other places … are incredibly satisfying. It was also a nice touch to deepen the Indian episode of Nightwolf: We learn that his real name is Gray Cloud, he is a warrior of the fictional Matoka tribe, and that Nightwolf is actually a mantle handed to those worthy, giving them supernatural powers. Beyond that, all of his outfits and skins feel respectfully made and avoid the failure of stereotypes.