Injustice 2


REVIEW Following the footsteps of many successful superhero-themed fighting games of the past, Injustice 2 is a vehicle to re-establish the legitimacy of iconic DC characters - who may or may not have seen their best days in recent times (considering some low TomatoMeter scores). A video game like Injustice 2 serves as the perfect platform to not only re-establish Batman and Superman as two of your most popular superheroes, but introduce lesser-known DC characters who haven't appeared in a major production in a very long time (if ever). Running on this formula alone, Injustice 2 already has undivided mainstream attention - whether or not they even care about fighting games. However, as a reviewer of fighting games specifically... I'm here to write a review of Injustice 2 as a fighting game.

Obviously, one of Injustice 2's main selling points is that it is a fan service game. NetherRealm Studios took every opportunity to cater to the DC fanbase. Injustice 2's nostalgic roster of DC icons is wrapped up into a cinematic in-game storyline where heroes and villains will inevitably cross paths, in some cases, for the first time ever in video game history. In epic fashion, the engaging cinematics offer something that most other fighting games don't even bother with. Along with the 5 or 6-hour story mode, there are 13,000+ lines of dialogue and 6,000+ intros / character interactions. Furthermore, Injustice 2's "Gear" customization system pushes its own kind of fan-service, featuring countless nods to classic costumes and colors that old school DC fans can fully appreciate. There are even a few alternate "Premier" DLC character skins that have their own unique voice actors. 

DC fans and "ultra-casual" fighting game fans will likely be impressed just watching the cinematic intros, super moves, and story mode. They may even claim Injustice 2 is the "best fighting game of 2017," just before they silently quit playing it 2 months from now. To the casual fighting game audience, NetherRealm studios very successfully delivered a product that anyone can pick up, enjoy, and happily put down in a few months (until the next $20 DLC fighter pack arrives?). With an advertising onslaught only the likes of Warner Bros could make possible, Injustice 2's mainstream appeal and immediately recognizable cast will no doubt sell copies. NetherRealm and WB definitely know how to market a game, that's for damn sure. They're so good at marketing, in fact, that it hardly matters to the mainstream gaming audience whether or not Injustice 2 is actually a good "fighting game". On that note, let's get this fighting game review started... shall we?


Can't say I'm a fan of those generic "playing card shape" character select boxes.

The sequel to Gods Among Us retains most of the features of the original: destructible environments, stage transitions, cinematic super move sequences, and meter management... lots of meter management. Returning fighters retain many of their previous animations, special moves, and combos, most which have been retooled and rebalanced. Injustice's Clash system also returns, with players "wagering" super meter to restore health or inflict damage. New mechanics such as Evasive Rolls, Air Recoveries, faster walking speeds, and blockable environmental attacks clean up the gameplay system a tad. In short, Injustice 2's gameplay is a subtle improvement over the prequel's, but it still feels very similar to the first game. Conveniently, the game starts you off with a Tutorial mode to get new players acquainted with the mechanics. Individual character missions also provide a small sample of what each character is capable of.

In Injustice 2's gameplay, many long-established fighting game fundamentals, both visually and technically, are put in a very different order of importance. These "differences in fundamentals" will either be immediately unappealing or be refreshing, depending on your taste and experience with fighting games. Let's be real... Injustice 2 is heavy on Mortal Kombat-style "
Dial-A-Combos" and projectile spamming. Yes, Injustice is still zoning hell... and players are heavily awarded for partaking. Literally, players are rewarded meter for throwing "as much shit as possible" at the opponent (and gain zero meter for defending). And if you're not zoning your opponent to a frustrating death, you're mashing out hard-to-read strings for easy 50/50 mix-ups.

Speaking of which, memorizing attack chains (especially when learning multiple characters at once) is more laborious than in other fighting games - due to the fact that most of these chains have no rhyme or rhythm. They don't correlate to a fighter's limbs, and they almost seem completely random. I do remember in the 1990's when Mortal Kombat button layouts actually did correlate to a fighter's limbs. (Street Fighter and TEKKEN still do it. Why the change, NetherRealm?) Instead, Injustice 2 simply has Light, Medium and Heavy Attacks, along with a Special Power button (basically a "do-something-cool" button). There's also specific buttons for Throw, Meter Burn, Interact (for environmental moves), and Flip Stance - because every character in the game miraculously happens to be perfectly ambidextrous (another quirk I'm not a fan of).

