Injustice 2 - Analysis
The roster of heroes and villains reaches the magnificent figure of 29 components (if we include Darkseid, which we will only obtain by reservation, which in itself is a mini-point against). There is room for all kinds of contenders, in terms of game style and personalities. Almost no one important is missing in the DC universe , and there's room for all character possibilities, too. There are specialists at a distance, in grip, in combos, in zone control ... With various interpretations and unique special movements in each case. Variety is assured, and the depth of the cast is beyond question, with a smooth learning curve, allowing us to seamlessly control almost any cast member with just a few minutes of play while still allowing us to continue learning. for a good handful of hours of play. It is curious to observe how they have done to balance the different available contenders, although it is peculiar that characters like Harley Quinn can stand up to Superman, Flash and the like. It seems that NetherRealm has managed to solve one of the big problems of the first game, balancing the possibilities of most of the fighters.
The key is to 'normalize' the superpowers, relegating them to a more punctual use than the heroes would use them. Thus, in Injustice 2 we will have three main attack buttons , loose, medium and strong, one button for the special ability of each fighter, and the modifier to use a section of the energy bar, and thereby boost a special hit. . Of course there are many more nuances to be controlled (such as the use of super hits with L2 + R2, changes of scenery, interactions with the environment, grips ...), but the bases are as simple as knowing how to hit the main buttons at the right time , and take advantage of our character's abilities to chain as many hits as possible. There are aerial combos, movement cancellations and a long etcetera of playable possibilities that give long-term meaning to Injustice 2 , regardless of the game mode we play.
However, the initial recommendation we make is to start with the basic tutorial, and continue with the Injustice 2 campaign, which, as with the first installment, was much more than just a succession of fights. In the nearly 6 hours that it can last, we will play a total of 50 battles (75 if we replay the ones we left on the road), in which we will be told a story of heroes, villains and gray areas that drink from the events occurred in Injustice, but that goes further, by presenting a new threat, Brainiac, in a context in which superheroes are divided into two groups, supporters of avoiding crime before it occurs, and those who believe that without crime no punishment possible (the Superman group, and the Batman group, respectively). That is, we will find ourselves in the middle of a civil war between the most powerful beings on earth, with an alien threat in between. The development is interesting, and full of cinematic scenes. Its first section is bright and full of interest, but it loses some of its bellows towards the end, perhaps due to its length.
There are a total of 12 chapters in which we will play many of the heroes of Injustice 2, sometimes having to choose between two different possibilities when facing combat (and this is what we will be able to play later, unlocking a new epilogue if we do all the fighting in the campaign). In this way, we will find the perfect context to learn how to use heroes like batman, Harley Quinn, Green Lantern or Flash, although we miss being able to put ourselves in the shoes of the villains , even if it were for a couple of fights. An interesting proposal, capable of hooking us and making us return to the game that, however, is not as brilliant as the campaign of the first installment of this series was.
In addition, while we play with the different heroes of the campaign, we will accumulate experience as a player and in each of the characters that we have been using, thus revealing another of the most important pieces of Injustice 2: the progression of the player. The NetherRealm game is not a simple succession of fights, but in each combat we make the character we are using stronger and stronger, by raising his level and, thereby, allowing him to use better equipment that, in turn, modify the statistics of the hero in question. There are dozens and dozens of unique gear for each combatant , which is unlocked completely randomly through mother boxes, with no microtransaction involved. In this way, little by little we will improve our favorite fighters and, in addition, modifying their appearance with each of the pieces that we put on them. Such is the level of detail that it is even possible to modify the fighter's special blows and abilities , beyond enhancing his innate abilities. That is, a twist rarely seen in fighting games that increases replayability and improves the feeling of playing 'for something', whether we are in the single player modes, or in the multiplayer options.