'Mortal Kombat 11' Requires More Than $6,000 Dollars to 100%, According to Early Estimates

Mortal Kombat 11 only released two days ago, but players have already uncovered major issues with the game's loot system. One player, via a Reddit post, estimated it would cost $6,440 to obtain all the possible customizable options in Mortal Kombat 11. That estimate also assumes you have immaculate luck and manage to obtain a new item with every single drop.

The poster notes that Time Krystals, the main currency for obtaining new loot, take an excruciatingly long time to unlock. The player claims they were able to obtain 760 Time Krystals after four hours of play, or 190 per hour. A new skin costs 500 Time Krystals, so that means it takes a little under three hours to unlock just one new skin. Each character has more than 60 skins to unlock, meaning if players don't pony up a little cash, they will be unable to unlock all the skins for almost 3,400 hours.

Beyond the skins, players can also use Time Krystals to unlock other game elements like fatalities, brutalities, gear and single-use consumables. Collecting the entirety of Mortal Kombat 11's customizable elements, without paying anything, will take most players well over 4,000 hours.

Earlier this week, players also lambasted Mortal Kombat 11 for forcing users to spend money to beat certain end-game content, such as the Towers of Time. These se were seen as far too difficult without using a paid boost. Due to these various things, many believe that the game is built around forcing players to spend money.

Mortal Kombat's Creative Director Ed Boon has stated he's aware of the grinding issues and that the NetherRealm team plans to address them via patch shortly.

But how much it will fix, exactly? The latest game's predecessor, Mortal Kombat X, allowed users to unlock every skin, fatality, brutality and DLC from launch with one $40-dollar purchase. Since NetherRealm abstained from releasing a similar package this time around, one has to imagine the title will still push players to make microtransaction purchases.

A similar grinding issue arose following the launch of Rockstar's Red Dead Redemption Online last year. Players complained it took hours to earn a single piece of Gold, the game's online-only currency. Rockstar promptly fixed the currency problem by both lowering grind time and item costs. However, the fiasco made some players wonder if the game launched with purposefully overpriced items, so when they inevitably received backlash, the new prices would appear competitively modest. Perhaps a similar sentiment could be true for Mortal Kombat 11?