info and screenshots


Apparently this is a 4 button game . There are 3 attack buttons and a stage interaction button.

https://twitter.com/MedinaTV/status/210116206085160960


ALSOOOOO!!!!!!!!!!!!!!!!!!! Yo! Check this out! https://twitter.com/Tim_Static/status/210111476260798464

3 attack buttons, 1 button for background attack. Character specific Super Meter. And hold back to block??

Character specific Super Meter?!!!?!!

Yo this is awesome!
 
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It'd be nice if during online play you couldn't actually see the other person's super meter. I think it would make it more interesting if you you don't know if they can pull off a super move or not yet.
 
Injustice is scheduled to be on Gamespot's E3 stream tomorrow so hopefully we'll see some more gameplay :)

E3 2012 Live Show, Day 2
10:00 am - 6:00 pm PT

The Elder Scrolls Online
XCOM: Enemy Unknown
Skylanders Giants
Castlevania: Lords of Shadow - Mirror of Fate
God of War: Ascension
Resident Evil 6
Lost Planet 3
Crysis 3
Darksiders II
Fable: The Journey
The Elder Scrolls V: Skyrim - Dawnguard
Dishonored
Tekken Tag Tournament 2
Deadlight
Borderlands 2
Star Trek
LittleBigPlanet Karting
The Unfinished Swan
ShootMania Storm
Injustice Gods Among Us

For people on the East Coast thats 1pm-9pm if I'm not mistaken.
 
New Interview!

Senior Producer Adam Urbano of NetherRealm Studios talks in depth in this Injustice Gods Among Us E32012 Preview, breaking down the different character styles and the importance of the map you are playing on.

Here's a quick recap of notable details.
• The game is built off the Mortal Kombat 9 engine, but it's heavily enhanced.

• The combo system is supposed to allow for even more stuff than MK9.

• Adam added that there's more depth to the gameplay for pro players than MK9.

******First screen shot of game hud ! It's not the best quality but it's something.

9tgyqw

https://twitter.com/InjusticeGame/status/210416441726472192

I think it looks great
 
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New article

When I first watched the debut trailer for Injustice: Gods Among Us', my initial thoughts were something along the lines of "Okay, last year's Mortal Kombat with DC characters, I can get down with this." I've since discovered, however, that Injustice is not only unlike Mortal Kombat, but also unlike the majority of games in the fighting genre's illustrious and storied history.

There are many esoteric and subtle differences between the gameplay mechanics of Injustice and Mortal Kombat (such as the introduction of Street Fighter-style blocking, rather than NetherRealm's traditional block button system), but the main feature that sets the game apart is its fresh take on the combo breaker: The "Clash" system.

In a nutshell, Injustice's Clash system turns the meta-game of meter management into a lively, cinematic event, one that personifies the strategic mind games inherent to high-level competitive fighting. While being comboed upon, players can initiate a Clash by pressing forward and the X button, which sets into motion a series of events both cerebral and dramatic.

"Once you go into this Clash thing, from a purely aesthetic standpoint, the characters will interact with each other. Batman will say specific stuff to Superman and vice-versa, different things than he would say to one of the other characters," lead designer John Edwards told me during my play session at E3. In practice, the event ends the combo and the two characters exchange dialogue, after which they charge at each other in a manner reminiscent of Dragon Ball.

During the exchange, both players "bet" portions of their super meters, and whoever bets the most wins the Clash. "So if the defender wins the Clash, then he gets back all the health from that combo that he would have lost," Edwards said. "If the attacker wins, [the defender] takes that damage plus a little bit more."

Bets are hidden, which prevents players from being able to easily top each other's wagers, Price Is Right style. A player could always bet the maximum every time, provided they had the available meter, but that may not always be the most strategically advantageous option. "It's multi-layered because depending on how much health you have, or how much super the other guy has, you might want to try to force them to burn meter, and he might want to try and save it."

Injustice's Clash system may be based on ideas cultivated by the meter-management mind game pervasive to Mortal Kombat's competitive scene, but its implementation and execution introduce the high-level idea to casual players in a dynamic, exciting way, perfectly suited to an over-the-top world where aliens and billionaires punch each other through buildings.


http://www.joystiq.com/2012/06/06/risky-business-the-injustice-gods-among-us-clash-system/

WTH? This game is so weird.
 
