One of the most striking fragments of the last “IgroMir” for me was the half hour spent Injustice 2 in the company of a representative "SoftKlaba". This is not a compliment at all NetherRealm Studios — it was just quite boring at the next Moscow festival of gaming industry achievements. A third of the territory of the exhibition complex turned into a hardware market, the second was given over to the joy of e-sports, and on the remaining part, dedicated to games, there were not too many interesting creations to explore.
Confidential injustice
In general, and Injustice 2, as it turned out, it was impossible to count as such. The meeting with the game publisher could hardly be called informative – in response to almost all the questions prepared for the interview, the interlocutor smiled guiltily and said that he was almost prohibited by the criminal code from looking journalists in the eye. And the questions were quite harmless and related to everyday things, for example, the finite number of heroes and the presence of microtransactions. The version itself offered to us did not show off any fresh content. Half an hour without yawning is already good.
Dynamics, colorfulness and “casual” emancipation Injustice 2 they immediately charge you with vigor and turn you into an delighted child. When a list of characters appears before your eyes – childhood heroes who you can control right now, you are thrilled with a surge of nostalgia. And even the question marks on the icons of most fighters do not cause much curiosity, because among the female characters available for the game there is Harley Quinn..
Insanity grew stronger, the heroes fought
The characters exchange caustic jokes and the battle begins. Combinations, attacks, strikes – combat mechanics are completely copied from the first part. In addition to the standard super strike that appears when a special scale is filled, the heroes acquired unique abilities. For some it is a one-time action (throwing a batarang), for others it is the activation of superpower for a while. So, a cat flies to the aid of Atrocitus, shooting fireballs at the enemy. Gorilla Grodd begins to rattle the enemy’s nerves with telekinetic attacks. And our Harley can set dogs on the enemy twice.
Having driven the enemy into a corner, you can change the scenery – just launch your opponent into a long and adventurous flight. The scenes look colorful and truly crazy. When you see Superman punching through a brick wall with a delicious uppercut and falling onto the asphalt, from where the bumper of an ordinary car throws him on a long hundred-meter journey through walls and glass, you can’t help but smile.
The battles are indecently colorful, and you can feel in everything that entertainment is at the forefront here. What is much more important is not what the player does, but how the characters carry out his commands. There are a lot of animations, fighters constantly flaunt their superpowers, battles are constantly interrupted by videos in which one or another hero unleashes the entire range of his destructive skills on his opponent. The same applies to the notorious interactivity of locations. Environment items can be used, and each character does it in his own style. Some strong man can easily lift a heavy vase and hit his opponent with it. And for the same Harley Quinn it’s easier to just smash her in front of the enemy.
In general, gameplay Injustice 2 difficult to distinguish from the original. It’s clear that outwardly the game has become a little more beautiful, the scenery has changed, the composition of the superhero team has been updated. All this can be done with a couple of small DLCs. So, actually, why did they attach the number to the name?? It’s very simple – for the system of “customization” of heroes with things that drop out after each match.
We meet by clothes. We’ll walk along it
Marketing promotion of the second https://eu-casino.uk/mobile-app/ part is carried out under the following slogan: “Heroes are born in battle”. It is assumed that the same Batman, who entered his first fight, is not yet quite a hero. But the degree of his heroism will increase after the battle, when he receives some glowing gloves as a gift. And after a thousand matches, the black tights will be completely replaced, for example, by the Christmas suit of Santa Claus – and the Gotham knight will reach the peak of his heroic form! On which, by the way, it was placed by the creative genius of the player.
That is, it turns out that each character is initially an empty blank, from which users will make their own variation of the hero. Theoretically, the idea is not bad. A fighting game is interesting primarily because of the uniqueness of its fighters. And therefore, the opportunity to develop characters, change their appearance and grow your favorite comic book hero to your taste, so that in every battle you can feel the result of your creativity, is great. However, the ideal implementation of this concept should work at all levels of the hero’s presentation – both externally, visually, and at the level of combat mechanics.
In fact, each outfit adds a small percentage to one of the character’s parameters (health, damage from a punch, duration of a superpower). There are a lot of things in the game, more than a thousand for each hero, and therefore there will be many possibilities for combinations. The problem is that the effects of worn items are really felt only on a visual level.
According to the developers, the beauty of “customization” lies in the selection and combination of different bonuses. That is, one player will put a bunch of things on Batman that increase health. Another will fully invest in strength, the third will maximize the speed of filling the super strike scale, the fourth will choose the golden mean… You feel the catch? Yes, the Batman masquerade will be excellent, but in the fight itself, everyone will perform the same punches, throw the same batarangs, raise their knee the same distance above the ground during a roundhouse kick.
Interest bonuses will certainly have an impact on gameplay, but the impact will be barely noticeable. If the wardrobe allowed you to somehow change tactics, provide new strikes or opportunities to create your own combinations, that would be great. Same Mortal Kombat X with three fighting styles seemed more varied. NetherRealm Studios coped only on a superficial level. No surprise – this approach is much simpler. On the other hand, this is to be expected: a “casual” fighting game has “casual” elements. Surely many will be happy simply because they can dress up Harley Quinn in a Lara Croft style outfit. At least I did it with some curiosity.
Don’t expect from Injustice 2 revolutions and revelations – the second part does not at all try to grow up or at least move forward. The developers relied on the “wardrobe” mechanics, and perhaps it will amuse geeks, but it will not add a single point to the game as a fighting game. Injustice 2 remains childish, simple and cheerful and will delight those who are ready to love her this way.
