Oh man, what a day. E3 has always been an exhausting run of news and interviews. If there is one thing about E3 that our contributing editor, <a href="http://www.trmk.org/forums/member.php/6768-Scott-Ellison-II">Scott Ellison II</a>, has figured out is that the show is a cruel mistress. She will give up the goods, but only if you really work for it.
Thanks to help from <b>Community Manager</b>, <b>Rigo Cortes</b>, we were finally provided a unique opportunity to play <a href="http://www.trmk.org/games/injustice">Injustice: Gods Among Us</a> and speak to the man of the show, <b>NetherRealm Studios</b> creative director, <b>Ed Boon</b>. We asked <b>Ed</b> several questions regarding the origins of <b>Injustice</b> along with <b>storyline</b>, <b>characters</b> and <b>gameplay</b> in an <a href="http://www.trmk.org/features/interview_injustice_ed_boon_e3_2012">exclusive interview from behind closed doors at E3 2012</a>.
If you still have any lingering questions regarding gameplay, please leave a comment in this news post as we may have an opportunity to follow-up with another chance to play <b>Injustice</b> again tomorrow.
Thanks to help from <b>Community Manager</b>, <b>Rigo Cortes</b>, we were finally provided a unique opportunity to play <a href="http://www.trmk.org/games/injustice">Injustice: Gods Among Us</a> and speak to the man of the show, <b>NetherRealm Studios</b> creative director, <b>Ed Boon</b>. We asked <b>Ed</b> several questions regarding the origins of <b>Injustice</b> along with <b>storyline</b>, <b>characters</b> and <b>gameplay</b> in an <a href="http://www.trmk.org/features/interview_injustice_ed_boon_e3_2012">exclusive interview from behind closed doors at E3 2012</a>.
Again, we would like to thank <b>Ed Boon</b>, for sitting down with us and <a href="http://www.trmk.org/features/interview_injustice_ed_boon_e3_2012">answering a few questions</a> in the short time we had with him. Check back with us later as we conclude our <b>E3 2012 Show Floor Coverage</b> with a report on how <b>Injustice</b> plays. We got a chance to sit down with <b>NetherRealm Studios</b> Lead Designer <b>Paulo Garcia</b>, and will detail what we learned in our hands-on session.<b>TRMK: The models look more detailed than the characters did in Mortal Kombat 9. There also seems to be a vast difference in character sizes in Injustice. For instance Solomon Grundy is HUGE when compared to someone smaller like Harley Quinn. Are there any notable enhancements being made under the hood to the engine after Mortal Kombat was completed that you want to point out to fans?</b>
Ed Boon: One of the things we did with Mortal Kombat is that we consciously added features that are kind of like for the tournament guys, like there are details that maybe the more casual player isn’t even going to pick up on, but the tournament guys are going to count frames, take things apart, cancels and all those kind of more advanced strategies. We want to expand that way with this game. We want this game to be a tournament game, like EVO and what not. But at the same time, it’s going to be attracting a lot of players that don’t normally play fighting games. So we really want to make sure that we still have the accessibility that Mortal Kombat has always had. While also layering in those deeper features.
If you still have any lingering questions regarding gameplay, please leave a comment in this news post as we may have an opportunity to follow-up with another chance to play <b>Injustice</b> again tomorrow.
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