Posted June 28, 2016 by Tim Norman in Feature

E3 2016: Injustice 2 Preview

The original Injustice: Gods Among Us was the first Netherrealm game that the fighting game community took seriously, and it laid down the groundwork for the successful Mortal Kombat X two years later. Now, the company is returning to the DC Universe with Injustice 2.

Our experiences with Injustice 2 (there’s no subtitle this time around) show that the game is shaping up to improve upon its predecessor in just about every way. That’s a good base from which to start, as the original was a solid, if not exceptionally flashy, fighter.

The roster has been shaken up, with Netherrealm opting for some of the lesser-known DC villains, including Gorilla Grodd and Atrocitus. They’re joined by Supergirl, who’s recent TV series has likely helped guarantee her a place in the game. The rest of the cast has yet to be fully announced, but we know that DC staples Superman, Batman, The Flash and Wonder Woman are all in.

One new feature that’s caused some consternation with fans is the new gear system that’s been introduced. In our brief interview with Netherrealm Community Specialist Tyler Lansdowne, he explained that the gear system is something that Netherrealm is still working on in terms of how it will affect competitive play. Lansdowne also reassured us that the game is built with tournaments in mind, and that Netherrealm will be working to make sure everything balances out for the scene.

Visually the game has been upgraded significantly, with larger, more detailed stages and characters, as well as improved lighting effects. The combat system itself is refined from the first game, and feels just a little meatier. As with the original game, however, it can feel a little underdone at first, as it takes time to learn all the strategic possibilities of the combat. Short E3 demos aren’t always the best place to do this.

Overall, Injustice 2 is shaping up to be a worthy successor to the original, and continues to build on Netherrealm’s reputation as one of the best fighting game makers out there.

Tim Norman

Raised in the arcades of the 1990s, Tim believes that if you're not playing for score, then you're not playing.


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