Injustice 2
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“Experiments with Harley’s wardrobe are one of the strongest arguments of the game.“And there are experiments with her face? And what is presented in the game is simply terrible.
Still a little clear. Still, NetherRealm Studios can be praised for their desire to develop their games mechanics and create fun and simple games. Although people criticize them for allegedly making one game every two years. It would be more correct to say: “I am developing innovations more gradually and carefully,” which is not a bad thing, because fighting games are games that are very easy to break (although where should they go next). As for me, what cannot be praised for the creation of thoughtful and balanced fighting games: just as “Mortal Kombat 9” was a weak competitive fighting game, “Injustice: Gods Among Us” was crooked and too casual, even “Mortal Kombat X” looks like a leaky game. In my opinion, they realized that competitive is not their thing and went to an easier one, or is it just alternating the type of games. It’s still not clear what this whole undertaking will lead to.
But the final paragraph of the text describes the looming game very well, I think so.
This is a NetherRealm Studios game, beautiful, spectacular, with a ton of content (even without DLC), and without any hint of real balance and development of the character roster. I really like how the game looks. It’s good that they gave color to the design, but did not go away from the roots of “DC” to the colorful and colorful style of “Marvel”. All this staging of battles and transitions may work for once or twice, but then they will only cause the purest hatred among players who will stay in the game longer than others, as was the case with the first game. I exclude that there will be enough of these videos and transitions for the player not to see them all in 5-6 hours of play, if not 3-4. Retranslation of the words of the developers through the mouth of Dima Kungurov, that while They haven’t said a word about the competitive mode all this time, it calmed me down and spurred me on to at least some desire to follow the project. But it’s all too early, it’s all very strange, gear, uh?!#№&… Well, yes, this no longer sounds so crazy, more like an incentive to play, play and continue to play, and yes, knowing myself, I will say that this will most likely hook me. The concept of creating different sets for one character is truly tempting. But no matter how it turns out with variations in “MKX”, where most characters only have one or two (usually one) sensible variation. And really, they won’t even try to create a cyber discipline out of the upcoming title of at least some quality? I don’t at all want to criticize “Injustice 2” for being too casual, even though from the outside it probably seems different. After all, I myself love single-player modes in fighting games, and perhaps I’ll like the game in this vein. And yes, I would like to have really not hackneyed characters from the DC universe, and as many as in other games, so that half of them don’t look so unnecessary.
BlindAvocado, "balance"? What? Whose game are you talking about?? This is NetherRealm Studios, their games have no balance. With a roster of 25 characters, only 10-11 of them are playable, the rest are dead. If you ask for something, then I would like stupidly fewer characters, let them take it not by quantity, but by at least some quality. And it’s infuriating that they copy themselves within the same game, which has become the norm for them.
The arcade nature of the first part suited the game, so why should it be changed?? It works and let it stay that way, the main thing is to keep it fun. It’s a pity there are still few characters, you always want more. Well, 1000 costumes per character (!), if this is true of course, this is more than pleasing. And the balance also doesn’t seem to be disrupted by these costumes; it wouldn’t be entirely pleasant to play against all sorts of Lanterns and Aquamen, whose power of a regular blow increases not by 1%, but by 10%.
I agree with you.So with friends, girlfriends, sit with each other and mix it up for fun.Without much memorization of combos.And about part 2 and newfangled tricks… Father Pavlo will tell you, or rather sing)
A moment of comic nerdiness: every time I see Red Lantern in Injustice 2, I am perplexed.
The first, not so serious, where the terrifying appearance of Atrocitus was removed? In the comics he looked like a terrifying cannibal butcher, and in the second Injustice 2 he looks like an average villain character (perhaps this is the case in the comics (and this complaint grew out of my sympathy for this character), but in the latter he at least had a charming smile).
The second thing, which already concerns such an important thing as the authenticity of a character, is the X-Ray of the Red Lantern (there were probably other moments, but I don’t remember them), because the Red Corps is the only corps that cannot project its thoughts into material images. The Red Lantern Corps (correct me experts if I’m wrong) is a corps of notorious aggressors for whom the energy of the ring increases physical strength and defense. They also have a “BERSERK” mode, in which blood starts gushing from their mouth, their strength increases to the maximum and there is a risk of heart rupture. What do we see in the game regarding this character?? Authentic kote and inauthentic red bull?! In my opinion, in a comic book game that wants to hook you with a story and that doesn’t pretend to reimagine the characters, the authenticity of the characters is no small basis. Which has already begun to crack, so far, of course, only one character at a time.
Well, the Red Lanterns have poor concentration, so they can’t create ultra-precise structures like the Greens or Yellows. Hence the fighting style.
BlindAvocado, but I’m stewing on this topic, if that’s the case. Not much balance. As I wrote above, there are 10-11 characters from the entire roster.
BlindAvocado, that’s right, in “Street Fighter”, “Tekken”, “anime interpretations” the state of balance is much better. In the same "SFV" there are no extra characters, they are all used. Yes, there is no game without problems, but without such horror as in “MK”.
In all fighting games, heroes are divided into tiers – from worst to best. The best heroes are included in Tier S, A. Tiers are compiled according to matchups. And this is true in absolutely any fighting game – MKH is no exception.
I both agree and no. Yes, in many fighting games, Persians are divided into two types. But in the games of this studio, characters are also divided into two types, but the percentage of tops to the percentage of the total number of characters is depressing. Many fighting games manage to have 80-90% of characters in the thoptier. When in the “MK” series this number does not exceed 10-11.
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