• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Injustice: Gods Among Us demo impressions

According to Arturo there are some bugs in this demo that have since been fixed. So just fyi, if you encounter something weird it is probably just because it is an old build.

2 he mentioned:

-Stage transitions can be executed further from the corner in the demo than in later builds/final release
-Jumping inputs not always read correctly in the demo
 
WW combos from TYM.

BL,L,H- BL,L,H- Air H, DBH for 34% no meter. - Lasso
40% combo - ji3, b113, 21 EX lasso grab

Damn guys get it together on notation lol.
 
BL would be back 1, or back light.
ji3 is jump heavy

TYM is unsure on what type of notations they are going to use for the game, so its kinda all over the place ATM.

Im rooting for numbered notations as they make far more sense.

Oh, so that's using two different notation styles?

I'll just wait that out, then. hahahaha so confusing.
 
Here is Arturo video of the basics

http://youtu.be/Ff-5ldQ9Gp4

Watching that, first thing I noticed was it's got the same stiff style of animation from the MK series. Even the implausible way they kick and throw their upper cuts. It's as if they've kept the exact same animators since MK1. The characters don't move smoothly like Soul Calibur. But I think its great that they stuck to their roots and their own style of gameplay.
 
Watching that, first thing I noticed was it's got the same stiff style of animation from the MK series. Even the implausible way they kick and throw their upper cuts. It's as if they've kept the exact same animators since MK1.

Yeah, I notice this as well. Is there a gameplay/physics/hit confirm reason for this?
 
Technically its a 6 button game..
It's a 4 button game. Light, Medium, Heavy, and Character Trait. Everything else can be done via combination. At least that is what I understood when I talked with the NS staff at PAX East. All three attacks fires off a super. I don't know what the other combinations are. I'm still stuck at work. :-/
 
what does "adds armor" mean? there's a lot of lingo around that takes a while to figure out. Don't know who's going to do the OT but the thread should come with a dictionary :)

Armor in fighting games usually mean that the attack can absorb a hit while being thrown out against your opponent. Non armor attacks can usually get beat out by higher priority moves/faster moves. There's probably ex moves in this game that has that kind of property.

I think doomsday has armor that lasts for a set amount of time. They could be talking about that.
 
Yeah, I notice this as well. Is there a gameplay/physics/hit confirm reason for this?

Someone asked this in a interview recently about the game.
This was the response.

GC: The animation style of your games is very hard to describe, it’s obviously a purposeful throwback to the animation of the first Mortal Kombat, but how much is it purely a stylistic choice and how much is it to keep up the speed of the action?

HS: It’s a little bit of both. Obviously we’re always going to want to make a 60 frames per second game but I think just the animation style and… I guess the familiarity of it is because our team is pretty rooted, we have the same kind of animators that have been working on the game for 15 years or so.

GC: Did you ever consider not having it for this game, because I’ve already seen some fans complain about it?

HS: Not really. The animation team works really hard to make sure it has a specific style and it’s just something that we’ve chosen that gives a distinct flavour. It’s like asking a chef to change his style, like you wouldn’t ask the Red Hot Chilli Peppers to, ‘Hey, have you ever thought about having a different singer? It’s kind of like Anthony Kiedis singing over and over again’. It’s kind of the same thing with our animations. It’s kind of the art style and it is what it is.

To me it sounds like they don't want to fire there friends, and need an excuse to keep putting Carlos Pesina in the mocap room lol.
 
It's a 4 button game. Light, Medium, Heavy, and Character Trait. Everything else can be done via combination. At least that is what I understood when I talked with the NS staff at PAX East. All three attacks fires off a super. I don't know what the other combinations are. I'm still stuck at work. :-/

I think Meter Burn (RT by default) is a dedicated button.

You can do super with Meter Burn + 2 + 3.

Stance change (LT) is a macro for 2+3.

Stage interaction is 2 + Trait.

Armor in fighting games usually mean that the attack can absorb a hit while being thrown out against your opponent. Non armor attacks can usually get beat out by higher priority moves/faster moves. There's probably ex moves in this game that has that kind of property.

I think doomsday has armor that lasts for a set amount of time. They could be talking about that.

With Batman's f+3 and b+3, you can hold the button down to do a slow, charged-up version of the move which causes wallbounce or stage transition. I think other characters can do the same thing. If you push Meter Burn during the charge-up time, you flash and the move gains 1 hit of armor, at the cost of 1 bar.
 
I like it. I wonder about some of the button choices though, also why did they bother with a stance change button again?
 
If use the Air conditioner stage interaction with Batman, it makes him jump off it in a direction.
However, if you hold down during the animation, he also places an explosive on it, so not only do you get away, but you opponent gets damaged, really neat.
 
So did they go 6-button with this? Boon refused to answer my "do I have to toss out my MK sticks now?", so I can only assume.

Seems like it's a 5 button game.

1: light attack (X)
2: medium attack (Y)
3: heavy attack (A)
4: character trait (B)
5: meter burn (RT)

1+3: throw (also mapped to LB)
2+3: stance change (also mapped to LT)
2+4: stage interaction (also mapped to RB)
2+3+5: super (also mapped to LT+RT)
 
I like the fact tha it doesnt seem to much combo oriented like Street Fighter or Tekken. I usually get 3-4 combos then the opponent can counterattack. One thing I usually hate about Capcom fighting games is that if your enemy pulls a good combo he can take out 50% of your health and you can do absolutely nothing. Really hope its not the same thing here.
 
I like the fact tha it doesnt seem to much combo oriented like Street Fighter or Tekken. I usually get 3-4 combos then the opponent can counterattack. One thing I usually hate about Capcom fighting games is that if your enemy pulls a good combo he can take out 50% of your health and you can do absolutely nothing. Really hope its not the same thing here.

Combos tend to be around 33%~50+ with 1/2bars of stock lol
 
Lack of a button config in the demo seems like a pretty big oversight. I have a HORI stick, so the layout is inconvenient for this, and I'm too lazy to switch out the buttons right now. :P
 
They took the randomness out of teching throws, awesome. Batman has that shoto crossup where if you press light you stay in front and if you press medium you cross up. Game doesn't feel slow to me.
 
My only problem with Wonder Woman is her neck is super long.

She also kinda looks weird when making facial expressions, but that seems to be a problem with everyone in this game, any time anyone emotes or opens there mouth, the rest of there face looks weird.
 
Oh my god a woman who fights supervillains has a little muscle definition, so terrible

The irony is that there are women in reality with that same chin line some of these guys keep going on about and they're gorgeous. It mostly has to do with the uncanny valley and/or gamers getting too accustomed to the "soft features" of more "feminine" women in games.
 
how so? does she have muscle definition? I'd expect someone as strong as WW to have defined muscles and not look like a supermodel.

Her body looks fine, she needs to have muscles, my problem is with her face like the poster above mentiones :) She can be strong but have a less manly face, like in this picture

WW2.jpg
 
I always get hyped for fighting games then I end up not playing them enough or have the time to get good enough to play online. This looks good, not sure if it will be day one, might wait for a price drop.
 
Watching that, first thing I noticed was it's got the same stiff style of animation from the MK series. Even the implausible way they kick and throw their upper cuts. It's as if they've kept the exact same animators since MK1. The characters don't move smoothly like Soul Calibur. But I think its great that they stuck to their roots and their own style of gameplay.

Nah. Actually play it. It really doesn't feel that much like Mk. Ive been playing MK9 a lot the last few days too.
 
WW looks awful. its an artistic and animatior choice because shes looked good in other pieces of media/games

for the most part netherrealms just cant make women. Look at sonya blade? awful.
 
Top Bottom