When super meters first arrived in fighting games in the early 90's, they were an "accessory"... an extra element which can be used to turn the tide in a match (and in most fighting games today, this is still the case). However, meter management plays a much more crucial role in Injustice 2, almost taking priority over fighting fundamentals. Of course, meter can be used for EX specials will extend combos (and are usually the best option strategically). Lazier players can save meter for one big super move. And on that note, Injustice 2 super moves are almost as lengthy as a Final Fantasy summon from the PS1 era (I'm looking for the "skip" button and can't find it). The cinematic super moves are impressive the first few times, but get old and repetitive - especially since many supers take characters completely out of the stage they're fighting on. Lastly, meter is used to "wager" during clashes which can result in a health boost for the player who wagers more. 

Back to the subject of "zoning"... many of the best 2D fighting games of all time were very successful in implementing zoning. The Marvel VS Capcom series took the idea of zoning to the extreme. The reason why MVC games are known for fun zoning mechanics are partly due to the vast amount of "space" your character is able to move around in. MVC characters also have super jumps, flight, and air dashes, providing tons of movement options for dealing with projectile spam. Injustice 2 characters rely on using background elements to move around, and some characters have limited flight options. However, the action still feels very condensed - as most action takes place on the ground. Considering the insane zoning options many characters have, things can get claustrophobic and frustrating... fast. I think Injustice 2 would benefit from more movement options (such as super jumps) and larger stage environments (vertically). It would also make more sense for a superhero game... since most superheroes I know usually take to the air at some point during their epic battles.

All these numbers and stats in a fighting game? Ridiculous.

Injustice 2 does some things right in terms of gameplay. Like in MK9 and MKX, there are some pretty fun combo possibilities. The core combo system isn't half bad. There are even some Street Fighter-esk cross-up combos from the air. Due to the jumping speed, performing cross-ups in Injustice 2 definitely feels weird and requires unnatural timing (another reminder of how very different Street Fighter and Mortal Kombat are). I've always been a Street Fighter guy before being a Mortal Kombat guy, so you might say this is a matter of taste.

NetherRealm's "reboot" back into 2D fighting games started back in 2011 with MK9. They have stuck with this basic formula over the past 6 years, with slight variations for each new game. One of the main draws of Injustice 2's gameplay is still the background interaction and how much it effects the gameplay. While background interaction in gameplay is still pretty innovative, relative to the time span of fighting game history, Injustice 2's core fighting mechanics seem to be streamlined to the point of rewarding the cheapest of tactics. Injustice 2 seems to cater to a certain "old" way of thinking for designing gameplay engines for fighting games. The overall gist I get from studying a few character movesets is that the designers want me to find the cheapest moves and spam the hell out of them. And judging from watching a few tournament matches, spamming does work. Very well in fact.

In Injustice 2, projectiles don't "nullify" one another. Perhaps it doesn't make sense in the lore for bullets to have any effect on magical eye lasers, but this creates a very spammy atmosphere for a fighting game stuck on the ground. Dashing and back-dashing also feels awkwardly sluggish. Injustice 2 literally punishes you for back-dashing by making it so slow. On the other hand, certain characters have stupidly fast forward dashing. It's doesn't even make sense for a character like Joker to basically have a teleport as a forward dash. Animation-wise, it also looks awkward. Characters seem to "skate around" in the weirdest poses while dashing.
I also dislike the idea of having to "wager" super meter to prevent my opponent from gaining a health boost. Wagering isn't fighting either... and I don't even "wager" this much when I spend a week in Vegas. Players can also "spend" 2 bars of meter to get out of an air combo. "Your battles, your way"... Who needs to learn how to cook anyway? Just order that fast food... because: "Your burger, your way". You almost gotta hand it to Warner Bros with that brilliant subliminal advertising to lazy Americans.

More Batman VS Superman... because nobody ever actually wins.

Did we just segue into the animation paragraph? Yes we did. I'll start with the positives. Most special move "effects" in Injustice 2 are done well. For example, Braniac's tentacle arms are expertly animated and definitely look "next-gen" for a fighting game (too bad Braniac himself moves like a old man mixed with a gorilla, but we'll get to that later). Other projectiles have impressive lighting effects, even though some appear very small onscreen and are hard-to-see. While most basic throws have good animations and ouch factor, in typical Mortal Kombat-style fashion, many punches and kicks are nothing more than characters "flailing their arms about". If it's really up to the DC heroes to save the world, we're screwed, because most of them still can't throw a proper punch or kick. Nearly all characters appear off-balanced as they "reach past their center" while punching. And they still "face their opponent horizontally" like they're stuck in a 1990's Mortal Kombat game. They also don't bend their knees when they jump, and cape physics are as stiff as in the first game.

