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Injustice: Gods Among Us' smooth transitions in story mode and versus create fast paced action - first chapter of game full of tension and drama

Posted by Steven 'Dreamking23' Chavez • February 2, 2013 at 1:33 p.m. PST
Injustice: Gods Among Us' smooth transitions in story mode and versus create fast paced action - first chapter of game full of tension and drama 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.

This write up does a great job of summing up the current features included in the game and explains a bit about how they work. According to Venture Beat, there are smooth transitions in the story mode to help keep the action rolling and based upon the demo, the first chapter is full of tension and drama.

Below is a bit to get you started.

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.

Comments

EliteTitan said on February 2, 2013 at 1:37 p.m.

This can actually be a good thing because it can keep a players momentum high without having to wait for a next round

#1
MALDA_IS_BACK said on February 2, 2013 at 1:45 p.m.

This is a brilliant idea to make story mode more fun :-D

#2
BaroqueObama said on February 2, 2013 at 1:51 p.m.

"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?

#3
Deyrax said on February 2, 2013 at 1:58 p.m.

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.

#4
Zentsurugi said on February 2, 2013 at 2:02 p.m.

Doesn't Darkstalkers do that already?

#5
mp91 said on February 2, 2013 at 2:08 p.m.

not too found of the cinematic action, in mk i liked to watch the cutscenes peacefully then fight

#6
MKKhanzo said on February 2, 2013 at 2:39 p.m.

@5:

Killer Instinct did that in 1994 (2 bars,onelong round). I think the first DS to do that was 3? (1997)

#7
paulow3b said on February 2, 2013 at 3:31 p.m.

We need videos!

#8
Beanybomber said on February 2, 2013 at 4:38 p.m.

I want to play a demo..... :(

#9
HooliganComboFTW said on February 2, 2013 at 5:31 p.m.

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

#10
AugustAPC said on February 2, 2013 at 6:25 p.m.

I can't wait to play this!

#11
Cinderkin said on February 2, 2013 at 9:18 p.m.

A little off topic, but I am playing DC Universe Online for the very first time and Almost every confirmed character so far was in the opening cinematic save Bane and Nightwing I think.

Pretty interesting. I can't wait to try this game!

#12
NecroWhip said on February 2, 2013 at 9:20 p.m.

@7:

Thank god someone realized that. Killer Instinct was the first game that came to mind and it worked out amazing, so I'm hype as crap about the two health bar system.

#13
theshredder39 said on February 2, 2013 at 10:10 p.m.

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.

#14
AugustAPC said on February 2, 2013 at 10:58 p.m.

NRS is doing a lot of cool things for fighters. They may not be the most technically solid, as of yet, but they're definitely innovating in the single player and graphics department.

#15
Reality said on February 2, 2013 at 11:24 p.m.

(This user was banned.)

#16
ldfgwergweg said on February 3, 2013 at 3:13 a.m.

(This user was banned.)

#17
DJScrubble said on February 3, 2013 at 7:08 a.m.

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.

#18
bettyanna383 said on February 3, 2013 at 7:30 a.m.

(This user was banned.)

#19
Yarott said on February 3, 2013 at 8:57 a.m.

So, can we expect this game to have an option that extends the health bar beyond only two?

#20
EvilRick said on February 3, 2013 at 12:21 p.m.

@20... I guess...

#21
xShonuffx said on February 3, 2013 at 2:17 p.m.

Should be interesting, I liked that mechanic in Killer Instinct.

It should make for more interesting matches when your playing catch up when your health is low and you lost 1 round. This game is not for babies it seems.

#22


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