DC Comics Fighting Game Injustice: Gods Among Us Coming In 2013

TRIPLE M

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Bane
 

TRIPLE M

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The alternates for Nightwing in red, arrow , Arkham Batman are the best ones so far imo
 

OmegaK2099

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why they got solomon grundy repping russia when he wasnt even in the red son storyline
 

TRIPLE M

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why they got solomon grundy repping russia when he wasnt even in the red son storyline

If you go back a few pages I posted a developer interview on the red son Dlc and basically they revised the storyline and added him because they felt he would fit in and they like the concept drawing if him as a Russian
He's not an alister so it doesn't bother me :yeshrug:
 

OmegaK2099

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If you go back a few pages I posted a developer interview on the red son Dlc and basically they revised the storyline and added him because they felt he would fit in and they like the concept drawing if him as a Russian
He's not an alister so it doesn't bother me :yeshrug:

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they could have went with batman or green lantern but :manny:
 

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INJUSTICE: GODS AMONG US - Brutal, Accessible, Deep

By Lucas Siegel, Newsarama Editor
posted: 19 March 2013 10:00 am ET

Since we last sat down and played Injustice: Gods Among Us, Warner Bros Interactive's upcoming DC Comics based fighting game, the roster has expanded, the moves list has been refined, but it is clear that NetherRealm's original vision for the game has remained steady throughout development. This is a brutal, hard-hitting game made to be accessible to casual DC fans while deep enough to make hardcore fighting game fans sweat.




ENLARGE
Injustice already featured a deep roster, having shown off Batman, Lex Luthor, Green Arrow, The Joker, Green Lantern, Cyborg, The Flash, Harley Quinn, Nightwing, Solomon Grundy, Superman, Bane, Aquaman, Catwoman, Deathstroke, Hawkgirl, Shazam, Sinestro, and Wonder Woman. At a recent sit-down with NetherRealm in New York, NY, we got to see the official debuts of Raven and Black Adam (Shazam's villainous counterpart), as well as teases of Doomsday and a couple of characters who have appeared in trailers but are officially being kept under wraps.
The brutality in the game may surprise fans who played MK vs DCU, the previous attempt to bring DC characters into a Mortal Kombat style setting, but a NetherRealm spokesperson says DC Entertainment was "very amenable" to the violent nature of the game.



ENLARGE
"They felt like, first off, this is officially the 'Injustice' universe of DC. With that established, we've been able to do things that in other universes wouldn't be allowed. DC was very supportive, and it was something that we were very cognizent of. There were even a few cases where DC told us we could push things further.
"We actually expected that those would be the bulk of a lot of our discussions, and it wasn't. We knew where the lines were drawn, what these characters do and what kind of values the uphold, and we didn't want to violate that."



ENLARGE
Sitting down and playing the game, the combat is both easy to get into and also incredibly deep. A player who has never sat down with a fighting game before will be able to jump in and pull off enough special moves to make them feel like they've done more than just button mash. Those special moves, from simple grabs to the over-the-top power moves are incredibly cinematic. A throw move, or a quick teleport, or an environment interaction can all change the camera angle briefly to make you feel like you're - not playing a movie, but playing an alternate reality. You are the malevolent puppet master making these characters dance at your whims, and it is glorious. The depth is there as well, though, with combos, long move lists and the same kind of chaining fans expect from the company that revived Mortal Kombat, making it a premier fighting franchise once more.


ENLARGE
And those special power moves? They will make fans of DC Comics squeal, laugh, and clap, and will make fighting games fans want to dive into the DC Universe. We saw Doomsday's super move for the first time, where he slams his opponent into the ground, then punches them repeatedly, tunneling them through the center of the Earth, out the other side, and back again. It is utterly ridiculous and ridiculously awesome to watch. What's best is the super moves were built with accessibility in mind, too: once you've built up enough power, it's a simple pair of buttons to press, rather than a complex 10 part sequence.
"We knew right away that we needed to implement something that showed off the over-the-top nature of these characters. The super moves came in very early. Everyone has seen the Superman one now, where he punches someone up into orbit, and that one has not changed. I remember being pulled into our viewing room and they showed us that, it was the first one, and it hasn't changed since."


