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

TRIPLE M

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im gettin a lil worried brehs, still no announcement of the gawd black "knock ur newborn outta the high chair" manta, this shyt aint complete unless hes on deck :wtb:

in defense..the entire roster has not been reveleated

and they havent even confirmed the DLC characters yet:leostare:
 

Saint of Commerce

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in defense..the entire roster has not been reveleated

and they havent even confirmed the DLC characters yet:leostare:

true indeed, from what we've heard so far tho, theres going 2 be 12 heroes and 12 villains from the rip, and they already revealed 8 villains thus far(2 rumored, but pretty much confirmed). so theres a chance of manta still makin the cut , im just bein impatient, i needs confirmation :noah:
 

TRIPLE M

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[ame=http://youtu.be/HtpUOoU30RU]Injustice: Gods Among Us -- Lex Luthor Trailer [HD] - YouTube[/ame]

I don't like batmans voice..should of paid conroy
 

TRIPLE M

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Injustice: Gods Among Us -- The Death of Metropolis
NetherRealm unveils its ambitious story mode
by Scott Butterworth JANUARY 30, 2013

The fighting genre’s blundering misadventures in storytelling might be something of a running joke in our video game community, but when a game—any game—opens with the headline “Metropolis Destroyed, Millions Dead,” it’s really hard not to sit up and take notice. I’m not saying I’m totally sold yet, but the team at NetherRealm Studios (you know, the Mortal Kombat guys) sure knows how to make an entrance.


IGN’s latest hands-on demo with the DC Comics-based brawler Injustice: Gods Among Us finally blew the lid off the game’s story mode, which understandably apes MK9’s style of interspersing cutscenes between each fight to create an overarching narrative. While the devs declined to give me a rundown of the overall story citing unspecified spoilers, they did let me play the entire first chapter.

The mode kicks off with a dramatic slow motion montage complete with a sweeping orchestral score and the aforementioned newspaper headline, along with a few choice shots of panic and destruction just for emphasis. From there we find Batman interrogating a particularly smug Joker in a heavily fortified jail cell, though it isn’t long before Superman bursts through the camera-facing wall and grabs Joker by his bright purple lapels.

He breathlessly accuses Joker of drugging him before trailing off and mournfully whispering about Lois and his family. Batman implores Superman to calm down, but after Joker taunts the Man of Steel (“I know it’s soon, but do you think you’ll ever love again?”), the screen abruptly fades to black to the tune of entrails squishing and the Joker wailing. And to think people were worried Injustice wouldn’t be as dark as Mortal Kombat.


The game then quickly picks up at the beginning of the first actual mission, which seems to flash back to the events leading up to the Joker’s interrogation (though the game does a fairly poor job of communicating this -- we just sort of pieced it together). While a veritable who’s who of the DC universe throws down in some kind grand rumble (also not explained), Batman journeys to Arkham Asylum to confirm that the Joker is still rotting behind bars.

Needless to say, he isn’t. Instead, his cell is packed with explosives, which Batman defuses before being attacked from behind by Deathstroke. And just like that, my match with Deathstroke had started. No “Round One, Fight!” Nothing. The camera simply pulled back to reveal a minimal heads-up display and suddenly I was in control.

The transition from cutscene to combat was seamless, direct, and clearly a deliberate stylistic choice aimed at making us feel totally immersed in the story. Even the break between rounds just featured a simple animation of one character picking himself up off the floor while the other subtly celebrated, then it immediately dove back into the action. And once I defeated Deathstroke, the transition into the next cutscene was equally smooth.

The only real deviation from the formula came in the form of a quick-time event before my fight with Lex Luthor. As he rushed towards me from the opposite side of a space station, I matched button prompts to pelt him with Batarangs. Each one that landed chipped away a small piece of his health, giving me a slight advantage once our match actually started.


The last laugh?

According to the developers, the story mode will be peppered with small interactive mini-games like this to break up the action and add a little variety. While this particular idea is new, most of the formula sticks to the setup found in Mortal Kombat: each chapter of the story mode follows a particular character for three to four increasingly challenging fights before placing you in control of someone new. The matches and events are all preset, so you never select a fighter or a difficulty level. If you keep losing a particular match, the enemy AI just gets a little dumber until you eventually overcome.

There’s a little more to it than that, but basically, the developers don’t want anyone to get stuck, especially since Injustice features “33-percent more cinematic content” than Mortal Kombat and expects you to win matches with more characters than ever. Hopefully the narrative -- penned by many of the same people behind Mortal Kombat’s story, with the help of DC’s Justin Gray and Jimmy Palmiotti -- will be strong enough to compel us to soldier on.

As for the fighting itself, I experienced all the same over-the-top action we saw back at New York Comic-Con, but I also learned a few amazing new facts. By far the most significant: you’ll actually be able to choose between two completely different sets of controller inputs. If you enjoy Mortal Kombat’s traditional “down-forward-punch” style, you can stick with that, but if you prefer Street Fighter’s quarter-circle-oriented inputs, you can switch over to those instead. To my knowledge (and correct me in the comments if I’m wrong), no fighting has ever gone to these lengths to accommodate player preference.
The developers have also added a few other convenient touches like a two-player online practice mode, the ability to tag moves in the menu so they’re permanently displayed on-screen during a fight, and the option to turn off the interactive elements in the game’s environments.
Hardcore fans will no doubt be pleased, and while I still have a few reservations (no Mark Hamill?!), the initial skepticism that surrounded Injustice has begun to feel more and more unnecessary. Let’s hope my cautious optimism is rewarded when the game launches on April 16.

