NRS has a weird history of reaching far and scaling back even harder with sequels, it would seem. I'll go over some examples to illustrate my point.

MK9 was the starting point, so it'll act as the anchor. The standard, so to speak. When Injustice 1 came out, there were several+
MASSIVE paradigm shifts gameplay wise. Back to block, Light>medium>heavy attacks, unique character traits, cinematic stage transitions and super moves focused on action over brutality. This was also the first time where Scorpion would have to spend meter to combo from Spear, a +
Radical change in his gameplay due to a design shift in having combo extenders costing meter, which is fine because of Injustice using 4 bars instead of 3. I could go on, but we'd be here all day.

MKX scaled back heavily on several instances here. Originally, stage transitions +
Were going to feature in the game, with evidence for it featuring in the concept art of MKX. This was removed in development. However, MKX introduced character variations that changed the paradigm yet again. Now there wasn't just one flavour of Scorpion, there were four (if you +
Count variationless) you have to consider. This literally allowed for there to be an effective 17,424 matchups (4 variations x 33 characters multiplied by itself to get every combination) to consider.

Injustice 2 then takes another massive step forward, with only a slight +
Reduction in combinations due to a brand new factor: Gear. No longer would skins be something to unlock; you have to build them. Variations became loadouts, complete with shaders for your gear, literally hundreds of gear options, and your choice of add-on moves. Each character +
Has five customizable parts, with three rarities (four if you count Legendary, which we are not) each. Each rarity allows new designs and alterations to come to the fold. The only limit? Storage. Each character had 100 slots at level 20 (125 at 30 with the Legendary Edition) to +
Use and build. The biggest flaw? Gear stats. Each gear piece having stats means that fully Epic loadouts would crush anything else or be evenly matched, until you found a loadout so specialized in defense or offense that it overwhelmed everything. If stats were never a factor, +
Injustice 2 would possibly be the most played fighting game in NRS's library. But because of this glaring flaw, I2 was crippled in terms of competitive use, with everyone eventually foregoing the thing that made Injustice 2 unique.

So, to fix this with MK11, NRS does what it +
Does best. They overdid it.

Now, characters have only 3 slots instead of 5, giving customization a flavouring instead of a creating angle. Skins returned, too, but were done poorly. Launch characters have six main skins in ten colours each, giving the false impression of a +
Cornucopia of skins, rather than a relatively meager variety of skins that have various flavours.

Also, every character has a fixed, if evolving, gear count. The average across the board now is 96 gear in total, 32 each. Injustice 2 would have over twice this amount even if +
Limited to 3 pieces instead of the 5 it has.

The only thing I feel MK11 needed to do with gear from I2 was remove stats or find a way to nullify them in online play. They did that, and half a dozen other measures that cut the fun factor of customization in half.
In short, where Injustice goes too far, MK now holds back. Which, to me, is a crying shame.

Tagging folks here because I'd love to hear some thoughts. @FanboyMileena @Musicalxnoodle @batmansorphan @judgment_art @ParryLikeAGirl @0Moodie0 @Mister_C1995 @NicohlasM
You can follow @BryanSchnarr.
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