Commander
Well-known member
I dunno.
I'll agree to disagree as far as your 2nd part goes.
Black Canary also has the Sindel "scream" and Killer Frost had Sub-Zero moves in the first Injustice.
I could see the point more if it was characters from the same series of games that had powers that were too similar or played too alike in the same game.
It was one of my biggest complaints about Frost and Sub-Zero in past MK games, that they felt too alike for being in the same series.
Considering that characters also have abilities that can be unlocked and change up the gameplay in Injustice 2, though, the Turtles also seemed (IMO) to be a means to an end.
Also, Injustice 2 doesn't have a variation system and it still doesn't have one with the Turtles in it.
It's the same thing as Catwoman's Cat Call or Robin's Staff Of Grayson to change up the gameplay of that base model a bit, but for the most part it's just still 1 character.
You have 4 Turtles (which, if you think about it, are really just 1 Turtle with the same normals spread across 4 characters) which have some changes to their gameplay via the weapons / accessory that you change out, much like Robin and Catwoman's mentioned abilities above.
Heck, even The Flash's Sonic Parry and Sonic Bolt even change up his gameplay a bit.
Still the same character with the same normals, but just with some added aditional moves in those abilities.
That's all that the Turtles really are.
Donatello gains an anti-air with his bo staff, Michelangelo uses the nunchakus and skateboard more, Leo gains some sword pop-ups, moves and combo-enders, Raph uses his sais and has a roll move.
I really don't see how it's any different than just adding an additional / replacement ability to a base character model in Inj2.
I mean, from what it looks like in the stream, when you grind 1 of the TMNT to level 20 it applies across to all of them because they are the same base model.
I'll agree to disagree as far as your 2nd part goes.
Black Canary also has the Sindel "scream" and Killer Frost had Sub-Zero moves in the first Injustice.
I could see the point more if it was characters from the same series of games that had powers that were too similar or played too alike in the same game.
It was one of my biggest complaints about Frost and Sub-Zero in past MK games, that they felt too alike for being in the same series.
Considering that characters also have abilities that can be unlocked and change up the gameplay in Injustice 2, though, the Turtles also seemed (IMO) to be a means to an end.
Also, Injustice 2 doesn't have a variation system and it still doesn't have one with the Turtles in it.
It's the same thing as Catwoman's Cat Call or Robin's Staff Of Grayson to change up the gameplay of that base model a bit, but for the most part it's just still 1 character.
You have 4 Turtles (which, if you think about it, are really just 1 Turtle with the same normals spread across 4 characters) which have some changes to their gameplay via the weapons / accessory that you change out, much like Robin and Catwoman's mentioned abilities above.
Heck, even The Flash's Sonic Parry and Sonic Bolt even change up his gameplay a bit.
Still the same character with the same normals, but just with some added aditional moves in those abilities.
That's all that the Turtles really are.
Donatello gains an anti-air with his bo staff, Michelangelo uses the nunchakus and skateboard more, Leo gains some sword pop-ups, moves and combo-enders, Raph uses his sais and has a roll move.
I really don't see how it's any different than just adding an additional / replacement ability to a base character model in Inj2.
I mean, from what it looks like in the stream, when you grind 1 of the TMNT to level 20 it applies across to all of them because they are the same base model.