Few publishers’ names are as synonymous with consistent accessible high-quality content as NetherRealm, and the house that Boon built did not disappoint with the release of Mortal Kombat 11. It maintains the high bar of physical accessibility in arcade fighters set by previous entries in the franchise. Sound cues to tell you when you’re next to an interactable element along with easy fatalities and fully remappable controls baked into the software are some of the features players have come to expect from NetherRealm’s products. Mortal Kombat 11 has them all. It also has a story that is fully subtitled to ensure that a lack of hearing does not exclude anyone from the experience. There is a reason these games attract profoundly disabled players who are able to compete at a high level regardless of their impairment; everything a disabled player needs to access the base game is not only in Mortal Kombat 11, but is in every NetherRealm title released in the last ten years. Mortal Kombat 11 is yet another entry in the list of highly accessible arcade fighters, not because it pushes the boundary, but because the developers at NetherRealm have chosen not to mess with perfection.

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