#1140 Mortal Kombat X (Steam) Bosses (3/7): Goro playthrough.

Published on ● Video Link: https://www.youtube.com/watch?v=Kb9BSTGdhA8



Mortal Kombat X
Game:
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Duration: 20:40
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A playthrough of the sub-sub-boss Goro in the Steam/PC Port of Netherrealm Studio’s Mortal Kombat X.

Goro returns one final time, as the sub-sub-boss of the game, effectively reprising the role he had in MK4. Unsurprisingly, he’s been considerably toned down both from that game as well as MK9, and plays more or less like a regular character. A very powerful regular character, but still one nonetheless.

Goro has three different styles like all the playable characters, although his are innately more interesting; one sees him gaining Kintaro’s flame moves from MK9, one sees him keeping his ground-stomp technique from MK4, and the last one, which I use here, sees him gaining his gaining his Shokan Blades from MKDeception, along with the return of his spinning attack from MK9 and a unique command throw reminiscent of his classic throw, which can even be comboed into on an aerial opponent.

At first it seemed like Goro didn’t have a ton of combos, but truth be told I think he does more than fine. His base specials include his trademark fireball, Kintaro’s aerial stomp, as well as a new running punch move which replaces his spinning attack by default, although doesn’t do as much damage as that one. A lot of his combos have forward momentum to them, which helps as it allows him to more easily combo into his special moves, and in general has can deal how a shocking amount of damage with relative ease. Case in point his b+BP move, which launches the opponent, and can then be comboed into his special throw, dealing 21% damage when you can get the timing down. His ground combos can also quite easily be comboed into his spinning attack, while a combo with good forward momentum (f+BP, FP, BK) can be comboed into his projectile attack once you get the timing down. All of these deal a fantastic amount of damage, with the enhanced versions of his specials not only dealing more damage but also launching the opponent into the air for potentially even more punishment. With some decent timing, he can still tear through enemies despite being toned down from MK9. Indeed, he can now jump, and no longer has armour for most of his attacks, but all characters in this game play with the standardised playstyle so I suppose that’s to be expected here.

On the whole, I had a ton of fun with Goro here. So glad they brought him back, and despite worrying about how they’d change him here I can safely say that his Shokan Blades style is familiar enough to make him feel like a well done, balanced take on classic Goro. I’m somewhat glad they went the fully-playable route here instead of leaving him as an NPC, as Goro is one of my favourite characters and him being allowed more story-development definitely made me enjoy him more here; certainly over him just being a boss plot device in the previous game, even though he was fun to play as there.

My only real problem with Goro was…well, that he had to be paid for. I mean, paying to play as bosses? That’s just ridiculous. Extra, superfluous characters like Eliza in Tekken 7 I can just about understand, or indeed the characters they chose as DLC ones here, but refusing to make a core, already finished character playable from the start simply to scrounge a bit more money out of your fanbase is a scummy thing to do. It’s something people in the future won’t care too much about, when the Komplete Edition of this becomes the standard in the same way that MK9 was, but a scummy practice is a scummy practice and should be remembered as such, especially when they apply it to as beloved and long-lasting a character as Goro.

Despite that faux-pas though, yeah, Goro is a great boss and a great character in general here. To say any more would just be gushing by this point. Well, you know, more than usual.

Next up, time to move onto the NPC bosses of this game, three of which I’ve already covered before. God I love continuity; nothing quite like covering a series where you get to see the evolution of characters over time as they grow throughout the series.




Other Videos By AdmiralMcFish - Bosses and Hidden Characters


2020-09-07#1150 Mortal Kombat X (Steam) DLC Characters (6/7): Tri-Borg (Smoke) gameplay
2020-08-31#1149 Mortal Kombat X (Steam) DLC Characters (5/7): Tri-Borg (Cyrax) gameplay
2020-08-24#1148 Mortal Kombat X (Steam) DLC Characters (4/7): Tri-Borg (Sektor) gameplay
2020-08-17#1147 Mortal Kombat X (Steam) MK DLC Characters (3/7): Tremor gameplay.
2020-07-28#1146 Mortal Kombat X (Steam) MK DLC Characters (2/7): Bo Rai Cho gameplay.
2020-07-20#1145 Mortal Kombat X (Steam) MK DLC Characters (1/7): Tanya gameplay.
2020-07-15#1144 Mortal Kombat X (Steam) Bosses (7/7): NPC Tanya gameplay.
2020-07-06#1143 Mortal Kombat X (Steam) Bosses (6/7): Rain gameplay
2020-06-29#1142 Mortal Kombat X (Steam) Bosses (5/7): Baraka gameplay.
2020-06-22#1141 Mortal Kombat X (Steam) Bosses (4/7): Sindel gameplay.
2020-06-15#1140 Mortal Kombat X (Steam) Bosses (3/7): Goro playthrough.
2020-06-08#1139 Mortal Kombat X (Steam) Bosses (2/7): Shinnok playthrough
2020-06-01#1138 Mortal Kombat X (Steam) Bosses (1/7): Corrupted Shinnok playthrough.
2020-05-25#1137 Mortal Kombat 9 (Steam) DLC Characters (4/4): Freddy Krueger playthrough.
2020-05-18#1136 Mortal Kombat 9 (Steam) DLC Characters (3/4): Rain playthrough.
2020-05-11#1135 Mortal Kombat 9 (Steam) DLC Characters (2/4): Kenshi playthrough.
2020-05-04#1134 Mortal Kombat 9 (Steam) DLC Characters (1/4): Skarlet playthrough.
2020-04-28#1133 Mortal Kombat 9 (Steam) Hidden Characters (2/2): Cyber Sub-Zero playthrough.
2020-04-21#1132 Mortal Kombat 9 (Steam) Hidden Characters (1/2): Quan Chi playthrough.
2020-04-14#1131 Mortal Kombat 9 (Steam) Bosses (7/7): Classic Jade playthrough.
2020-04-06#1130 Mortal Kombat 9 (Steam) Bosses (6/7): Classic Noob Saibot playthrough.



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