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Injustice 15 min gameplay @ EVO 12

I really like how it's going. The environmental aspects look far more controlled and thought out than they may have sounded at first blush.

So far it looks like a combination of spectacle and depth, and that's fine by me. DC comics have never enjoyed an epic, lush, triple A fighting game before, so there is a freshness factor here. And after MK9, you know there's going to be one hell of a story mode.
 
People should also be reminded that this game doesn't have anything like MK9's control scheme, in case you didn't like that.

There is no block button, it holds back to block.

The control scheme is ArcSys-like - Light, Medium, Heavy attack (magic!), plus 'special' which acts like the Drive button in BlazBlue. It does something unique for each character.
 
Man, I really can't wait to play this (almost exclusively as a single player fighter guy).

Grundy looks extremely fun to use for some reason. Combo throws and whatnot.
 
I like the idea of a fighter that has the players learn the arena as well as the characters, whilst still playing fairly traditionally. It looks good.

Superman just beating the shit out of the Flash in that elevator is pretty funny
 
Youtube, please. For some reason IGN's new player has been refusing to run on my computer.
 
They probably should have got someone who knows more about actual gameplay mechanics to demo it for EVO, but having BOON on the main stage was just too good to pass up.

Also, there is no way there not going to make stage transitions either skippable, or a way to shorten them in the menu, there not that stupid.
 
Batman and Grundy look pretty awesome. Interest up! Can't wait to see the full roster.
Only thing a bit funny is that the actions have a lot of scenario impact, with thing shaking and destroying and characters flying, but the supermoves that have all that spetacular cutscene fall flat in impact.
 
I'm going to repeat my opinion from the EVO thread.

I really hope they tune down the number of non-interactive cinematic. Theres a long one for stage transition, one for supers, and one for breakers so far.

Non-interactive cinematic are so bad in fighters due to the loss of momentum. It gives the person getting hit enough time to think about all the upcoming followups.
 
Can't wait for this game, and even though at first the environmental hazards made me think of Smash Bros., the way it is handled in this game is pretty cool as well. (more as an extra move)

Although I would be surprised if they didn't have at least one stage with no hazards for people who would rather not have to put up with it.
 
Although I would be surprised if they didn't have at least one stage with no hazards for people who would rather not have to put up with it.

I'd prefer the ability to turn off the hazards via menu, so we don't get stuck looking at one stage all the time.

Or, maybe just unbind the "environment" button.

I'd say the stage stuff is handled better than Smash already. The hazards are in the same spots all the time and only affect the match when a player initiates them, using the dedicated button. Smash isn't hated on for simply having items/stage hazards, moreso for them being a random factor.
 
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My goodness, buying this because these guys know how to make a fighter. Wonder if their story mode will be as packed as MK9 or the unlockables and such. I'm getting it because I missed out on MK9 and it looks impressive.
 
Huh, didn't even realize this was by the team that made Mortal Kombat. I'm excited for the game then. I just recently picked up Mortal Kombat for Vita and am loving it, so having a similarly great game with characters I actually like sounds fantastic.
 
Is it me? The characters look so 'flat' to me. Similar to how the MK game looked on Vita...maybe its just the image quality on the Youtube feed. Maybe it's just the desaturated colors.
 
Looks good, but the lack of "air time" always puts me off. I'd like the character physics to be a little more like in Tekken or DoA
 
I thought it looked good but lacks colour. Everything is so grey and it looked like the prototypical UE3 game.

It fits with stuff like Batman, but Supes and Flash? Ehh. Looked pretty fun though, at least until the sizzle wears off.
 
Flash does a tatsu that wall bounces into a shoryuken, shame he doesn't have a fireball.
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Normally I'm pretty fine with MK's animations, but a tatsu was never meant to animated in a more realistic style, shit looks mad awkward.

Flash loses 2 bars of meter when he does it, maybe its the roman cancel mechanic that's in? But I though you had to dash in order to cancel stuff, hmm.

Also at comic con there will be a much more updated build of the game, along with new character reveals.
 
It's a game about superheroes battling each other, I don't think you have to worry about it looking realistic.

I'm not worried about that, it's just that's the tone they're going for and wallbouncing looks real awkward in that tone. It's no biggie, of course, I'm just nitpicking. Aside from Flash's walk animation, it pretty much all looked real smooth to me.
 
I am normally not a fan of netherrealm but I thought that looked great. Their style really works with the comic book setting.
 
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