The story has been the biggest secret to the game, and while we were able to play and view the first ten minutes or so during our press meeting, they wouldn't reveal much about comic writers Jimmy Palmiotti and Justin Gray's tale, that they wrote with NetherRealm. The impetus for why the heroes are fighting each other, and how people like Green Arrow and Harley Quinn can fight against Superman, Sinestro, and Wonder Woman is still held back, but NetherRealm promises there is a reason and it will make at least as much sense as, say, characters who can punch a person through the center of the Earth without both being vaporized.




The game starts with the heroes losing. A great disaster befalls the world, and what remains is in tatters. As you play the story mode, you'll be taken into the roles of many characters, starting as Batman (who, amongst other characters, has a familiar voice) and moving between heroes and villains alike to reveal how the Injustice world changes and evolves. Throughout, you'll interact with not just the playable characters, but a large roster of cameos as well - everyone from Martian Manhunter to Hugo Strange to Kilowog can be found in the backgrounds of scenes (and some of them can help you out during battles). The story continues that cinematic feel found in the gameplay itself. You won't see big victory screens or round indicators; instead, when you've defeated your opponent, the game immediately jumps into a scripted scene, taking you into the next round with a brief cinematic interlude. It's a completely different and new way of presenting story in a fighting game, and makes you actually believe that the story is an integral part to the experience. That could, of course, change beyond the first 10-15 minutes, but seeing the early sections make that distinction instills great hope for the full package.


ENLARGE
A new feature was shown as well, with replayability in mind. A huge challenge mode section called "STAR Labs," featuring over 200 missions, will allow players to experience characters in situations from "do these three special moves" to "timing challenges" to alternate reality short stories! This is likely where future downloadable content (DLC) will come mostly into play, as new characters and classic DC storylines will be able to play out without having to alter the main story. We saw challenges for every character in the game, including exciting mini-stories based on the acclaimed Elseworlds story Superman: Red Son, where Superman and Wonder Woman are playable in their Russian alternate-reality costumes and in situations directly out of the comics. With Blackest Night content promised for early DLC (revealed in European ads), that will likely play out in the challenge modes, and NetherRealm suggested there are more DC stories on the way there. It also provides some variety to the basic fight structure, and the developer knows a fighting game needs to be more.


ENLARGE
"We wanted to just have some fun with the mechanics in the game. We found some joy in that in the challenge maps. The point of these is to do different stuff than you might find in the core gameplay. We have some that are pretty easy, some that are pretty difficult, and some that are aggressively difficult."
Those STAR Labs challenges will feature unlocks, allowing players to get new characters and costumes, as well as other challenges. There are three "sub-challenges" for each, as well, with three-stars unlocking new missions as well as in-game bits.


In both the challenges and the main gameplay, the level of interactivity with the background is impressive, and easy to access. A simple tap of the bumper (or top shoulder button on PS3), you can use lasers, cooling vents, globes, and even background characters to help you dominate your opponent. The levels also have multiple locations, where you can punch your enemy through a wall or into the background and move to another area and continue the brawl.



ENLARGE
It's interesting that in all of this, we talked very little about the gameplay, but that speaks to NetherRealm's goal of making this far beyond other fighting games. Yes, the gameplay is there, and it is tight and accessible and deep all at once. But it's not the only focus, and that is what makes this game so much fun, even with only a taste of it.
That said, the new characters revealed, Raven, Black Adam, and Doomsday, all play as pumped-up over-the-top versions of their comic book selves. Raven and Black Adam are both pompous and heavily magical. The teen sorceress can teleport, disperse into a hundred of her eponymous birds, mystically grab her opponent from across the screen, and even summon her demonic brethren, topping off with her father Trigon's assistance. Black Adam's lighning strikes are more brutal than Shazams, giving brief stun effects. Doomsday can punch a character through the center of the Earth. So don't worry about him not being powerful enough to effectively kill Superman.

Injustice: Gods Among Us is NetherRealm's attempt at getting a superhero fighter right, and so far, it looks like they have. Making a fighting game with a story players can actually care about, a roster of characters that feels unique and varied while respecting their iconic nature, and still remembering to make the actual game mechanics work well is no easy task, but DC Comics and fighting game fans have a lot to look forward to here.

