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Injustice's Breaker System, "Clash System" Explained

The folks over at Joystiq recently wrote up a very interesting article explaining their experience with the new "Clash" system or "Breaker" system, if you will. To sum it up, it's sounding like a meta-game of meter management and goes in to, apparently, a cinematic "Clash" where words between opponents are exchanged by the result of mind game and strategic game-play. Read Jordan Mallory's full article on the "Clash system" here!

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In a nutshell, Injustice's Clash system turns the meta-game of meter management into a lively, cinematic event, one that personifies the strategic mind games inherent to high-level competitive fighting. While being comboed upon, players can initiate a Clash by pressing forward and the X button, which sets into motion a series of events both cerebral and dramatic.

"Once you go into this Clash thing, from a purely aesthetic standpoint, the characters will interact with each other. Batman will say specific stuff to Superman and vice-versa, different things than he would say to one of the other characters," lead designer John Edwards told me during my play session at E3. In practice, the event ends the combo and the two characters exchange dialogue, after which they charge at each other in a... Click here to read the rest!
-Players "Clash" at each other, mini dialogue. The one we saw on the Gameplay reveal.
-Both players secretly "bet" their desired amount of meter they have
-Player who bets most wins
-If the player breaking wins, they regain health lost prior to breaking
-If player breaking loses, they take damage from the combo prior to initiating the breaker + more

Discuss

Don't know how to feel about, they are getting a bit too colorful now with the mechanics.

Article edited by STORMS*
Source: JoyStiq
 

Attachments

UsedForGlue

"Strength isn't everything"
So esentially, your early breaker won't be full meter (or a huge bet) as both players don't want to lose it all, also the smaller the combo damage, the less you will bet to brake, that means you can choose to break, bet very little, and have the opponent lose allot of their meter because they want to bag very small damage.

But near the end of a fight, if you have more meter than the opponent, you can always break.
 

Espio

Kokomo
It sounds like a Casino to me.

The game looks good and all, but this is really questionable to me personally.
 

Rathalos

Play Monster Hunter!
That sounds like a really neat take on it, it should also prevent breakers from being spammed.

I think they should allow you to see how much your opponent spends though.
 

Espio

Kokomo
That sounds like a really neat take on it, it should also prevent breakers from being spammed.

I think they should allow you to see how much your opponent spends though.
You can't spam breakers, they can only be used when you have 2 bars.
 

Rathalos

Play Monster Hunter!
Oh so its like Klose Kombat...?
Its more like they wanted to find a way to make breakers punishable, but did it in a really weird way.

Either way they need to shorten the animation, it lasts way to long for something that could happen several times a match.
 

9_Lives

Noob
It's going to be weird trying to break at the end of the combo to maximize the amount of possible "betting material". It should be slightly more interesting though because you can hold on to meter to stop them from stopping you as well. I prefer the old breaker system, but we'll see where this one goes.
 

AK L0rdoftheFLY

I hatelove this game
There is nothing for us to predict from this...it's too different to draw conclusions as we have never seen It in action.

All we know is...it's different
 

Rathalos

Play Monster Hunter!
Would like more details.

Specifically how much meter you need to initiate it, if there is a CD or limit to how much you can use it, and what happens if you draw.

In theory it sounds like a good mechanic, but it could easily become overbearing, especially with that long ass animation.

Hopefully loads and loads of playtesting will help it, or axe it if it sucks.