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Injustice: Gods Among Us demo impressions

False. The Wii U version has been confirmed to be getting the DLC. It just isn't getting anything via pre-order nor does it have a season pass or demo. That content will be obtainable on Wii U still though in other, unannounced, ways.

I just saw a tweet that said they haven't said anything about DLC for the Wii U. Which generally isn't a good sign. I know what the Nintendo direct said, but that doesn't mean Nintendo wasn't jumping the gun.
 
Eh. It's an awkward MK clone. The holding-back-to-block bit is nice, but that's the only good addition. Environmental attacks and stage swaps that take ten seconds to watch will be annoying as fuck once you've seen them twice. And who would ever want to play shitty Mario Party minigames in their fighting games? It's like they copied the old, crappy Mortal Kombat.

Also: My country for a fighting game demo that isn't just a press demo flopped onto the service. No tutorial or explanation of the mechanics whatsoever is so fucking stupid. It's fine if there's a hype-man there telling you how everything works, but not for an at home demo. Having to google basic mechanics is idiotic.
 
False. The Wii U version has been confirmed to be getting the DLC. It just isn't getting anything via pre-order nor does it have a season pass or demo. That content will be obtainable on Wii U still though in other, unannounced, ways.

no demo, no season pass, no fight stick, no arrow skin from battle arena, no CE in any region.


it'll probably get the DLC but will it get it on time with the other consoles?
 
But they sure made a fun demo and MK9 was still deep and tourney worthy. Not your cup of tea? Fine. Still a good game in spite of that is all I'm getting at.
You don't need to be an NRS apologist. I have the game pre-ordered on Amazon.

MK9 is one of my favorite games (I'm 1 trophy away from getting platinum), but I'm not loving this. I'm not a bandwagoner that would hate or love a game just because its cool.
I gave the demo a fair shake and I'm not feeling it. The clunky stance change just adds to it because its a 'feature' that exists because of some limitations the developers can't get over.

I need more heroes to get a better idea. Batman controls okay but Luther and WW are some of the clunkiest fighting game characters I've ever controlled.
 
You don't need to be an NRS apologist. I have the game pre-ordered on Amazon.

MK9 is one of my favorite games (I'm 1 trophy away from getting platinum), but I'm not loving this. I'm not a bandwagoner that would hate or love a game just because its cool.
I gave the demo a fair shake and I'm not feeling it. The clunky stance change just adds to it because its a 'feature' that exists because of some limitations the developers can't get over.

I need more heroes to get a better idea. Batman controls okay but Luther and WW are some of the clunkiest fighting game characters I've ever controlled.

That's how I always felt about MK games. Clunky.

When you get used to how fluent MvC/SF4 or even TTT2 feels. It makes this game feel really off (clunky)
 
You don't need to be an NRS apologist. I have the game pre-ordered on Amazon.

MK9 is one of my favorite games (I'm 1 trophy away from getting platinum), but I'm not loving this. I'm not a bandwagoner that would hate or love a game just because its cool.
I gave the demo a fair shake and I'm not feeling it. The clunky stance change just adds to it because its a 'feature' that exists because of some limitations the developers can't get over.

I need more heroes to get a better idea. Batman controls okay but Luther and WW are some of the clunkiest fighting game characters I've ever controlled.

Not being an apologist dude. Hell I've posted and sent NRS feedback videos and criticized shit non stop since it was announced on E3 and even tried to have discussions on how some models ended up made the way they were and etc. and so forth. What I'm saying is I've just heard this shit to death already and its not really even that big of a deal. Its just folks non stop griping of aesthetics.

Its not going to ruin the experience and the characters feel pretty far from "clunky". Hell folks can't even describe what they mean by that shit most times. They work fine, the combos are easy, and folks are just griping over and over about this stuff like its the biggest shit in the world. Its a NRS game. They like Stance changes and its not that big of an issue because mainly its just aesthetics. What I'm getting at is all that I said. The demo is fun, and nothing you said stopped them from being tourney worthy before. Its still not an issue now that will suddenly ruin the experience of a fun game.
 