Injustice: Gods Among Us is due out April 16, 2013 on Xbox 360, PlayStation 3, and Wii U.
http://www.newsarama.com/games/injustice-gods-among-us-hands-on.html
cant believe theyre having martian manhunter as a background character:birdman:
they better have him as DLC
 

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Injustice: Gods Among Us – Behind Closed Doors Preview Part 1: Black Adam, Raven, and System Mechanics
by MyLifeIsAnRPG on March 19th, 2013 at 6:04 am

UPDATE – We recently received answers to a few lingering questions regarding what the team plans to do if infinites are discovered, input shortcuts for traditional arcade sticks, and more, so be sure to head to the bottom of the article and check out the information.
With the release of Injustice: Gods Among Us growing closer each day, NetherRealm Studios recently invited Wolverine-Master and I to a special “behind closed doors” demo to see how their DC Comics fighter is coming along. While there, we were shown the game’s newest combatants (Black Adam and Raven), and were told how the system has changed since the build we got to try out last year at E3. We also got a sneak peek at the game’s story mode, S.T.A.R. Labs Trials, and a brand new experience and leveling system. I’ll be bringing you up-to-date on the new characters and mechanics, while WM will be covering the game’s new modes.
Now, keep in mind that we didn’t have an excessive amount of time with these characters. Versus play was only half of the hour long demo we got and ten minutes of that was spent going over universal system changes. Still, this gave us ample time to gather a few first impressions for both Black Adam and Raven, so check those out below and let us know what you think.

Black Adam

Black Adam is, in a word, strange. He’s not exactly a rushdown character and yet not exactly a zoner either. He has traps that he can place on the ground, but they are very small and don’t do much for area denial. Instead, I found that it’s best to use these abilities after a combo that ends in a knockdown to set up oki mix-ups.
Adam has a number of electricity based moves as well, which cause a shock hit-state. Shock is one of the many types of special hit-states in Injustice that can increase your opponent’s hit-stun beyond normal amounts. Adam’s bolts are slow, though, and at first glance only seem to be effective as combo extenders. But that’s not saying they don’t have potential, as there’s likely a bit of tech hidden here that will come out with extended experimentation.

One thing I noticed was that Adam’s aerial normals came out at weird angles. He has a downward kick with both legs that hits almost completely vertically, which I found to be hard to connect with on jump-ins. It does have a hit-box on the back that made for some interesting cross-ups, but the arc was so weird that I simply had more luck approaching from the ground.
Adam’s trait button (described at the demo as the “superhero power” button) summons three orbs of electricity that rotate around him, similar to Vergil’s spiral swords in UMvC3 but with a couple key differences. First of all, while they do damage to the opponent on contact, they do not put the opponent into hit-stun. More importantly, they nullify opponent’s attacks and projectiles, making it an amazing tool for getting in on other zoners, especially when used with his aforementioned traps.
I feel as if Black Adam is a character who will take a longer amount of time to accurately nail down. He isn’t a simple character to use, that’s for sure. I was impressed with the unique toolset that he had, but I just couldn’t get it to work with the time I had with him. I’m looking forward to trying him out further when the game releases, if only because his gameplay archetype is so non-standard.


Raven

Raven is easily one of my favorite characters in the Injustice roster so far. A heavily rushdown-oriented character with a grappler edge, Raven uses her magic to catch the opponent off guard in numerous ways. She has ranged ground and anti-air command grabs that are easily some of the best tools in her arsenal. Adding them onto the end of any string will be effective in catching an opponent trying to punish you or jump away. You can also slightly delay them in the middle of your normal block strings to create sick grab-based frame traps. Not only that, but some of her grabs cause special hit-states like ground bounces that let you continue your combos. If I’m allowed to gush for a moment, she’s absolutely sick!
She also has tons of juggle potential. Her launchers are super fast and cover a lot of ground, allowing you to set the opponent up for any number of easy connecting strings. She has an air-to-air kick that pops the opponent up high enough to land another ground string, and her command grabs can lead to even more combo opportunities thanks to their ability to hit a couple of character distances away and manipulate the opponent, pulling them or pushing them away depending on your needs.
Raven’s superhero power allows her to go into demon mode, which is essentially a free install that costs no meter. In this state, she moves faster, hits stronger, and her special moves change. Her projectile turns into an incredibly useful ground spire that can be summoned at a variety of distances and can combo into itself. She can also grab an opponent from almost a full screen away, allowing any random spire hit to transition into a full bread and butter. She also gains a full set of teleports, which would make even Dante and Vergil jealous. Her teleports are incredibly quick, fast enough to be used even in mid-combo, and they set Raven up for nearly free mix-up opportunities.
It’s also worth mentioning that her super (which drags her opponent into an alternate dimension and has Trigon eyebeam them to death) is outstanding DC Comics fanservice. Raven plays incredibly dirty and on first glance seems as if she will be one of the stronger characters in the game early on. The only thing that could have possibly made me like Raven more would be if she had an alternate costume and voice-pack based around the Cartoon Network Teen Titans series, though that may still be in the cards seeing as similar things have been done with other cast members.

