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Posted by Giant Bomb Jan 31 2013 02:00 GMT
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Hector Sanchez of NetherRealm gives us the lowdown on frame counts, life bars, and inevitabilities.

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Posted by Giant Bomb Jan 30 2013 19:43 GMT
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If it's not "The Rage," then it must be something else, right? This Injustice trailer shows off a bit of the setup for the fighting game's story mode.

Posted by IGN Jan 30 2013 15:57 GMT
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Hector Sanchez from NetherRealm Studios tells us about the revealed characters, adjustable control schemes and discusses his hopes for Injustice at EVO.

Posted by Kotaku Jan 29 2013 20:30 GMT
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#injusticegodsamongus It's become a recurring trope that the Man of Steel and the Dark Knight beat each other up when things go terribly wrong in the DC Universe. The big difference in each of these brawls is the catalyst for the conflicts. As shown in a comic-book prequel releasing tomorrow, the reason for the World's Finest fallout in Injustice: Gods Among Us is a doozy. More »

Posted by IGN Jan 16 2013 02:48 GMT
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Warner has announced that DC superhero brawler Injustice: Gods Among Us will be released on April 16th in North America and April 19th in Europe.

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Posted by Joystiq Nov 28 2012 17:30 GMT
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Slade Wilson is a mercenary and assassin (and hater of teenagers) in the DC Comics world known as Deathstroke - and now he's the latest brawler to throw down in NetherRealm's Injustice: Gods Among Us. Keen observers will remember he also made an appearance in Mortal Kombat vs DC Universe.

Deathstroke likes guns and has a steel sword for close-quarter combos, evidenced in the video above. Plus, he's kinda got this whole Two-Face thing going on with his mask, but we're sure Batman accidentally punched him like eight times so he must know already.

Posted by IGN Nov 07 2012 01:31 GMT
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The team at NetherRealm Studios discusses what makes Injustice unique.

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Posted by Giant Bomb Nov 06 2012 19:38 GMT
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Featuring NetherRealm MVP and All-Around Dude, Hector Sanchez.

Posted by PlayStation Blog Nov 05 2012 18:00 GMT
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It’s been a fast-paced summer for us here at Netherrealm Studios as we zoom towards the release of Injustice: Gods Among Us. After strong showings at both the San Diego and New York Comic-Cons where we revealed new characters while also giving fans hands-on time with their favorite heroes and villains, the team is hard at work on finalizing all of the great content we’ve packed into our next fighting game.

And while we’ve released a ton of content so far, you wouldn’t believe what we have in store! Building on the foundation we laid with Mortal Kombat, the team has worked hard to make sure we have more than enough compelling content to keep players entertained for hours on end.

We have HUGE announcements coming up in the next few months concerning the story of the game that will answer the burning question fans have been asking us over and over: Just why are all of these icons fighting each other? We still have yet to reveal all of our characters, and the response that we’ve received on social media outlets on who you all want to see in the game has really inspired the team to no end.

Additionally, our KoreTech team has really pushed the boundaries on our graphics engine forward with industry leading innovations. The utilization of the PS3’s SPUs on Injustice goes way beyond anything we did in Mortal Kombat, enabling us to have roughly three times the amount of objects on screen at a single time. To allow for all the background destruction you see in the game, the number of animatable objects has increased to the point where we have as many on screen as we had total objects in our last game, all possible because of the power of the PS3 SPUs. It doesn’t end there, as we’ve completely revamped our lighting solution between Mortal Kombat and Injustice to drive our lighting through the SPUs which allows us to render more, and also allows a lot more accurate and complex dynamic lighting with an overall increase in the number of lights.

Check out our new video with some more comments from the team on what sets Injustice: Gods Among Us apart from anything we’ve ever done before!


Posted by GoNintendo Oct 29 2012 20:16 GMT
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- Boon wanted to try something different than Mortal Kombat
- Nightwing utilizes gadgets to get by in a fight
- Nightwing is also able to switch fighting styles by connecting his two Eskrima sticks together to form a pole
- in a city level, players can grab onto and launch themselves from a hover car
- Superman can grab the whole hovercar and smash it on players
- you can move from this street setting to a rooftop portion
- some of these levels can have up to three areas in total
- you can also launch missiles from the Batmobile when fighting in the Batcave
- Supermove example: Superman can pick up a character and fly them above the stratosphere, then punch them back to earth
- Nightwing's super move calls in his motorbike to repeatedly run over the opponent
- plans for the game to spawn its own comic book
- Superman's watered-down strength will be explained in the story mode
- story will explain why all the heroes are all fighting each othe
- team is currently experimenting with the Wii U controls

Posted by GoNintendo Oct 15 2012 18:34 GMT
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The following info and comments come from NetherRealm producer Hector Sanchez...

On online...

"Imagine the online availability that we had in Mortal Kombat just on steroids."

King of the Hill mode
- 8 players fighting, watching, and waiting for their time
- will include new 'King of the Hill' features

On clash and wager system...

"We're really tweaking it. It's going to be an enhanced version of a combo breaker. There's going to some sort of meta game that's going to be integrated with it."

- Wii U version will incorporate GamePad as much as possible
- will not feature significantly different gameplay from the Xbox 360 and PS3 versions
- Wii U version launching same time as other versions
- expect secret costumes

On fan input...

"Ed Boon is on Twitter and he listens to fan feedback all the time. If you can convince him, then it's going to get in the game. He's the man with the golden key."

Link

Posted by GoNintendo Oct 13 2012 18:08 GMT
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- uses arrows, though they don't fire off as fast as you'd imagine
- bow can be drawn back and held while moving or jumping
- going too crazy with moves will release the hold
- arrow types: fire, ice and electric
- change out quivers by tapping in a quarter-circle forward or back, or double-tap down, and the special button
- firing is also set to the same button
- arrows fire forward by default
- directional commands let you get in some air defense or jumping shots if needed
- also has a low-hitting slide move
- go in close for a spun blade move