Here is a 5-minute long gameplay video of Injustice 2 released today by Warner Bros. that covers the essential things you need to know about NetherRealm's upcoming fighting game. From the story mode and its various characters to the guild you can form (with up to 50 other players) in order to share gears and earn special rewards, learn everything with the video inside. The game will be out next week.
Update: Warner Bros. corrected (May 12th) the original press release since it contained an out of date information. The game does not feature gear sharing.
Updated PR:
Players will also get an introduction to the brand new social experience that Injustice 2 is bringing to the fighting game scene. In the game, players will be able to form a guild with up to 50 other players to build their own team of Super Heroes. They’ll also earn gear and other rewards individually that are exclusive to guild gameplay in daily and weekly cooperative objectives as they collaborate with friends to climb the worldwide leaderboards.
This comprehensive overview has everything players need to prepare for the launch of Injustice 2 on May 16 – from an in-depth look at the new Gear System, to a sneak peek at Multiverse mode and even the Injustice 2 mobile experience.
In development by the award-winning NetherRealm Studios, Injustice 2 features a massive roster of DC Super Heroes and Super-Villains and allows players to build and power up the ultimate version of their favorite DC characters. The game will be available for PlayStation 4 and Xbox One on May 16, 2017.
All comments (20)
I thinking of getting a controller, because keyboard and mouse for me I hate for fighting games.
And no, Bioware is not thinking that, because they recognize the difference between doing a small handful of animated scenes and a game w/ hours of acting. A good read from a Naughty Dog animator: https://twitter.com/GameAnim/status/84496160173201...
Street Fighter, The King of Fighters, Marvel vs. Capcom, Tekken, Soul Calibur, Virtua Fighter, Guilty Gear, Blazblue, Art of Fighting, Samurai Shodown (basically most SNK Fighting games), Killer Instinct, Super Smash Bros., Skullgirls, Persona 4 Arena Ultimax (not a franchise, but the game is excellent), and lastly Mortal Kombat (specially interesting since XL with the 3 different styles seems to have far more depth than Injustice 2 with different equipments).
There might be others I've missed, but if they're not even very good. Or worse, not even decent... than Injustice sure as hell isn't either.
Thanks for the link about Animation challenges. It was very enlightening. Though it must be said, whether what he said about the BioWare team trying to make a hand pass at everything is actually what happened or not, since he can only hypothesize as he didn't work in the game nor even at BioWare at the time the game was being made.
At best some people with seniority over the responsible areas should have said that was a really bad idea and made everyone go with another approach, or at worst those animators just simply weren't experienced enough to tackle a game of this size, which is obvious since that team had never made a AAA game before, let alone a massive AAA RPG. Either way one chooses to look at it, many people were incompetent from the beginning till the end of development considering the atrocious results in the final game.
Also, those games he kept referencing to all have vastly better animations than Mass Effect: Andromeda. Dragon Age: Inquisition has over 200 hours of content in just the base game alone, without including any Story DLCs. I know this because I played the base game for over 180 hours before the expansions came out, then if you factor in all the stuff that you just can't do when choosing certain paths and story decisions, it's a really massive game, perhaps even 2-3 times more bigger than Mass Effect: Andromeda.
The Witcher 3: Wild Hunt made me spent over 150 hours - with both Hearts of Stone and Blood And Wine story expansions, but the base game took me over 100 hours to complete, and I still missed a few quests here and there because of things I didn't know beforehand, then if you add all of the quests that are locked to you by story decisions and different paths, I'm sure there's over 120 hours of game content.
I do understand what he meant, but none of it justifies the state of animations in Mass Effect: Andromeda. Because one way or another, no just one person, but many people in that team had more than enough time to see if it was working or not as expected from the beginning till midway in time to fix most, if not all, of the issues. And they didn't. That's what truly matters in the end. If they didn't have enough experience, then they shouldn't have been given this important of a project in the first place. At least not without veterans with plenty of years of experience at key chief positions in the development team. And if this did indeed happen, then they failed at their jobs.
I know it may seem harsh or unfair, but the way you teach new professionals and mold them is by having superiors with a lot of experience teaching them until they themselves are at a place where they can do it for themselves without the need for supervision. This is how it happens in almost all the industries I can think of, from Doctors, Nurses, Police Officers, Military Personnel, Construction Workers, Programmers, Software Engineers, Hardware Engineers, Chefs, etc.
Many people on the team that developed Mass Effect: Andromeda failed in many levels, not only on animations, but story, characters, graphics (Dragon Age: Inquisition still looks much better, even while being bigger and it came out 2 years and a half earlier), quests (came out almost 2 years after The Wiitcher 3: Wild Hunt had shown the whole industry how to do quests), etc.
At some point everyone needs to come to terms with their strengths and weaknesses, both as indiviuals and as a team. So I get that he felt bad for his former co-workers and tried to explain what he believes that happened, but he himself said that he would have taken a different approach, that means he is experienced enough to know that the approach that he hypothesized that they took would be too much to handle. So the questions that remain are: Where were those people with the same level of experience on Mass Effect: Andromeda? What were doing? And if there weren't any, why is that? And who decided on this didn't think this would cause any major problems?
A whole team has failed after 5 years of development, this is a fact proven by the state the game was released. And by everything that BioWare and EA recognized and stated afterwards in teir plan to fix the game throughout the year. Still, I'm not looking for anyone to blame, to be honest. But when people act like if it was all just "normal development" and that the team - because I do agree with him, when a game fails, it's a team's fault, not an individual's - didn't fail when the game was released in such a very poor state, it just rubs me the wrong way.
It's okay to defend the things you're passionate about, but we should also be humble to recognize and admit when we have done wrong. This is one of the most important things any team, in any industry should do. Lest they're fated to commit the same mistakes over and over again untill they finally do - or go out of business.
And no, Bioware is not thinking that, because they recognize the difference between doing a small handful of animated scenes and a game w/ hours of acting. A good read from a Naughty Dog animator: https://twitter.com/GameAnim/status/84496160173201...
As for the Bioware comment, there's no defending them, I'm afraid. For a game that should focus on facial animations, its pretty fucking sad that a fighting game looks vastly superior in that department.
Go play Injustice, the only one. :P
However even with this said there are still games working in much longer development time that may still end up unpolished. (FFXV, The last guardian.)
This is likely do to other internal issues - like game direction and concept design; Which was likely the same culprit for Mass Effect Andromeda.
Lots of games are announced too early in design in order to get a drop on E3. and like most teams that practice this are met with the harsh challenge of where to go from there. you have the "promise" and the you have the "pledge". if there was no promise the pledge is easier, like for games that have been announced and are much further in development. (like already baking a cake and then showing it off)
2D: KoFXIII > ALL
Injustice ? Pfffff lol
Come on Sega, announce something...
*pokes dead hedgehog with a stick*
There, fixed it for ya :)
You couldn't possibly imagine how much it saddens me...
http://www.segaarcade.com/__assets__/WebPages/0086...