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What is the legacy that Injustice: GAU leaves behind?

d3v

SRK
The downfall of Injustice: GAU is the safe and meterless 50/50 mix up that loops into itself. I would argue that this poor gameplay design immensely simplifies the gameplay. The superior player in terms of the basic fundamentals of a fighting game - reaction, execution, and footsies - no longer wins.
The problem with this argument is that there are other fighting games out there, good ones at that, that also have alot of this. The Street Fighter IV series and the Guilty Gear series come to mind. Now while there has been some pushback against it in the former (hence DWU in Ultra), the latter is basically all about set play/oki, to the point where it's a series trademark.

The question now is which one serves Injustice's identity as a game/franchise better.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
In hindsight, a pretty good game. Also pretty entertaining. Just marred by early impressions. Wish I could have actually traveled for this game, but hopefully things are better for me to travel for MKX.

I personally don't think the 50/50 game defined Injustice as much as we believed. @Eric Z19's post is a good example of what was going on with the top characters...a really powerful neutral game, and really reminds me of what made the top in MKD top, despite the 50/50s that existed in that game and the overwhelming oki. The top 3 were still dominating characters in the neutral lol. Tbh, I can't think of a fighting game where the top was dominated by 50/50s. It's almost always great neutral control.
 

M2Dave

Zoning Master
The problem with this argument is that there are other fighting games out there, good ones at that, that also have alot of this. The Street Fighter IV series and the Guilty Gear series come to mind. Now while there has been some pushback against it in the former (hence DWU in Ultra), the latter is basically all about set play/oki, to the point where it's a series trademark.
I am not familiar with Guilty Gear, but I do know that Capcom has implemented the delayed wake up system in Ultra Street Fighter IV, as you stated. The game now revolves around high damage conversion in footsies, best exemplified by Daigo's Evil Ryu. Even in the prior Street Fighter installment, an Akuma player, for example, had to know how to safe jump an opponent and perform various option selects. A Batgirl player does not have to worry about these intricacies. Also, Akuma's mix ups were and still are limited to right side versus left side mix ups (i.e., cross up versus non-cross up). Batgirl creates an addition mind game that is up versus down (i.e., overhead versus low attack). The comparison is a false equivalency. Batgirl presents the simplest type of mix up in a fighting game. The only thing simpler would be an infinite combo. A Batgirl player would never have any success using Akuma. The character is too complex for them.

Batgirl would be tolerable to some extent if characters like Aquaman, Batman, Black Adam, Deathstroke, Killer Frost, Sinestro, Superman, and Zod had never been normalized. Fight the bullshit with the bullshit. But this is the NRS community that we are talking about. Everything powerful about zoning must be patched first to appease the scrubs. That is why the games will never be balanced.
 

MrSoloLobo

I have a keen eye for all things broken.
It was my first fighting game and it took my forever (over a year) to become decent. I kept playing and playing even though I sucked because I loved the game and I got really into the community and tournament scene. The game may have a lot of unfair mixups and the like but I think IGAU will forever be special to me for introducing me to the fgc. I can't wait for MKX!
 

Hades

Noob
Great game, i had a lot of fun and enjoyed playing it, from an online stand point the game could have had a better net code but thats my only real gripe with the game. As far as gameplay goes i always had a good time playing the game. However mortal kombat will always be superior to me, i like the characters a lot more and couldn't really get into superheroes. I prefer the psychotic characters of the mortal kombat universe personally.
 

JTB123

>>R2 - BF4 = Unblockable.
I really don't know tbh, I think as a community a lot can be learned form the lifespan of Injustice. I think the one lesson that should be taken into MKX is don't be a prisoner of the moment, patience and practice over theory fighting and "you just don't know" mindsets will strongly benefit MKX.
 

xWildx

What a day. What a lovely day.
From the moment I saw the initial screenshots to the first time I laid my hands on the demo I was never completely sold on Injustice. It just didn't feel or look right to me, and still doesn't to this day. I'm not going to sit here and bash the people who like the game, because that is their prerogative. However, there does seem to be a general consensus to what people find wrong with the game as stated in the myriad of posts above.

As for the legacy Injustice leaves behind? For me personally I'll only remember Injustice for the salt and strife it brought to the community. I know that's not the most positive thing, but honestly there wasn't a day gone by without people arguing the merits of MK over INJ (and each other) and vice-versa. I never felt the same sense of camaraderie for INJ as I did when I initially joined TYM back in the MK9 days. I'm just hoping that with the release of MKX right around the corner players from both sides can finally come together and re-establish the community I grew to love, and also to remember lessons learned from INJ so that the community can be even better than it ever has been before.
 