Not being an apologist dude. Hell I've posted and sent NRS feedback videos and criticized shit non stop since it was announced on E3 and even tried to have discussions on how some models ended up made the way they were and etc. and so forth. What I'm saying is I've just heard this shit to death already and its not really even that big of a deal. Its just folks non stop griping of aesthetics.

Its not going to ruin the experience and the characters feel pretty far from "clunky". Hell folks can't even describe what they mean by that shit most times. They work fine, the combos are easy, and folks are just griping over and over about this stuff like its the biggest shit in the world. Its a NRS game. They like Stance changes and its not that big of an issue because mainly its just aesthetics. What I'm getting at is all that I said. The demo is fun, and nothing you said stopped them from being tourney worthy before. Its still not an issue now that will suddenly ruin the experience of a fun game.

You know how Tomb Raider on PSX has box controls and the new Tomb Raider controls really well? That's how this game (and every MK) feels to me. Like Tomb Raider on PSX. Unwieldy, not smooth, difficult to control...clunky.

Now that's not to say that I can't get used to it, just like I was able to get accustomed to the controls of the original Tomb Raider, but that doesn't mean I like it or that it's preferable, and that doesn't necessarily mean there's anything wrong with it, either. But it is a barrier some people will have to get used to and some might not have the tolerance or the patience to do so when there are other games out there.
 
Eh. It's an awkward MK clone. The holding-back-to-block bit is nice, but that's the only good addition. Environmental attacks and stage swaps that take ten seconds to watch will be annoying as fuck once you've seen them twice. And who would ever want to play shitty Mario Party minigames in their fighting games? It's like they copied the old, crappy Mortal Kombat.

Well I know who to ignore in this thread. A lot of MK only players are uncomfortable with it because it lacks a whole bunch of fundamental tools like dashes being cancelled at any time, no block button to prevent cross ups, a ridiculous (from their perspective) amount of antiair tools than they are used to seeing, and slow walk speed which is one factor that makes ranged gameplay more viable than your typical MK game.

Regardless everyone should remember this is an old build and you'll have to give it a shot again when it goes live.
 
Well I know who to ignore in this thread. A lot of MK only players are uncomfortable with it because it lacks a whole bunch of fundamental tools like dashes being cancelled at any time, no block button to prevent cross ups, a ridiculous (from their perspective) amount of antiair tools than they are used to seeing, and slow walk speed which is one factor that makes ranged gameplay more viable than your typical MK game.

Regardless everyone should remember this is an old build and you'll have to give it a shot again when it goes live.

Yeah there is talk on TYM that the build may be as old as 7 months or something. Not sure where they got that from, but this is old and the guys there are DEFINITELY MK players and they definitely are having to adjust to this game because of how different it is from MK9.

Theres even a thread talking about zoning worried about it that Pig of the Hut (a tourney vet in extremely high standard MK9) had to jump in on and tell people that if they were worried about zoning to put it on very hard and see how far they could get zoning and to pay attention to the AI. Nonstop rushdown and staying in folks' face after properly blocking or dashing between stuff is how you will stay threatening.

I'm going to be a Green Arrow main and I'm worried about folks like Catwoman in this game since I'm not certain how I'll get them off if they make it in on me. Bow spin is a way to check em but once they are in what do I use to get them off? I'll likely be forced to pushblock a lot and blow meter and above all else I can't just run and hope to keep them full screen. I'll likely need to hit confirm and combo to make him great. Especially against armored attack users and guys like Lex, and Doomsday who have armor traits and great ways to get inside with them.

Its different than MK in a ton of ways. Gameplay already feels different in combos to me.
 
I'm still snagging Injustice day one probably, but just going off of the demo I thought MK felt a bit more polished.

Keep in mind the the MK demo was even worse representation of the final product than the Injustice demo is likely to be, just based on what we've seen and been told about more recent builds.
 
Keep in mind the the MK demo was even worse representation of the final product than the Injustice demo is likely to be, just based on what we've seen and been told about more recent builds.

Yeah, that's true.

They're similar yet different beasts gameplay wise. My gut reaction was just that MK was a little smoother. Still, I'm buying it though. The game is still pretty fun and I'll give them any benefits of the doubt thanks to MK9.