NetherRealm also struggles with (or pays no mind to) getting their characters to hit "cool poses" during special moves. You know, memorable poses... like Ryu's Hadoken, Terry Bogard's Power Wave, or Scorpion's Spear Throw. When I think cool poses, I think Capcom and SNK sprite artwork from the mid 90's... or for more extravagant/exaggerated poses, JoJo's Bizarre Adventure. One of the main visual quirks of Injustice 2 as a fighting game (and yes, there are many), is that characters end up repeating stupid and funny-looking motions while spamming their special moves. Superman looks "happy to be constipated" every time he shoots an eye laser, for example. It looks terrible, and you better get used to seeing some projectiles used 30+ times a match.
Injustice 2 does some things right with the animation, but ironically, the best animations in the game have nothing to do with actual fighting. If you've seen the trailers and the story cinematics, Injustice 2 raises the bar for character facial animations in not only fighting games, but all video games. Indeed, Injustice 2 characters are really really good at talking. Injustice 2 takes every opportunity to have characters yapping in front of the camera. Destructible background environments and interactions (such as objects on the floor and walls) also have impressive animation. All those amazing talking & background animations, but they couldn't get other things to look natural, such as "basic walking animations". Examples: Robin's laughable "waddling" forward, Catwoman's "constipated" walking forward, and Darkseid's quirky-as-ever "jumping with his hands behind his back". Some of the support characters like Poison Ivy's plant-monsters and Enchantress's zombies animate like bad animatronics from 2001.

Another major visual flaw of Injustice 2 (returning from the first game) is that characters appear tiny on screen. When viewing a screen from a distance, Injustice 2 characters resemble tiny stick figures when you squint. Even Injustice 2's "biggest, beefiest" characters hardly fill even half of the screen vertically. They're not eye-catching, they don't have screen presence (when the screen isn't zoomed in during cinematics), and they're usually dark and drab attire doesn't help them stand out either. Not only is this a visual flaw for a fighting game, this actually effects gameplay negatively - as it's harder to see characters' tiny limbs (and clunky animations don't help any). To compare, the size of SFV's and GGXrd's characters dwarf Injustice 2's characters on screen, and a typical Injustice 2 character is about the size of one TEKKEN 7 character's leg.  The camera during gameplay is also jarring at times. Super moves and stage interactions run at 30fps, which is just gross. While Injustice 2's graphics take their moments to shine (usually close-ups on faces), the core graphics engine and the way certain animations and scenes are handled is not very pleasing. Most of the visual effects that I love most about fighting games are either non-existent or done poorly in Injustice 2

NetherRealm's effort in their 5-hour cinematic story mode doesn't go unnoticed.

Injustice 2 comes at a time where superhero movies oversaturate the box office (to the point where I don't pay to see them in theaters regularly anymore - which actually saves me hundreds of dollars a year, now). So let's talk about Injustice 2's ultra hyped-up story mode, which carries itself like a stand-alone movie. Before I get started... Spoiler Alert: The good guys win. This is partly the reason my interest in superhero movies has diminished over the years. There's never any surprise, and the good guys have to win in under 3 hours, making the iconi
c villains seem useless and not even much of a threat. 

I guess it's easy to say Injustice 2's story mode is "good" by video game standards. Obviously, the bulk of Injustice 2's production value was put into the cinematics. Judging how the story was written and paced, I would guess Ed Boon and company watch a lot of mainstream TV and bad Hollywood movies, because they certainly captured that "vibe" in Injustice 2's story mode. Maybe I'm the wrong person to review Injustice 2's story mode, because I tend to appreciate different types of movies and TV shows. You know, productions that avoid cliches, are driven by deep storylines and characters, and don't bank on redundant and predictable plots and events (AKA the typical superhero movie these days, which is sad).

