So give in NetherRealms new beat 'em up twelve good and evil DC Stars mutually neatly into Mett, the pairing of the fights can be freely selected. That principle can be a hero just to fight a hero or villain just against rogue.
The character differ roughly in faster for weaker (eg Flash) and rather slower for stronger opponents (eg Bain)
As MK now also Injustice despite the 3D graphics rather in retro 2D look and therefore dispensed with wild camera movements, as they are mainly found in Tekken. Even playfully remind many moves, and transfers control to its indirect predecessor.
Control / Gameplay
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Who already liked the control of MK, they will not despise at Injustice. So there back down typical, right rectangle or right, left X inputs to perform a normal Special Move. Even the MK-typical uppercut with down and Triangle was acquired.
The Crushbone Moves are also back and be performed in the same manner, but no broken bones are shown here, but a succession of great staged beatings combos and special moves. Superman beats his opponent in eg space or Batman leaves at the end of his shock combo the enemy hit by summoned Batmobile.
Each character has their own super-Move is available only with a fully charged Super Bar. Along the way, I can use as MK gewohnt- earlier parts of my super-filled bars for the reinforcement of my other special moves. This lends the fighting tactical depth that I appreciated in Mortal Kombat already.
However, really new is the possibility of using the Konters Wager system. If one has already been inserted properly spanking is possible to interrupt an attack by directional and shoulder button and to counter, similar to the breaker in MK. What is new is that you can quickly determine a button, how much energy will be used by the super block for the counterattack. Depending on how the sequence runs out and how much energy has been used, the attack does more damage or you get more health. In any case, this could be another tactical element, with which a struggle can be decisively influenced. This counter is however allowed only once per fight and fighter.
Another new feature is the block system. So is not the shoulder button to block attacks used, but in Tekken-style with the restore, or restore, down button, the various Attacks blocked.
Furthermore, are no longer as all four action buttons for flogging and kick attacks. By default now serves the round button another character dependent Special Attack. Batman summons example mechanical bats that he may either draw directly on the opponent or can revolve defensively to protect ultra fast around.
Whether I like it, I can not even say. On the one hand it is a welcome change that comes just beginners or casual players to Good, on the other hand limits the fixed assignment the possible combinations of other moves and combos one, or simplifying the execution.
All in all, there will certainly be back some players who will interfere in the Moves strictly defined. Who has not fallen in the control MK who is not even here are happy. Without knowledge of a couple of moves and combos to get though on the easy level still well ahead, at the latest when it is normal but thin. Pure Button Mashing -in contrary to Tekken, where complex moves often randomly or intuitively findet- brings a not much here. Should learn by heart but also stupid not be necessary, since most attacks and combos follow a certain scheme. In this respect, a number of special attacks can already find out during the fight by simply tried out the usual suspects.
Otherwise, again is a course the well-organized help menu available, which recently has more information such as damage, recharge time etc. for each move.
In the typical challenge from the off and the circular system were omitted. A fight is over when one is lying on the ground (His bar is empty) or the time expired.
New Features
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Really new is the buttery smooth integration of the environment into the fighting. Means shoulder button R2 can be used against your opponent the environment. So heating pipes to be demolished and held against the counterparty or fired rockets from standing in the background Batmobile. This is simply due to auxiliary display, bringing more variety in the fighting. Since these attacks cost also neatly energy, they are not only purely optical sugar.
However, even more dig in the level crossings. As in Tekken can be with the appropriate Move the enemy passed through a wall and transported into a completely different scenario. This costs the opponent a lot of energy and also provides significantly more spectacular than in Tekken. Using the environment can be so fights also win with characters whose moves you not yet mastered perfectly.
Thus, the interactive arenas are the biggest change and at the same time the biggest plus.
Story
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The story is told honestly not so important.
Honestly, it's a fighting game with superheroes. Surprisingly, however, is that the story about the 12 villains and heroes 12 is not bad. Perhaps supporting the authors Jimmy Palmiotti and Justin Gray's responsibility.
The story mode is a fun and interesting affair thanks to great cutscenes and good fight introductions. The different arenas here are well integrated into the story.
QuickTime Events loosen before the fight at the event and ensure a higher / lower energy Quiet. They are here not annoying, but quite nice integrated into the sequence. So fending off several projectiles eg Green Lantern before going into battle.
While the story already one changes -as in Mortal combatants into the skin of various characters, consisting of twelve chapters.
Game modes
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In addition to the story, training and individual battle, there is the STARS Lab. Here must, as individual mini quest to be denied in Mortal Kombats tower challenge.
In total, there are 240 different tasks.
In addition, there are quite a number still partially unlockable game modes and of course the opportunity to beat online with other players.
Graphics / Sound
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Visually already convinced me Injustice.
It is not a game where one constantly gets dropped his jaw, but makes thanks to the good character designs, and above all the detailed and send animated backgrounds but all right what ago.
Just by the great environment interaction, sent enweaved animations at the Super Moves and level crossings and the resulting composite end variety, sometimes you could almost think you see a scene in a movie instead of a video game.
Here Injustice has its great strength. It just looks incredibly cool if Superman dumpster, pork bellies or cars raises the opponents while Green Lantern just materialized as special move more missiles. Also of great animated background does towards ordinary damages. After a struggle, the environment looks accordingly battered.
I am curious if you see just eventually tired when Levelübergang- to the great animations. I can of course say nothing about the long-term motivation.
Soundscape and music are chosen according to the theme. It pops just where it needs to pop. The German voice acting is quite alright. I will probably but they yet again to switch to English.
Conclusion
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Extremely many new features not Injustice actually, so I could get excited about a lack of innovations me now. But I do not because I do not prefer well-tried to refine and expand, as the wheel unnecessarily reinventing and possibly to make worse or artificially inflate a game with new elements.
If Beatem up I do not speculate, I need no RPG elements and does not want a half action-adventure. I want to fight and should be fun and look spectacular.
Both Injustice has in my opinion made it despite the few real innovations, so there is of me 5 stars.
Players Tekken or Soul Calibur consider by far the best fighting game should consider the purchase, because Injustice just something else is playing.
Everyone who liked to Mortal Kombat gameplay or generally like beat 'em ups plays will be happy with Injustice.
A superhero fan must not be in order to have a lot of fun. Anyway, I'm not