System Mechanics and Gameplay Impressions

The game has changed quite a bit since we last saw it at E3 2012. For one thing, the game moves at a much faster pace. Dashes happen almost instantly and even slow characters are incredibly mobile. Grundy, for example, can move nearly half of the screen in one dash! Attacks also come out much quicker than they did in previous builds. Strings not only execute faster, but are harder to punish than they were early on in the game’s development cycle. Back then, I called this “Mortal Kombat’s version of Marvel vs. Capcom” and that description applies even more so now.
A few core changes have also been made to established system mechanics that we have seen before. Clashing, which was called the “wager system” back at E3, is now only available once per round. The clash wager interface has been prettied up and the clash animation itself now plays out quicker so as to not interrupt the flow of a match.
Other than that, the wager mechanics remain similar to their previous incarnation. When you activate a clash, you and your opponent each wager an amount of meter in secret using the face buttons. Whoever wagers more meter knocks the enemy away, dealing a decent chunk of damage in the process. No damage is done on a tie. Clashing can still be activated while in hit-stun and the combo still breaks in the process, even if you are on the losing end of the clash.
As for other meter mechanics, EX moves have made a comeback, and they are executed Soul Calibur V style with an extra press of the “power” button while a move activates. Honestly, I found the timing to be very finicky. It seems to differ for every move and in the middle of combos I would find EX moves dropping more often than not.
A new alpha counter type mechanic has been integrated into the system as well. By spending a stock of meter while in block stun, you can execute an invisible animation which, if it connects, will knock the opponent across the screen, though it won’t do any damage. The animation itself has a huge range, making it operate more like a burst than a traditional alpha counter, especially since it cannot be used to start combos.
Supers have also been changed since the E3 build. At this point, most supers in the game are unblockable, so throwing out random supers in the middle of pressure is extremely powerful. (Editor’s Note: This is exactly how it was explained during the demonstration, though we now know that only Bane, Green Arrow, Solomon Grundy, and possibly Raven have access to unblockable supers.) They are very punishable if avoided, however, and some have a long start-up time, making them better suited for combos.
One peculiar design aspect that has been carried over from MK9 is the fact that all meter expenditure is done with triggers and shoulder buttons that otherwise have no function in the game. I asked whether there would be shortcuts implemented using the basic attack buttons for people who use a stick, but I couldn’t get a concrete answer. However, I did find that pressing forward plus weak and medium seemed to trigger the alpha counter ability, so there appear to be shortcuts lurking in the system somewhere.
I was also shown a variety of different stage hazards this time around as well. Back in the E3 build there were only two different types of “classes” when it came to stage hazards: gadget and power characters. Gadget characters used stage hazards in tricky ways while power characters relied on brute force. It was the difference between springing off a car and picking it up and chucking it at your enemy. This idea of class-based stage interactions has expanded as the team has built in several new classes that interact with the stage in many different ways. I also found that all stage interactions in the demo fell into four basic categories. They either:
Hit the opponent away from you, giving you space to breathe
Trigger a special prolonged hit-stun state that allows you to extend your combos
Give you some sort of special mobility option, usually a wall jump or teleport
Allow you to throw projectiles and traps in order to set up a zoning game you wouldn’t normally have.
However, the neatest thing I saw in the demo was, believe it or not, the game’s stage-select screen. I asked how stage selection would be handled in tournaments since stage hazards will vary so much, and the answer was simple. Both characters get to choose the stage at the same time! If they both agree to a stage then that is the one that will be played on, but if they disagree, the game will choose between the two stages selected at random. Simple, ingenious, and guaranteed to make tournaments run smoothly.
Getting a chance to try out an almost complete build of Injustice: Gods Among Us was fun, but of course an hour isn’t nearly enough to dive into all the intricacies this game has to offer. The game is entertaining, fast, and innovative, but the real gold comes from a very technical gameplay system that still requires time to pick apart. We will get another chance to spend time with the game at PAX East this weekend. The team also assured me that they would be able to answer my many remaining questions there, regarding such things as the game’s “traditional” control scheme option, combo properties, meter-building mechanics, stage transition damage, and more. Look forward to a more detailed update in the near future!
We recently received answers to a few of these questions. They’ve been included in their entirety below.
What is being done to prevent infinites?
The hot fix patching system is much improved, allowing us to tweak many parameters that were not possible before.
Are there limits on combo ability – juggle or string limits?
The only limits in place are that most specials have a unique ID. If the same special is done again in the same combo, it will have different properties. For example, some cannot be meter burned again if already done once in a combo. Others might have a different reaction or have no hit box. Inside of juggles, characters get heavier and heavier with each hit, which also naturally limits combos.
Will there be button shortcuts?
For those playing on an 5-6 button arcade stick there are shortcuts you can take advantage of. For example 1+2 = interact with background objects, 2+4+6 = supermove, and 1+3 = throw. So if someone wants to, they can play using a PDP Injustice: Gods Among Us Battle Edition stick, Mortal Kombat Tournament stick, or any custom made traditional 6 button layout and won’t have problems.
What are the different properties for hit states?
There are some, like throws, that are inescapable when you throw someone out of a disabled state (like in active recovery frames after a missed attack). Several characters power abilities will affect hit states as well. For example Superman ignores armor when his power is active. Bane adds armor (and projectile invulnerability) to some of his attacks depending on his current venom level. Wonder Woman takes less chip damage when she is in sword and shield stance.
Be sure to head over to this article’s companion for a preview of Injustice’s story mode, S.T.A.R. Labs missions, and XP system!
Injustice: Gods Among Us – Behind Closed Doors Preview Part 1: Black Adam, Raven, and System Mechanics « Shoryuken