Regarding characters, I still don't know who I'll main. The demo actually made me pretty fond of Batman. Though I have a feeling he'll be this game's Scorpion in terms of player use. Lex is pretty fun but I'm not a fan of slower characters, honestly. Not touching Wonder Woman though.
 
Got it.

-Tried both version. It's true that contrast on Ps3 is all over the place, but that's just about it. PS3 pad is obviously superior.

-Seems strange you have two "good"..."guys"...and only one bad guy. Has anyone beat this on very hard? maybe the game will unlock doomsday if you master all difficulties. Or maybe it's an unlock over-time.

-Can't seem to jump forward or backward easily. Is it me or it's the game?

-Does move slow. But I like it because of it. Actually, the thing I really like is the timing between inputs: I don't think they could have pulled a game so versatile in terms of combo stringing if the frame count would have been shorter. It would have turned into a festival for mashers.

-Too much stuff to learn :) but yeah, as it's been already noted: trying to understand the inner workings of meter burning is an unbearable pain. Took me fifteen minutes to finally get to a page where the wager mechanics (button input, context, merits) were listed properly. Still don't know what negative edge is though, and how to push block. Leaving the breaking down of the game' system to the community is a very sneaky marketing move, but for a title that has been sold since DAY ONE as user-friendly that's a huge miss in terms of image. IMO.

-I really hope people will play competitively using interactive backgrounds and interactive objects. It's a cool thing to have so many variables.

-Wager is AWESOME, but I wish it would have been implemented as soon as the first round. Have to say though, the first hit bonus meter plus the "random" health recovery from wagers give this game a feeling of escalating frenzy that is going to give birth to a lot of Daigo-triumphs.

-Only one animation/quote for start and ending? seriously? At least different quotes: PLEASE! if I hear "stay down" one more time I'm going to headbutt the tv.
 
liked it, but something felt off and I couldn't figure out what it was.

Turned on the street fighter style inputs, and everything made perfect sense

Also played with a stick and I don't like it. Using meter with r2 with holding another button isn't something I'm used to doing at all

The character models are pretty gross but that's what alts are for

As a huge DC fan, day 1.

Any news on how long the red son stuff is gonna stay gamestop exclusive?
 
liked it, but something felt off and I couldn't figure out what it was.

Turned on the street fighter style inputs, and everything made perfect sense

Also played with a stick and I don't like it. Using meter with r2 with holding another button isn't something I'm used to doing at all

The character models are pretty gross but that's what alts are for

As a huge DC fan, day 1.

Any news on how long the red son stuff is gonna stay gamestop exclusive?

Are you using the PS3 bug to do this? You can't edit the inputs on 360.
 
I liked the demo, but I own both MK9 and MKvsDC and the game feels redundant. I will look for it when it is <$30.
 
game demo that isn't just a press demo flopped onto the service. No tutorial or explanation of the mechanics whatsoever is so fucking stupid. It's fine if there's a hype-man there telling you how everything works, but not for an at home demo. Having to google basic mechanics is idiotic.
Skull girls?
 
What's up with the graphics? Did i download an alpha version or what

You downloaded a 7(?) months old build if that's what you're asking. As for graphics, I think the "look" overall is near final. Don't think there will be any radical changes between this and the final version.
 
I love how this game looks, though maybe the elaborate stage transitions and specials will get old.

It does feel a bit stiff like MK9, which is the reason I don't like playing/watching that game, but the presentation of this game makes me want to stick with it.
 
How do I defend against Batman and Wonder Woman exploding these rooftop vents? The explosion seems unblockable and my Batman cannot jump away fast enough or jump high enough to avoid it.

Can Batman control how many bats he summons or how many he launches? I'm seeing the CPU Batman summoning a single bat.
 
Pretty sure I got a decent air combo with Wonder Woman. Crossing up with a low air dash is going to be fun stuff.

Are they nerfing Batman's bat special, or whatever it's called, for retail? I see shades of bullshit already.lololol
 
How do I defend against Batman and Wonder Woman exploding these rooftop vents? The explosion seems unblockable and my Batman cannot jump away fast enough or jump high enough to avoid it.

Can Batman control how many bats he summons or how many he launches? I'm seeing the CPU Batman summoning a single bat.

There is a little meter for his bats, they charge up individually, so if you hit the button, but only one is ready, you just get one.

