NRS is doing some things right when it comes to Injustice:
- Back to block, for more mix-up potential.
- Wall-bounces and off-the-grounds for more combo-potential.
- Great variety, when it comes to the characters.
- Fancy special abilities like Flash’s ability to tap into the Speed Force / slow down the time, Superman’s damage increase and stuff like that.
- Fast paced fights.
- Stage interactions, even though many people are bitching around, because they’re afraid of changes. Yet the stage interactions increase the combo-potential further and also set up for some mindgames, mix-ups and so on.
They need to hold onto these ideas and maximize the benefits of them. Then Injustice can become a great game.
They need to stay away from many of the Mortal Kombat 9 mechanics, since the biggest part of the fighting game community does not like that game.
- MK 9’s damage is greatly based around corner-combos.
- The combo breakers play a ridiculously high role in the game.
- The lack of proper hit-confirms, to actually know when you can beat the living crap out of someone.
The biggest problem I personally have with MK9 are the corner combos.
When I play UMVC3 and choose characters like Deadpool, Dante, Akuma, Hawkeye, Storm and so on, then I really feel like I’m playing these specific characters and every single of them offers him a different playstyle, if I take their special abilities into consideration.
But when I play MK9 I never pay attention at the characters I’m using, since they’re simply not unique anymore, because of the mechanics of the game. These characters become dummies, they become tools with which I try to execute corner combos and so as much damage as possible and that is a huge pity and in the long run not really that exciting to watch.
Injustice needs to make that better. Injustice should get a health increase when it comes to the armor / life bars and get rid of the corner combo mechanics and I feel like the wall-bounces and the off-the-grounds are the right way to do so, just focus more on these abilities / mechanics.
Get rid of the combo breaker (wager-mode), since that’s all that cares in MK9 and that sucks. If you have a combo-breaker, then you’re good to go, if you don’t have one. Bad mechanic is bad mechanic. Increased health bars would help a lot.
And no matter how epic the stange transactions (Phantom Zone anyone?) look like, they need to be shorter. Seeing them the first 10-20 times may be fun, but if you see them over and over and over and over and over again … you will snap up, since they’re simply too long. Let them run 40-50% faster during the online-play, so that you don’t have to wait that long, or make them few scenes shorter.
The supers are good. They can have ‘long’ animations, even though most of them seem to be fairly short (Superman’s and Flash’s) and in the end of the day, you probably spend more time watching super-animations in UMVC3, then you’re going to spend watching them in Injustice-matches, because of the meter-gathering and the meter-usage.
Continue to come up with the great variety of characters.
The few so far seem to be unique, when it comes to the gamestyle, yet it can get critical very quickly… Add Power Girl and Supergirl to please the masses of the fanbois out there, who even want Aquaman, even though he is not a good character to begin with, when it comes to his power set … is just weird. Aquaman may be okay and executable, but Power Girl and Supergirl are simply too similar to Superman and one Kryptonian should be enough, even though General Zod is a huge possibility, because of the upcoming Man of Steel movie.
I want to see more unique characters like Clayface, Poison Ivy, Scarecrow, Animal Man (even though Beast Boy would be more awesome) and Captain Cold, basically characters who can offer you a totally different playing experience, than Batman and Nightwing can.
Oh and for the guy few pages before, who requested the list of the special abilits, yet didn’t really receive a full, matching one:
Superman’s special ability: Enters the rage mode, which increases his damage.
Batman’s special ability: Summons three Batdrones which protect him like a shield and can also be used as projectiles.
Wonder Woman’s special ability: Switches between sword / shield and her lasso / tiara. The first combination grounds her and she has a greater combo potential, while she can fly, when using her second more and gains range abilities thanks to the lasso and the tiara.
Flash’s special ability: Enters the Speed Force and slows down the time for his opponents.
Grundy’s special ability: Links few chain-throws, which also increase one of his stats.
Harley Quinn’s special ability: Uses one out of few special items, which can be beneficial like explosives, or something totally useless.
Nightwing’s special ability: Switches between two escrima sticks, or merges them to a long fighting stick. His combo potential and speed seem to be greater with the escrima sticks, but if he uses the long stick, he gets slower, yet gets the range advantage and additional pokes.
Cyborg’s special ability: Uses a self-heal.