So is Injustice 2's story actually "good"? Parts were enjoyable, but as with MKX's story mode, there was no shortage of typical Hollywood cliches. "Life saved in the nick of time" cliches, awkward "okay now we're tip-toeing and sneaking around" cliches, and many others. For example, Green Arrow and Black Canary encounter the main villain early in the story. And what does Brainiac do? Well, Mr. Brainfart decides to reveal his major world-conquering plans to the good guys, in detail. Yeah, the writers even went ahead and fit in the most generic superhero cliche of all time, and took themselves seriously. If Braniac lived up to his name, he wouldn't have done the the dumbest possible thing any main villain could do. So, Injustice 2 has a "good story?"... Perhaps, if you're easily entertained, or 5 years old. If you can look past these things and you're a major DC fan, you'll enjoy playing through the mode with the main heroes and heroines. It's certainly not bad, but parts were bland and redundant for my tastes.

At least visually, Injustice 2's story mode is pretty impressive. Skin textures & costume textures look great up close. Again, the facial expressions and dialogue animations are the star of the show. However, some characters actually make too many facial expressions - almost to the point of being unrealistic. Because most normal humans don't actually move their face muscles that much when they talk. Did Supergirl's parents not tell her her face will stay like that if she doesn't stop making all those funny faces? She's gonna have bad wrinkles when she gets older. Even with the high production value, Injustice 2's story mode has some surprising flaws. There's some pretty bad aliasing seen in the environments. Also, the aspect ratio of story mode didn't fill my TV screen. It used the cinema-style black bars at the top and bottom (note that the game was running on PS4 Pro with a 4K TV). It's actually disappointing that all the action had to be shrunk down on my TV screen, and this isn't a problem I've experienced with story modes in other games. Also, the crispness of the character models and the animations created a very odd "jittery" effect throughout the entirety of story mode (as Ed Boon likes to put it on Twitter... it's jittery AF). Lastly, the frame rate constantly drops throughout story mode (and some of the story pacing is as choppy as the frame rate).

Not only the story, but the entire game also suffers from a painfully generic score and sound design. It sounds like 99% of over-hyped Hollywood movies these days. Like I said, they captured that vibe. In all honesty, I was actually "more entertained" by other, more unorthodox story modes in recent fighting games (such as SFV's and TEKKEN 7's) - even though their production value doesn't live up to Injustice 2's. When it comes to video game stories, I like "different"... because if I wanted to go see a predictable superhero movie, I would go waste $20 on that. On that note, Injustice 2's story certainly seems like a great movie when put up against blasphemies like Batman V Superman: Dawn of Justice (2016) and Suicide Squad (2016). Think I'm being hard on Injustice 2? You wouldn't want to read my reviews of those "JustAss" movies (or maybe... you would).

Shaders..... and LVL... STR... DEF... ABL... HP......... is this... Destiny? 

Let's wrap up this review with Injustice 2's Loot / Gear system and the Multiverse mode. While playing through various modes, players earn Loot Boxes containing random costume items and shaders for characters. The items are then collected in a congested menu, with way too many numbers and stats, and there are even costume "Loadouts" - a term more fitted for an FPS or RTS. If you play for a few hours straight (such as playing through story mode), you will end up unlocking a lot. And when you return to the main menu, the game suddenly goes into "full seizure" mode. The Loot Box opening animation is an eyesore, and you have to hold a button down for several seconds to unlock each one. In short, I didn't find opening Loot Boxes fun or satisfying, and the collection of junk you acquire just seems overly complicated and annoying.

Your character / experience also has to be a "certain level" to equip certain gear, which can be frustrating if you're not planning on spending 20+ hours with the game and just want to customize characters. On the bright side, there are some cool throwback costumes possible (if you collect all the parts), and many of the gear designs themselves are cool-looking. If you put the time in, the unlocks can be rewarding and add replayability for sure; it's just a shame the whole thing is a clusterf*ck. There are way too many menus, sub-menus, numbers, and random other useless crap. Also, since characters appear so "tiny" during gameplay, costume details and customizations hardly matter. Customizations can usually only be appreciated up close during clash scenes, win poses, and some supers (which might be enough for some people). But if you ask me, details during actual gameplay matter more. Some Gear also has an effect on gameplay, adding power-ups here or there or new techniques. Thankfully, these effects can be enabled or disabled in online matches.

