To start, the Switch release has issues in lengthy load times and unresponsive menus. Kicking off at the title screen, selecting the local versus mode takes Switch 15 seconds to simply get to character selection.
En la versión de Switch, se tarda 15 segundos sólo en acceder a la pantalla de selección de personajes.
It only gets worse from here: after you've finally picked your two characters and stage, the real wait begins with a circa 40 second wait until the Kombat begins.
Una vez escoges personaje y escenario en la versión de Nintendo Switch, tarda 40 segundos en iniciarse el combate.
Docked play on Switch runs at a dynamic 756p - that's 1344x756 max, while the lower bounds come in at 576p during more GPU-intensive stages.
Resolución máxima en modo dock a 756p. La mayor parte del tiempo, se ejecuta a 576p.
And of course, portable play drops that resolution range even more so, down to a dynamic 720p, while its lower bounds come in at 704x396.
En modo portátil, resolución máxima de 720p dinámicos y la más baja, de 396p.
Worse still, there are numerous visual bugs during intros, an fatalities, that spoil the experience too - including collision issues on characters as their teeth don't sync with the movement of their mouths.
Existen numerosos bugs en la versión de Nintendo Switch.
We already know where PS5 stands and on Series X we get the exact same setup: a dynamic 4K with drops to an 1800p lower bounds. And to be clear, every visual setting is precisely the same between the two premium consoles.
Misma resolución y apartado gráfico tanto en Playstation 5 como Xbox Series X.
In comparison, image quality is dropped on Series S, with it resorting to a dynamic 1440p - lowering to 1080p during GPU-heavy moments. But it goes further as textures can lower in resolution while shadow quality takes a hit. It's still absolutely a great experience on Series S and most of the compromises are hardly noticeable: it's only minor points that take a hit, like dropped foliage quality, geometry, or reduced decorative elements. Otherwise, you're getting much the same experience across all three.
Buen trabajo en la versión de Xbox Series S.
Moving on to performance, the state of PS5, Series X and S is best summarised as a solid 60fps in gameplay.
60 fotogramas por segundo estables tanto en Playstation 5 como Xbox Series X.
Great news then, and the fact is even Series S' cut to 1440p, with a drop in select visual settings, gives us a watertight 60fps too.
Lo mismo en el caso de Xbox Series S.
The only downside, as is the trend with 3D Mortal Kombat games, is each console caps to 30fps during intros, fatalities and outros.
Las intros y los fatalities sin embargo, están limitados a 30 fotogramas por segundo.
Jumping over to Nintendo Switch next, this is the make or break moment. For all its visual cutbacks, the lower resolution, the pay-off must be in getting that 60fps reading locked down. But alas, Switch really doesn't deliver. First impressions are sobering. The intro cutscenes jump between 10fps and 30fps, complete with big frame-time spikes down to below 200ms. It's a juddery, uneven experience from the word go. And most glaring of all is that Switch actually freezes on a character after their one-liner for several seconds, until the next fighter loads up their reply.
And then the combat itself kicks in. The frame-rate unlocks to 60 frames per second but the fact is Switch has huge issues keeping this locked down - with bouts of play often plunging down to 30fps and even lower. The typical baseline performance is at 55-60fps. For long exhanges it will run this region at least. It's just that huge lurches to 30fps still trigger often enough, usually coinciding with Kameo assists. In other words, all it takes is one or two Kameo characters to be summoned on-screen and the frame-rate immediately takes a nose-dive.
El rendimiento de la versión de Nintendo Switch es deficiente.