Injustice: Gods Among Us – Behind Closed Doors Preview Part 2: Story Mode, S.T.A.R. Labs Missions, and the XP System
by Wolverine-Master on March 19th, 2013


:blessed:finally a screenshot of the GAWD
 

TRIPLE M

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Last week, MyLifeIsAnRPG and I were invited to play a preview build of Injustice: Gods Among Us. The point was to get a feel for the game to see how it plays, and if you know me, I was scouting the combo possibilities. Along with my partner, I got a chance to dig deep into the game and explore some of its features. Aside from the obvious Versus mode, Injustice has a few new things that aren’t common to the average fighting game, including an extensive Story Mode, an XP system, and a mission-like adventure called S.T.A.R. Labs.

Story mode kicks off with one hell of a cutscene, something that will leave your jaw wide open. You may have been spoiled elsewhere, but I’m not going to do that here. After the cinematic, you get to play as Batman to start things off. With your first opponent being Lex Luthor, you initiate a small mini-game before the actual match. However, this is not a pew-pew, Galaga type mini-game. This determines how your match is going to start. Let me explain. Lex is your opponent, but before the match starts, you get these simple commands (press B or Y, etc…) that flash pretty quickly at the bottom-right corner of the screen. If done correctly, you throw a batarang to keep Lex from approaching you. I failed this exercise because of how excited I was, but the point is, if you win the game, Lex starts the real match with a chunk of his life missing. If you lose, Lex will keep his life heading into the match. The matches from here on out vary, and you get a chance to play as most of the characters throughout story mode.
If you’re familiar with the trial/challenge/mission modes in most fighting games, then you will absolutely love S.T.A.R. Labs. There are tons of missions to do in this mode, and sometimes even missions within missions. The copy I got to play had over 200 and it still wasn’t the complete build of the game. Every character has a few objectives to complete. As far as the mission within the mission idea, they’ll ask you to do something simple like defeat Black Adam. However, within the same challenge, they’ll ask you to do something like throw Black Adam 10 times, land 8 special moves and perform 2 supers, all before defeating him. All of this, as well as story mode, help you gain XP and level up, which we will discuss later. Remember the Lex Luthor mini-game I mentioned earlier? Well, S.T.A.R. Labs has some surprises of its own. One of the missions I did had a simple task: defeat Harley Quinn. What made this match random was that Two-Face is part of the mission, standing in the background tossing his coin and yelling out heads or tails, correspond to the first and second players respectively. As the sides are called out, he takes pot shots at the fighter whose side is called out. Here I am pulling off one of my sexy combos on Harley and it stops, only to see that Two-Face isn’t there to look cute in the background. I found this to be an extremely cool addition to the mission, and it’s things like these that help set S.T.A.R. Labs apart and keep it interesting.
After spending any amount of time in either the story or S.T.A.R. Labs modes, you’ll have a bit of racked up XP. This currency can be used to unlock things like icons, achievements, skins, and badges. It also helps you level up within the game, which unlocks further tiers with bigger and better rewards, similar to the Krypt in Mortal Kombat.
My time with the game made me very impressed with the way its turning out. While the combat mechanics are on point, the game also offers a story mode unlike anything seen in fighting games before, as well as a few fun diversions in the S.T.A.R. Labs when you want to check out what else the game has to offer.
Be sure to visit this article’s companion for a sneak peek at what new fighters Black Adam and Raven are capable of, as well as our thoughts on Injustice’s system mechanics.
Injustice: Gods Among Us

