‘I’d Have These Extremely Graphic Dreams’: What It’s Like To Work On Ultra-Violent Games Like Mortal Kombat 11 – Kotaku (2019)

TITLE
‘I’d Have These Extremely Graphic Dreams’: What It’s Like To Work On Ultra-Violent Games Like Mortal Kombat 11

AUTHOR
Joshua Rivera

PUBLICATION
Kotaku

YEAR
2019

ARTICLE TYPE
Article

FROM THE ARTICLE
Mortal Kombat 11 is a brutal game. That’s what you come for—sensational, over-the-top violence that’s inventive and gratuitous on a level that doesn’t exist anywhere else. It can be shocking in its detail and funny in its execution, but it’s always arresting. It’s also short. Fatalities, gory, physically improbable finishers that usually involve cartoonish dismemberment, only comprise a few moments in matches that only last a few minutes.

The people who make Mortal Kombat live with the series’ over-the-top violence for much longer than players do. Game development is slow and tedious, and a few frames depicting a man’s face being removed in photorealistic detail can be the result of days and weeks of careful work and research. That work might take a toll, one that’s worth examining as the stories of what it’s like to make the biggest, most popular games continue to come to light.

COMPANIES MENTIONED
NetherRealm Studios
Warner Bros. Games

GAMES MENTIONED
Mortal Kombat 11

PEOPLE MENTIONED
Steve Beran
Alex Hutchinson

TOPICS MENTIONED
Violence
Working Conditions

ALTERNATE LINK
Archived Copy @ Internet Archive