Finally, Multiverse is similar to the Living Towers mode from MKX. In Multiverse mode, players choose from different versions of Earth from alternate dimensions and storylines. Each Earth has its own opponents, challenges, difficulty, and rewards upon completion - and some of them are only present for a limited time, which motivates players to participate while they last. There are also some random "moddifiers" and gameplay gimmicks that happen randomly, adding some quirky variety to the 1-player experience. Lastly, there are Guilds, and Guild-specific Multiverses, adding a social element to hunting down loot and experience. As far as online mode goes, your basic features and NetherRealm-style modes like "King of the Hill" return.

Page Updated: June 18th, 2018
Developer(s): NetherRealm Studios
Publisher(s): Warner Bros. Interactive
Developer(s): Ed Boon                      (Director)
Adam Urbano          (Producer)
Platform(s): Playstation 4,  Xbox One, PC
Release Date(s): May 16th, 2017       ( PS4, XB1)
May 17th, 2017       (  PS4, XB1)
May 19th, 2017       (   PS4, XB1)
Nov. 14th, 2017       (PC)
Characters Batman, Superman, Aquaman, The Flash, Wonder Woman, Harley Quinn, Bane, Catwoman, Cheetah, Supergirl, Poison Ivy, Gorilla Grodd, Atrocitus, Blue Beetle, Deadshot, Robin, Braniac, Black Canary, Swamp Thing, Cyborg, Darkseid, Green Lantern, Green Arrow, Black Adam, The Joker, Doctor Fate, Firestorm, Scarecrow, Captain Cold, Red Hood, Starfire, Sub-Zero, Raiden, Black Manta, Hellboy, The Atom, Enchantress, Leonardo, Raphael, Michaelangelo, Donatello

Featured Video:

Related Games: Injustice: Gods Among Us, Mortal Kombat VS DC Universe, Justice League: Task Force, Mortal Kombat X, Mortal Kombat 9, Ultimate Marvel VS Capcom 3, Killer Instinct Season 3, Blazblue: Central Fiction, Street Fighter 5, The King of Fighters XIV, Tekken 7, Guilty Gear Xrd REV2, Marvel VS Capcom: Infinite, Dragon Ball FighterZ, Fighting EX Layer

Gameplay Engine  6.5 / 10
Story / Theme  8.0 / 10
Overall Graphics  8.0 / 10
Animation  6.0 / 10
Music / Sound Effects  5.0 / 10
Innovation  6.5 / 10
Art Direction  6.0 / 10
Customization  8.5 / 10
Options / Extras  7.0 / 10
Intro / Presentation  9.0 / 10
Replayability / Fun  6.0 / 10
"Ouch" Factor  6.0 / 10
Characters  8.0 / 10

7.5 / 10

 Review based on PS4 Pro version


Final Words: Injustice 2 is more than a decent superhero game... the character roster alone is a pure DC fan-service, and obviously, any fan of DCU will thoroughly enjoy it. This fact, however, does not automatically translate to Injustice 2 being a good fighting game. Perhaps it's a matter of taste, but in my opinion, Injustice 2 is fundamentally a sloppy fighting game. There are some cool visuals to take in, but the best visuals of the game have nothing to do with actual fighting. Visual elements and gameplay nuances that I appreciate most in fighting games seem under-prioritized or overlooked in Injustice 2, while things I could care less about are over-blown and pushed in front of the camera.

I'm convinced Injustice 2 was designed to be watched more-so than it was designed to be played. It's a cookie-cutter fighting game by today's standards, utilizing certain "standards" set by Street Fighter IV in 2009... Every character has 1 repetitive super move, 1 win pose, and a pretty standard variety of specials and EX moves. In fairness, NetherRealm did a good job with each character's moveset and playstyle overall - and they are perhaps a bit deeper than your typical SF4/SFV character. However (and a big however)... So many characters are blatantly designed to just be annoying. If you plan on playing Injustice 2 competitively, you're most likely going to have a stressful ride learning and dealing with spamming, zoning, and meter gimmicks. To me, learning how to defend against zoning and spamming in such condensed environments does not seem fun, and winning by such cheap tactics would never satisfy me either. Simply put, I prefer more honest fighting games.

For gamers who don't usually play fighting games, Injustice 2 seems like a real achievement - at a glance. Casual folk at comic conventions, who typically enjoy mashing buttons in fighting games and making characters do cool things without any skill involved, will most likely love Injustice 2. That's not to say Injustice 2 does not require skill, because it does. It's just that the type of "skills" one would build to become a good Injustice 2 player will not likely translate to other fighting games. On the flipside, skills that players build in other (more technically sound) fighting games translate nicely to Injustice 2... Catch my drift?