New Characters
During the demo we were also shown a variety of characters that may or may not be playable. The list includes Hawk Girl, Aquaman, Doomsday, Raven, Ares, Bane, Captain Marvel, Black Adam, and Sinestro. They could be seen in various cut scenes fighting already confirmed characters. We've reached out to WB and NetherRealm for more information about the roster and will update this article if we hear back.
Injustice: Gods Among Us -- The Death of Metropolis - IGN
Injustice: Gods Among Us - Story Trailer - YouTube




11-my-body-is-ready.gif
 

TRIPLE M

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Walmart have joined the bonus content arms race, offering exclusive DLC costume packs inspired by the 2011 video game - Batman: Arkham City! Batman, Joker and Catwoman [pictured right] get the Arkham City treatment [no pictures available]. The pre-order purchase bonus is seemingly only available for PlayStation 3 and Xbox 360.

Mortal Kombat Online - The Ultimate Mortal Kombat Experience


:ehh:
 

TRIPLE M

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Kneeling Before Injustice: Gods Among Us
(PS3, Wii U, XBOX 360)
NetherRealm's follow-up to Mortal Kombat 9 could be the Justice League game we deserve.

By Marty Sliva 01/31/2013

The fighting games I tend to gravitate towards are masters of illusion; Svengalis that pull off the most subtle sleight of hand imaginable. They're games that can convince me that I've become proficient in their most nuanced systems, even though I have neither the time nor the patience to appreciate the mechanics anywhere past a superficial level. Games like Soul Calibur, Marvel vs. Capcom 2, and most recently, the ninth installment in the Mortal Kombat franchise. I can play these and immediately have fun, despite the fact that I'm generally smashing on buttons and watching as cool things happen on screen. I'm certainly not a tournament-level player in any of these games, but they damn sure make me feel like one.

It's been two years since NetherRealms rekindled the MK franchise, and now they're looking to bring that same magic to the superhero world with Injustice: Gods Among Us, which uses a similar engine as MK9, but delves into the world of DC Comics' finest heroes and villains. The combat's still brutal, and the characters all have Ed Boon's iconic heft to them. What I'm really glad to see is that the developer stuck with MK9's approach to a sprawling campaign that hops between heroes and villains alike. Playing through that lengthy story mode was one of my favorite fighting experiences for the past few years, even when the difficulty level rose to borderline-unethical levels. Despite the fact that the story was filled with over-the-top creatures, there was a earnestness present that made me actually care about what was happening in-between the bouts. For someone who finds most storytelling in games to be a bit lackluster, I appreciate that NetherRealms took the time to craft something engaging where most developers might just slap something together and call it a day.


From what I played of the first 30 minutes of the campaign, Injustice seems to surpass its predecessor by delivering Shakespearean drama filled with characters and dynamics that DC fans have been engaging with for most of their lives. The opening scene, which takes place far ahead in the story, features Batman watching on in horror as Superman breaks the Dark Knight's one solemn vow. Afterwards, we're immediately thrust back in time into the midst of a sprawling battle between good and evil that stretches from the streets of Metropolis to the orbiting Watchtower. The cutscenes are true to their inky roots, and the voice acting I've seen so far gives faithful cadence to world's finest and most infamous.

But no matter how great a story a fighting game tells, no one's going to pay attention if the act of one-on-one combat doesn't pull you in. Thankfully, Injustice brings back the intense, weighty mechanics of MK9 and adds in a handful of systems drawn from the world of DC superheroes. A big focus this time around has been placed on the interactivity of any given arena. Despite the fact that you're fighting on a 2D plane, the developers want you to feel like you're in a fully-formed world, and they're using the environment in a lot of interesting ways to help this come across. For example, look at the Justice League's Watchtower stage.

Throughout the match, drones fly by within jumping reach of the combatants. If you time your leap correctly, you can use these to your advantage in a variety of different ways. A physically weaker character like Harley Quinn might grab onto the drone and ride it across the stage, where a hulking beast like Solomon Grundy will grab the robot and hurl it at his opponent, causing massive damage. This same stage featured fiery jets that can be activated to scorch your enemy, and various surfaces that can be leapt off of to reverse the position of the fighters. Couple this with a wealth of activity happening in the background, and it's clear that NetherRealms isn't joking when they say that they want their stages to feel alive.



It's great to see that the array of heroes and villains feel wildly different in ways that reflect their characters. Green Arrow is an agile marksman who can change is ballistics on the fly; ice arrows will slow down a foe, while explosive ones will send them high into the air and initiate an opportunity for further combos. Solomon Grundy plays as you'd expect -- a slogging beast that crawls across the screen, but a single swipe of his ham-fists cause a wealth of pain. And then there's Harley Quinn, whose insanity is reflected by the randomness of her moves. Repeating the same button combinations won't always yield the same results. Sometimes she might pull out a bomb to toss at her opponent, while others times she'll unsheathe a flower and become transfixed by it.

I realize now that the spell I fall under during certain fighting games is similar to that of a well-made superhero title. Something like Arkham City does a wonderful job of convincing me that I am as cunning, agile, and strong as the Caped Crusader, when in actuality all I'm doing is pressing a series of colorful button. I might not now the ins and outs of MK9/Injustice's various systems, but I have a hell of a lot of fun bashing my opponent in both games. With an accessible structure that makes me feel like I know what I'm doing, coupled with what's shaping up to be another fantastic story mode, Injustice: Gods Among Us looks to be 2013's first great fighter. And so it seems once again that a game has pulled a coin out from behind my ear and made me believe that it was there all along
Injustice Preview for PS3, Wii U, 360 from 1UP.com

:myman:
 
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