#1138 Mortal Kombat X (Steam) Bosses (1/7): Corrupted Shinnok playthrough.
A playthrough of the final boss Corrupted Shinnok in the Steam/PC Port of Netherrealm Studio’s Mortal Kombat X.
A huge thanks to the user Logan Rhodes for showing me how to do this; I wouldn’t have been able to do it otherwise.
Boss Shinnok’s moves:
Qcf + FP (x2): Flaming Swipes
B, f + FP: Chest Flamethrower
Qcf + BP: Flaming Leap
Qcb + BP: Flame Grab
B, f + FK: Shoulder Charge
Qcf + BK: Overhead Kick
MKX was a game I was always a bit sceptical about, until I actually played it for myself. The art style and themes are much more different than they were in MK9; it’s a sort of soft reboot, bringing in new characters as well as the children of pre-existing characters, and it’s based on the plotline of MK4, which certainly wasn’t in its favour. It also got…decent, but slightly underwhelming reviews on its release.
I can safely say that the game is brilliant though, even in its slightly botched PC version which I’m covering here. Warner Bros, for some fucking reason, hates PC gaming (or something to that effect), and has a tendency to either forego PC ports (although this and Injustice 2 eventually got ports, thankfully), or they push out terrible PC ports which are mocked to death (most notably Arkham Knight, but luckily that’s very playable now).
This is a solid game though. The roster and graphics didn’t win me over at first, but seeing it in action I absolutely adore it, and I love what they went for with it. A sequel should, ultimately, be different but familiar; distinct enough to be better than the previous game though not make it redundant, while also familiar enough that you can jump right into it if you’ve played the previous game.
Indeed, MKX is a pretty perfect sequel in that way, trying something new while also retaining acclaimed aspects from MK9 such as the story mode and challenge tower. The major difference to mention is that characters now have three distinct fighting styles to pick from, which gives them unique special moves and combos to each of them. I’m not actually that fond of this; I get what they were going for, but at the least time it feels like they’re innately limiting characters to me. Some of this is put to really good use, especially with the DLC characters where each variant is very distinct for understandable reasons, but for the main cast I felt like it just limited them more than anything else.
Of course, I’m here to talk about aspects not innately selectable in a game like this, and oh boy is MKX weird when it comes to that. An unplayable boss, an unlockable boss, a boss you actually have to buy, four unplayable NPC characters, and eight DLC characters, four of which are guest characters from horror franchises. For this channel’s coverage…ooooh, it’s a bit of clusterfuck to say the least. I mean, they went all in, but they went ALL in with this, and it’s a mix of successes and…well, not failures, not but quite successes.
So, there are three bosses in the game, each fought one after the other this time. Given that this is based on MK4, Goro is the sub-boss of the game while Shinnok is the fake final boss, which is a nice touch. The game also contains a brand new boss to the franchise as well; the badass but unsurprisingly unplayable Corrupted Shinnok. While he’s unplayable, Shinnok must be unlocked through being Story Mode, which is understandable (he’s unlocked automatically if you own both Kombat Packs though, similar to MK9 in that regard), while Goro is…DLC, for some reason. Yeah. The sub-boss is dlc. What the fuck. He should have just be unlocked by playing story mode, and while I’m glad that he returns I still find this an incredibly sleazy act on Netherrealm’s part. Or WB, if it was their doing.
Then you have four unplayable NPC characters. One of them eventually got a DLC which is vastly different from her unplayable form, while the other three, Rain, Baraka and Sindel, were simply left as unplayable characters. Despite getting badass redesigns which are only seen when you fight them in story mode. I know MK9 had a bunch of NPC characters, but in this case, it just seems ridiculous; the Klassic bosses in that game were tributes with generic designs, while these three get great, MKX-style redesigns in the process but are barely utilised. It just plain sucks. Yet, at the same time, I kind of like it. It’s a typically cognitively dissonant thing for me, but unplayable aspects mean I get to make videos on them and in turn investigate something hidden and, generally, unseen, and there’s just an innate joy to documenting and archiving something which is rare and seldom seen, or not even to see. It’s one of those joys that doesn’t go away really, even if it is a rare opportunity in this day and age. I'm also personally just going to class them all as bosses for the sake of brevity.
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