:smugbiden:
 

TRIPLE M

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Ares was seen at a preview event for Injustice: Gods Among Us. It is currently unknown how he will feature in the game or if he is playable.[1]

Other characters who will appear in the game but will not be playable include:

Killer Croc, Two-Face, the Riddler, and the Penguin appear as environmental hazards in the Arkham Asylum stage

The Guardians of the Universe appear during Green Lantern's Super Move
Several members of the Green Lantern Corps, including Kilowog, Ch'p, Tomar-Re, Katma Tui, Hammeroon, Stel and Salakk, make a cameo appearance in Green Lantern's win screen.

Atom Smasher, Giganta, and Darkseid all appear as environmental hazards in the Hall of Justice arena.[2]

Statues of Stargirl, Mr. Miracle, Big Barda, Orion, and Hawkman and the costumes of Wildcat, Dr. Mid-Nite, Dr. Fate, and Sandman can also be seen in the Hall of Justice arena.

Gorilla Grodd and Parasite can be seen in the background of the Iron Heights Penitentiary arena.

Trigon appears as part of Raven's super move.

Starro appears in the background of the Fortress of Solitude.

Character Types
The roster is split between two characteristics: Power and Gadget.

Power Characters

Aquaman
Bane
Cyborg
Doomsday
Green Lantern
Hawkgirl
Lex Luthor
Shazam
Sinestro
Solomon Grundy
Superman
Wonder Woman


Gadget Characters

Batman
Catwoman
Deathstroke
The Flash
Green Arrow
Harley Quinn
The Joker
Nightwing
 

TRIPLE M

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Black Adam Alternate Attire
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and for all the f*ggots talking shyt about this game without even playing it:

NetherRealm has pro Street Fighter players testing and helping with balance of Injustice: Gods Among Us, more accessible to new-comers
Posted by DreamKing23
March 18, 2013 at 12:51 p.m. PDT 73

O Canada recently conducted an interview with NetherRealm Studio's senior producer, Adam Urbano, to discuss the upcoming DC Brawler, Injustice: Gods Among Us. Among the topics touched upon here, Urbano states some interesting bits of information including the fact that Injustice was created to be much more accessible to new comers and isn't quite as tournament worthy as Mortal Kombat 9.

Additionally, NetherRealm has brought in a bevy of players over the past couple of months to test out the game and help with balancing. Many of these players are said to have a professional Street Fighter background and the opinions on the game have been very positive so far.

Below is a bit to get you started and hit the jump to read a bit further.
Q: I know your team worked on the recent Mortal Kombat reboot. Was there anything you learned from that game or maybe took from it and applied to Injustice?

Adam Urbano: We liked the community feedback we got at the end of Mortal Kombat (sort of what the tournament level players had to say). We also heard from fans about parts of the game that were difficult and its learning curve.

So we specifically set out to bring in as much fan feedback as possible. We also tried to make it much more accessible than Mortal Kombat was. Mortal Kombat was designed from the ground up to be a tournament level game. This one, sort of has tournament potential, but the barrier to entry is much lower.

Q: Were you worried that the game wouldn’t appeal to hardcore gamers because it’s too simple and accessible?

Adam Urbano: In development, that was obviously a huge concern. As you simplify things you have to make sure that there is still a level of depth.

What I can say is, that for the past two months we’ve brought in 20 or 30 pro players, especially guys that don’t neccesarily like Mortal Kombat and are more about Street Fighter (guys that are negative towards our game), and they’ve sort of been living at Neverreal playing the crap out of the game and helping us balance it and find things.

I was absolutely blown away by how much they liked the game. The word they tend to keep using is that, “It’s something fresh and unique.” The background interactables and stuff were something they were skeptical about at first, actually turned out to be something they like. So I used to be nervous and now I’m more comfortable.

NetherRealm has pro Street Fighter players testing and helping with balance of Injustice: Gods Among Us, more accessible to new-comers


:smugbiden:
 
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