From TYM

"Ok so far injustice is looking like its going to be a great fighter,in game frame data,hit trade,reversals,breakers,a nice meter,cross ups!!"
 
Yeah, all comments from people who have played or seen the game in the closed theater all seem to thing it's great! I can't wait to see proper gameplay with the HUD and everything and I am STOKED to actually play this! :D
 
Not sure how well I like this Clash feature.
Maybe once I see it fully in action or try it myself I'll warm up to it.
But for now it just looks like its going to cater towards certain characters.


This seems like a system thats REALLY going to benefit turtlers & zoners.
They just keep you away the entire match, building up their meter and when you finally get in they can just use Clash, bet full meter and get all of their health back just to do it again. Wonder how the timer will affect this as well.
 
Not looking forward to that at all.

I feel as if it's going to be a waste of time and a huge momentum shifter. I just want to break a combo, not watch my character say stupid and pointless lines that will get stale and old weeks after release, and betting meter to save/ Regain your life? That's kinda dumb cause the damage I dish out should stay no matter how much meter you have over me.. This is more of a comeback system than a breaker. Something that I really dislike, I understand that the losing player should have a chance to comeback and win, but they should win it from smart play rather than being given a boost.

Just my 2 pennies.
 
If both players have full bar the player who breaks can't win unless the the other guy wants to lose..... Or wants to keep meter...... So like if you have full bar and the other guy has two bars or more you can't win for sure. You'd have to have three bars more than the other guy for this to be a sure thing......So if I use this when I have three bars and the other guy has one bar we tie?!..... I need to see this in action I don't under stand it on paper.........
 
Hoping this game is better than the previous other DC based fighting games also hoping there's a huge rosters of characters in the game that are not dlc. Wishful thinking perhaps? :P
 
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What the developer is really stressing with Injustice is the integration of in-game stages and changing our relationship with the environment. Interactive environments may be commonly found in other genres, but their "involvement" in fighting games is pretty limited. Through Injustice, NetherRealms wants players to rethink their relationship with the stage.

The stages in Injustice are huge, often spanning multiple levels that players can hop between, and many of the details in the backdrop will come into direct play. We saw two examples of this: the Batcave and Gotham City.

In the Batcave, during a demo match between Flash and Big Blue, NetherRealms pointed out the various interactive props placed around the stage. At first glance, all these details -- Bats' costume displays, the Batmobile, overhanging cables -- seem like nothing more than aesthetic elements. Through the match, however, we saw the glass displays break, dropping two grenades that Superman then picked up and tossed in Flash's face. Later, Flash found a big red button that activated the Batmobile's rear missiles and shot them at his alien opponent. As the stage took sustained damage from the superpowered battle, cables broke to expose wires, which the fighters took turn throwing each other at.

When Sups tossed Flash hard enough against the ground to send him into the lower floor (a second level of the Batcave stage), we were treated to a cinematic sequence of the Speedster slamming against various pipes and metal frames. Similarly, when the fighters took their match back upstairs, Superman punched Flash into an awaiting elevator, and an amusing cutscene showed the fight continuing in the elevator. We didn't notice any actual damage coming out of these cutscenes, so they're probably just a visual thing.

The fight between Solomon Grundy and Batman in Gotham City saw transitions between the city streets to a skyscraper rooftop, then back down to the same building's lobby. Rinse and repeat. In the metropolitan stage, we saw Bats smash Grundy's face into a parked car and use it to detonate an explosion on his opponent; alternatively, Grundy just picked up everything in range and threw it. This is another major design factor behind Injustice, the desire to stay true to each character's unique powers and style.


http://www.neoseeker.com/news/19444...g-us-takes-interactive-stages-to-a-new-level/
 
Harley Quinn has a bag of tricks that contains random items, one gives her buff, while another increases her health. She seems to be a fun character to play with.

Writers contributing to the story mode includes DC's Jimmy Palmiotti
 
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