Venture Beat posted an article detailing their hands-on experience with the upcoming DC brawler, Injustice: Gods Among Us. Topics covered here include the story mode, versus, mini-games, practice mode and more. One aspect of fighting games that is easy to take for granted is the round system: Battles visibly begin and end with specific animations as one character perishes, with a large number on your TV indicating the start of the next bout. That’s why it took me so long to realize that Injustice doesn’t have any rounds at all. Instead, characters have two health bars layered on top of each other, and when one of them loses the first part, the action briefly pauses as that character picks themselves up again.
This lack of interruption is also seen in the story mode, which moves at such a brisk pace that I was completely caught off-guard by Deathstroke’s attacks after a cutscene smoothly transitioned into the fight. Sanchez explained that this was one of the top priorities for Injustice creative director (and Mortal Kombat co-creator) Ed Boon, who wants the presentation to go “completely flawless.”
For some of these storytelling segments, you don’t even have to put down the controller. Timed minigames appear for certain groups of heroes and villains, and the outcome determines how much damage your opponent will already have going into the fight. One such event takes place when playing as Batman: Lex Luthor starts charging toward you, and you have to throw your Batarangs to slow him down.
This can actually be a good thing because it can keep a players momentum high without having to wait for a next round
This is a brilliant idea to make story mode more fun :-D
"characters have two health bars layered on top of each other, and when one of them loses the first part, the action briefly pauses as that character picks themselves up again."
Oh my god, sounds revolutionary, why couldn't Darkstalkers and Mortal Kombat have that exact same mechanic in versus?
I don't think that is a good idea at all. I personally need those 2-3 seconds to either think of my improvement in the second round if I lost the first one, or to think of how to continue playing well in the second round if I won the first one. But hey, judging from those long-ass stage transition cinematics I think I will be fine.
The point was not Them being the first ones to use this double hp bar mechanic (there not), however they are refining it since not much games used this since the change of the millennium
So they're doing what the Dragon Ball Z games did and incorperating it into a more competitive fighter, that is actually a brilliant idea in terms of keeping the flow going.
I like how people just point out negatives, especially when said negatives are made up and imagine. Then they get mad when you callthem a sheep.
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