Injustice 2 strikes me as 2017's "Welcome to Fighting Games" starter pack for lazy gamers. Some of the gameplay systems seem catered to the "complainer" types of fighting game players... *whines* I wanna break out of a combo in the air... *whines* I want a health boost with my unused meter when I'm losing... *whines* I just wanna spam projectiles and win sometimes. (I can go on in more detail, but you get the gist.)

Curiously, Injustice 2 doesn't even seem "built like a fighting game" first and foremost. The menus and general terminology are more fitted to a First Person Shooter or Dungeon Crawler. Actual common terms in Injustice 2: Strength. Defense. Health Points. Performance Points. AI Attributes. Profile XP. Match Rewards. Credits. Loot Boxes. Mother Boxes. Gear. LOADOUTS... Are. You. Kidding? Can you say clusterf*ck? This is over-the-top, over-complicated fluff. Way too much on the "BS stats and numbers" for a fighting game, much less any video game. Couldn't NetherRealm just do a decent customization mode without having spam Loot Boxes and Stats Requirements? Was too much Overwatch being played at the NetherRealm offices? Also, how does Overwatch, a competitive FPS, have far less BS/stats/numbers than Injustice 2 does?

I give credit to NRS and WB for knowing how to promote a game (they've done far better at this than other companies recently), but a few things about Injustice 2's advertising rubs me the wrong way. I miss the days when expertly-drawn character artwork was used to advertised fighting games. Instead of any trace of hand-drawn artwork to promote Injustice 2, a $99 ultimate edition (with 9 DLC characters) was announced mere days after the game's announcement. Sadly, many gaming companies blatantly use DLC to "advertise" games these days... and just like NRS took heavy cues from other mainstream games for Injustice 2's menu design and in-game terminology, they've done the same thing with advertising. The mass marketing is real. I can't say I respect such a practice...

Also, thanks to the Warner Bros.' advertising machine, and NRS/WB pushing $10,000+ into tournaments in the first month of the game being out, players have every reason to play Injustice 2 competitively. NetherRealm and WB have built a trusty formula... and you almost have to respect them for it. But like other NetherRealm fighters, Injustice 2 doesn't seem built to last long-term. A popular pro player once said the problem he sees with NetherRealm fighting games is that they "seem built on day 1 to be patched in the future..." NetherRealm will most likely patch the hell out of Injustice 2, and it's yet another reason why I'm not a serious player of NetherRealm fighters. (Fun Fact: Most of my all time favorite fighting games had the exact same balance and gameplay on day 1 as they did on day 3001.)

For me, one thing I've always loved about fighting games are the cool things you can make happen as a player. Things that not everyone can do with ease. Unintended combos, fancy stance transitions, hidden moves, etc. Some fighting games these days tend to make things happen for you... most of the time, Injustice 2 makes things happen, not the player. Injustice 2 might be fun to play casually, I can admit that. However, watching the game as a spectator... Injustice 2 just looks sloppy. It never fails to look like "little stick figures throwing random shit at each other" most of the time.

Casually, Injustice 2 isn't that bad of a game. It's that fighting game you can show to your Uncle Lewis who hasn't played a video game since his Atari days in college. He will be impressed by all the "next-gen" fluff, enjoy watching you punch people into the sky as Superman and shoot down opponents with the Bat-plane, but he'll probably forget it all when he leaves for work in the morning because he has to load bodies onto a train (there's still plenty of stuff you don't know about him). You might think I went off on a tangent there, but I'm trying to entertain myself... because Injustice 2 bores me as a fighting game.

It's no secret that I'm more of a Marvel fan than a DC fan. But I promise, if Injustice 2 featured Marvel characters instead, I would be making the same exact criticisms. As a matter of fact, you can probably expect a similar tone in my future MVC: Infinite review... because I'm not feelin' that game too much either.

Even though I personally expect more depth out of a fighting game in terms of gameplay, I've come to terms with the fact that some gamers these days actually prefer things simplified. Injustice 2 actually streamlines this idea fairly well. No, really, they did a good job with some things. Following the tradition of the past few NetherRealm fighters, Injustice 2 does innovate in the way of presentation-value and cinematics. But once
the cinematics wear off, and you've watched the same repetitive super moves 200 times... what are you left with? I think you're left with a mediocre, clunky fighting game.
  ~TFG Webmaster

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