Barrogh

Meta saltmine
Burned out about the game as much as I am right now, the only thing I can think of is that IGAU is an assurance that NRS won't bother with supporting the game as much as a fighting game demands.

Trying to shake that salt off, I can say that it was fun to follow past autumn of 2013. The game has shown that one can make playable FG without overloading it with universal moves and "keeping it basic". It surely was pretty diverse. It needed like 2 dudes who could follow the scene and tweak the game to actually make the dream happen though. But apparently successful company can't afford what bankrupts can. Or maybe that's part of the reason they aren't bankrupt, I dunno :p

Anyays, I wish NRS luck with MKX and stay creative. They have real competitors at the game in Iron Galaxy IMO.
 
a good game that i had a lot of fun with (i HATED DC before netherrealm), but still the game i only played because MK9 had no good netcode.
 

Groove Heaven

Jobber-baron
IGAU is a poster child of balance but I agree with @General M2Dave that the 50/50s and vortexes got really old really fast.

I was never all in on the slow walkspeed or interactables but it wasn't like I thought they were shitty mechanics, just not for me. Which basically sums up how I felt about the whole game.
 

Endding

You picked a bad time to get lost friend
When I think of Injustice, I don't actually think of the gameplay. Although it was enjoyable, I still prefer MK9 and as someone stated it felt as a platform for MKX.

The people I met, and the crazy times we had will always be the most memorable for me when I think of Injustice. : ]
 

GLoRToR

Positive Poster!
The game I didn't bother with.
After my lackluster online experience with MK9 I just couldn't get myself to bother. Now that MKX is coming out on the PC there is a good chance I'll grab it and be a casual scrub as much as my time allows. Not sure yet. Injustice seemed like one of those good looking games that plays nothing like what I'd enjoy investing time and effort into. Hopefully MKX will be a better experience overall, now that the "next gen" is out and hopefully it will receive some good patching. Looking forward to it.
 

TakeAChance

TYM White Knight
The single biggest detractor in my time playing and with my character in general was the slow movement.

It was the best DC fighting game by far, and I enjoyed it as a fan boy. It will always have that legacy, but it just wasn't as fluid as I expected. I think it had a good run and will continue to do well in the future, it's just personally not my type of game.
 

Koor

Hot Gyahbage
For me it was a nice transition for some of my favorite DC characters from the comics to a fighting game. But the game overall felt more like a giant experiment rather than a final product. There was and is still alot that couldve been fixed/tweaked/buffed/nerfed, whatever you want to call it. The game needed more polishing, and i honestly feel like it couldve lasted a few more years with more support. But that NRS train stops for no one.

To a more positive note, the game did help me to strengthen my footsies, patience, and reads (though im pretty butt now since i havent played in ages consistently). Im still a bigger fan of MK9 but i respect INJ for what it brought to the table. I only hope the next installment improves on its foundation.
 

IrishMantis

Most humble shit talker ever!!!
say hello to MB throws
It requires a bar you have to commit too so if you it whiffs bar gone
It depends on what the chars options are, i cant imagine all chars have unfuzzyable mix ups options after it
If they do it takes 2 guesses during a combo, 1 guess left or right throw, 2 then guess the OH/Low mix up

So overal Situational 1 bar to commit, and 2 guesses
If Op gets all that right i will happily take guessing wrong as in Theory it wont be constant guessing without Commitment and Risks (Hopefully) we'll see
 
Injustice has started me on fighting games. And I have nothing to say against the first comment here, everything was already stated....except for one thing.......let's not allow character to be PLUS AND HAVE 50/50 at the same time....lol MMH smh......
 
KDZ won evo because of 50/50 loops that were safe? THEO won his tournaments because of 50/50 loops and vortex's? Jupiter just vortex'd his way to KIT champion? I am not seeing it.
Gotta admit though, there was never a fighting game that tried these different mechanics....and if they do make a second one, I hope they learn from there mistakes, and make it probably one of the best games ever made.
 

AZ MotherBrain

If you believe enough, -7 could be +7
What stood out the most to me was how different Injustice was.
I like how no characters were clones of one another and made it feel like every character was unique, especailly with their traits. I like how a character like Hawkgirl felt like a brand new style of how a 2D character can be designed.
I liked the "concept" of stage interactables, and the stage transitions.
The combo system is alot of fun too, simple and flashy. It feels very comic book-like.

However, at the end of it all, Injustice didn't have a lasting appeal to me like MK does.
 

John Grizzly

The axe that clears the forest
I loved Injustice and would have continued to play it daily had MKX never been announced. Since then I've just been in full MK mode.

Injustice was fun as hell and I really do hope they make a sequel and address the issues the game had. Also, keep Batgirl the fuck out of the game.