I haven't used Batman much, so I'm not sure on the specifics though, like if meter still refills if you have one out or not.
 
I only had time to play as WW for a few minutes, she was awful to control and I had no idea what was going on. I didn't preorder this game, and don't plan to buy it so I can wait and see full reviews anyways.
 
I only had time to play as WW for a few minutes, she was awful to control and I had no idea what was going on. I didn't preorder this game, and don't plan to buy it so I can wait and see full reviews anyways.

You punch and or kick the other guy in the head till they stop getting up.
 
Maan, as much as I don't want to say.. Batman is fun, and I might end up using him. :x

Its great once you get down all the mechanics, and learn combos step by step. Especially when ending it in an environmental attack. :P
 
Really enjoying making up some random BS batman combos

came up with a 35% with one meter :p. since I never played MK I am happy with myself lol
 
I dont like it :/ I have the same problem with this that I have with MK game;
The combat feels clunky
Animations look weird

Its a little improved over MK but it's still just too stiff for my tastes.

I'll try it with the street fighter inputs but i may skip this 1 even though batman is cool to play as.
 
Swerrr I'm gonna swag it out with Wonder Woman, when I get these stance changes in combos. That air dash leads to ambiguous ass crossups, when you do it low to the ground. Also, she has an instant overhead. :D
 
Also: My country for a fighting game demo that isn't just a press demo flopped onto the service. No tutorial or explanation of the mechanics whatsoever is so fucking stupid. It's fine if there's a hype-man there telling you how everything works, but not for an at home demo. Having to google basic mechanics is idiotic.

That would be nice, but demos take resources, so it's not really a priority. Putting in a bunch of dev work on a demo seems like a waste of resources.
 
My impressions from the 5 seconds that I played is that it feels less clunky than MK and its quite fun. Cant wait to get more time in the demo.
 
That would be nice, but demos take resources, so it's not really a priority. Putting in a bunch of dev work on a demo seems like a waste of resources.

It just turns off people who aren't following the game.
At least with MK, the average gamer knows how MK plays. Nobody has a clue how this game and its new systems work unless they extensively followed the title.

And frankly, I think all the frame data being shown is going to scare off newer players which is what I assume this is geared towards since it's a DC licensed game. They should have made it optional and defaulted it off.
 
I really wish Meter Burn had a button combo instead of the useless side flipping.

Using the debug thing in the PS3 demo, I have it set up

[Light][Medium][Heavy][Meter]
[Power][Interact][Throw][Stance]

L+H is throw
L+M is interact
M+H is stance change that I wish was meter instead

Of course, I wish you could unmap some of the options too.

If it were up to me, I would design it

LMH
P

With L+P being throw, M+P for meter, H+P for interact, and d,f or d,b + all attacks for supers, or even just all 4 buttons at once if they really hate motions in them.

The forced buttons for throw, etc and continued existence of the useless stance change is still unfriendly to stick players, IMO.

Unless some characters already use Attack Strength + Power to do things with their trait, of course.
 
Swerrr I'm gonna swag it out with Wonder Woman, when I get these stance changes in combos. That air dash leads to ambiguous ass crossups, when you do it low to the ground. Also, she has an instant overhead. :D

Beware that she has some big scaling on some of her stuff. The best way someone found to extend a combo to 50% that I see is that near the end of her combo to get more damage after her last launcher they just switched to mashing out a very low scaling punch over and over till it dropped. Alone they were less than what most of us were using to end stuff with (specials of some kind) but together they add up to more.

Also the biggest thing you need to remember to do is what I touted since last night. END COMBOS IN EX LASSO. That shit lets you get a stun state! Run your combo, but cut it off at the end to land that lasso then while they are in stun dash up or whatever and run the combo again till they are out their health. Another thing is if there is a hazard like the helicopter available during your combo USE IT then do Spin, B3 to bounce them into a wallbounce.

Here...play with some of this stuff.

Combo without super

Combo with Super

Credit for this combo goes to runway mafia screwing around with a bunch of stuff TYM is messing with currently. She has ridiculous damage and long combos off of her MANY relaunches. She's got at least 3 plus the wall bounce and ex lasso extenders to work with in her combos lol.
 
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