NetherRealm Studios is working on something right now, and it is not clear what. Rumors suggest that this project isMortal Kombat 12, despite this going against the pattern of alternating betweenMKandInjustice, whichhas persisted sinceMortal Kombat vs. DC Universe. One of the largest hints that things could be different this time is the fact thatMortal Kombat 11provided a definitive end to theMortal Kombatstory.Mortal Kombat 12has the chance to bringMKin a whole new direction, and fans would expect nothing less of it. Not givingMK12some extra time to breathe seems like a strange move, but it has been a longer wait for NetherRealm’s next game than normal.

IfMortal Kombat 12really is what’s waiting for fans in the future, then it has the highest potential of any NetherRealm Studios game. Aside from keeping some iconic characters,Mortal Kombat 12is unshackled from the expectations that have defined the rest of its franchise. The world ofMortal Kombatis ready to be seen in a brand-new light, and every aspect ofMK12could reflect this. New characters, new relationships, a new take on the story, and perhaps evennew realms could be inMK12’s future. On top of that, new gameplay systems and modes could also be introduced.Mortal Kombathas achieved a lot with its singleplayer modes in the past, but the next iteration should incorporate some aspects of a roguelike to keep fans coming back for more.

Killer Instinct Gargos Character

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Fighting Games are Ideal for Combining with Roguelikes

Roguelikes are special among game genres in that they typically describe games in other genres that have a roguelike template applied to them. The name is also something of a misnomer, as the originalRoguefeatured the typical randomly generated levels alongside a true permadeath system. Modern roguelikes are more merciful than that, allowing some manner of progress or unlocks to be kept between runs. This doesn’t necessarily mean the player starts stronger, though it canin titles likeHades; it instead means that the player will have more options to make their runs varied. Still, the usual marks of a roguelike are that it is focused on distinct runs through a randomized game world, often accompanied by randomized loot and some manner of player upgrades.

As this genre is a template, it can be easily applied to just about anything. From a career-based racing game to a puzzle RPG, anything can be formatted like a roguelike. What few realize is the potential of a roguelike fighting game, and there have been several attempts at one already.Ultimate Marvel vs. Capcom 3’s Heroes and Heralds ModeorBlazBlue’s Abyss Mode are existing attempts at merging these genres. They can go as far as adding new game mechanics that players can use exclusively in these modes. Some titles likeHead 2 Headare built around this concept, while others likeDissidia 012: Final Fantasyhave a fleshed-out roguelike mode that stands alongside the rest of their content. It’s surprising that a template often associated with RPG stats works so well in the skill-based fighting game genre, but these are the modes players turn to when the rest of the content is spent.

mortal kombat 11 towers of time fix

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Mortal Kombat Has an Opening for a Roguelike Mode

Fighting games are predicated on doing exactly what they sound like: giving players a system within which to fight one another. Whether it’s against a fellow human or an AI, a fighting game tends to revolve around its mechanics and scenarios to use them.Mortal Kombathas been an exception to this in the past, with games in the PS2 and original Xbox era building off of its base combat instead of solely focusing on it. The Konquest modes ofMortal Kombat: DeceptionandMortal Kombat: Armageddonwere both unique affairs that added on to the gameplay, the first adding character growth and exploration and the latter taking the form of a 3D beat-’em-up.

However, these modes have beginnings and endings just like any other story mode. A game type that could giveMortal Kombatmore lasting singleplayer appeal would have to go in another direction. The rotatingTowers of Time fromMortal Kombat 11offer a semi-randomized mode that allows player characters to procure special upgrades and fight with different objectives and conditions over the course of different runs. While the many Towers tend to offer specialized challenges, the core concepts of the mode still lend themselves well to a true roguelike.

Mortal Kombat Challenge Tower GDC

How Mortal Kombat 12 Could Implement Roguelike Features

There are a number of ways this could be done. Having a roguelike Tower in addition to standard arcade Towers and gimmick-based event Towers would work, thoughMortal Kombathas enough resources behind itto give a roguelike its own mode. This could resemble the 2013Killer Instinct’s Shadow Lords Mode, in which players travel a map encountering different recruit-able characters and events that played out in a text-based adventure game format. Alternatively, it could use a card-based layout, or even take place in a modular dungeon resembling past Krypts.

Mortal Kombatwould be able to take full advantage of a roguelike’s typical RPG mechanics by offering different gear and even new Variations as players progressed. Whether any of this would persist between runs is another matter, although allowing for combat options to remain available would make it feel like the player is gradually building up their characters. At any rate, a roguelike mode would be perfect forMortal Kombat 12, and could increase player engagement after they are done with the rest of the game’s content. Given how easily it can be slotted in as a side attraction, more fighting games should adopt the roguelike formula, andMortal Kombat’s influence could inspire other developersto give the mode a shot.