What's new

My biggest gripe w/ Injustice - Character Size (see first post)

STORMS

Co-founder
Founder
Premium Supporter
Not sure why I didn't just take screen shots before to compare... if anything MKX should be smaller and Injustice should be bigger... since they are super heroes.

Honest question: Why is the Injustice screen zoomed out so much?

wrong1.png
wrong2.png
wrong3.png
 
Last edited:

STORMS

Co-founder
Founder
Premium Supporter
Wow... I'm surprised honestly. Maybe I'm part of the smaller crowd. My thoughts on it are that I'd want my super hero to look huge... like Goro on the screen. I mean, there are no issues in MKX... even during Shinnok;s ground blasts.
 

Devils Britches

Pew Pew Pew
I honestly prefer the bigger stage and smaller characters. Allows you to see the stage better, more room to move and allows for more size difference between characters. But I'm a bit bias because bigger screen smaller characters favors my playstyle too. However I wonder how the mb dash/roll will affect zoning.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
The stages are bigger, there's increased use of midscreen interactibles, and there's also more vertical mobility in Injustice -- so I think all of those are the reasons why the camera is farther out.
 

SonicNinja3532

The Wannabe Prodigy
Personally I prefer MKX character sizes but I don't mind this one either. People have made some valid points, it gives a bigger emphasis on the stage and stuff.

My main gripe with I2 is the camera itself, don't know if anyone else has noticed but its like the camera angle is too low compared to the other NRS games.

Personally I wish that the camera angle would be raised to the same as the MKX, as they had theirs perfect in my opinion.
 

STORMS

Co-founder
Founder
Premium Supporter
Honestly don't mind it as much for IJ2. The screen was zoomed out farther in the original Injustice anyway, it's better now.
You are right on the IGAU sizes... I added a shot to the OP.

Yeah, I get the points being made here, but I'm still stuck on the character size. We're able to appreciate all aspects of The Kove in MKX for example. One of my favorite character designs in MKX is Sub's covenant skin as well as Predator. The detail you see wouldn't be there with INJ size characters.

However, so far I'm completely out-numbered.
 

EntropicByDesign

It's all so very confusing.
Just a couple thoughts:

1. Interactables. MKX has them as well of course, but in Inj1 they played a pretty big role in gameplay, far more so than MKX. The zoomed out prospective could be to help account for them. Putting them on your screen more quickly, allowing for positioning and cough enhanced footsies cough.

2. Zoning and slower pace. Inj2 is LIKELY to be space control and zone heavy, and coupled with the slower pace, the wiser zoom could be to account for this. Projectiles would be easier to see and deal with in a more wide-open space I would think. More visual data.

3. Back to block. It seems like this would have nothing to do with it, but with back to block you have gameplay that's going to be based around crossup and fake crossup and fake real crossup and real crossup that look like real fake crossups that tell you they love you but kinda don't then realize they do after sleeping with your cousin but now it's too late and they ruined the best thing that ever happened to them.

4. Movement. This goes in with the back to block thing as well. Some characters have flights and hovers and teleports and floats and someone will probably habe wall grabs and double jumps and air specials and l manner of tomfoolery. Couple this with back to block and you likely need the extra space to help process everything.

Larger characters in comparison to the BG and screen space would give a greater illusion of speed and compresses the visual data into a more overlapping and chaotic on-screen environment. The somewhat smaller characters and backed out camera are probably meant to deal with this in some way.

Just my pair o' pennies
 

STORMS

Co-founder
Founder
Premium Supporter
Just a couple thoughts:

1. Interactables. MKX has them as well of course, but in Inj1 they played a pretty big role in gameplay, far more so than MKX. The zoomed out prospective could be to help account for them. Putting them on your screen more quickly, allowing for positioning and cough enhanced footsies cough.

2. Zoning and slower pace. Inj2 is LIKELY to be space control and zone heavy, and coupled with the slower pace, the wiser zoom could be to account for this. Projectiles would be easier to see and deal with in a more wide-open space I would think. More visual data.

3. Back to block. It seems like this would have nothing to do with it, but with back to block you have gameplay that's going to be based around crossup and fake crossup and fake real crossup and real crossup that look like real fake crossups that tell you they love you but kinda don't then realize they do after sleeping with your cousin but now it's too late and they ruined the best thing that ever happened to them.

4. Movement. This goes in with the back to block thing as well. Some characters have flights and hovers and teleports and floats and someone will probably habe wall grabs and double jumps and air specials and l manner of tomfoolery. Couple this with back to block and you likely need the extra space to help process everything.

Larger characters in comparison to the BG and screen space would give a greater illusion of speed and compresses the visual data into a more overlapping and chaotic on-screen environment. The somewhat smaller characters and backed out camera are probably meant to deal with this in some way.

Just my pair o' pennies
1. I kinda agree with.

2. Sure.

3 & 4: SFV... character size is in your face... so I completely disagree with these two.

All respectable though.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
1. I kinda agree with.

2. Sure.

3 & 4: SFV... character size is in your face... so I completely disagree with these two.

All respectable though.
How would you fit say, Hawkgirl, on the screen with the camera sitting in SF4 range though? In that first picture, she'd literally be off the screen altogether.

Injustice has a lot of considerations and gameplay elements that SF4 didn't have.

Likely they determined that it's disctracting to have the characters go from super big to super small when they're far away, and so they just decided to sit the camera farther out at the start, so that the difference isn't so drastic/jarring mid-match.
 

MisguidedAngel

Greetings, Mortal
I personally love the model size in I2. It's the perfect balance between the first game and MKX. It needs to be zoomed out further because of the extra emphasis on mobility and vertical space (just like MvC), and interactables. But in the first game they just looked like micro machines. I2 looks great. Enough to know what's going on at all times but not too much to make the characters look like toys.
 

STORMS

Co-founder
Founder
Premium Supporter
I personally love the model size in I2. It's the perfect balance between the first game and MKX. It needs to be zoomed out further because of the extra emphasis on mobility and vertical space (just like MvC), and interactables. But in the first game they just looked like micro machines. I2 looks great. Enough to know what's going on at all times but not too much to make the characters look like toys.
Holy shit. My thoughts exactly. lol..
I completely agree that the characters seem and feel a bit too small but I never thought that opinion is in the minority until this thread.
FINALLY! :) (still the minority...)
 

EntropicByDesign

It's all so very confusing.
1. I kinda agree with.

2. Sure.

3 & 4: SFV... character size is in your face... so I completely disagree with these two.

All respectable though.

But SFV doesn't have crazy movement, not in the way I'm meaning. SFV has a couple ways to slow down your fall after a jump, and a couple characters have very basic air specials and Ibuki has a float-like mechanic, Rashid and Vega and Chun can bounce off the walls, but none of these is the same as the kind of movement Inj2 will likely have - again, Im speculating, but we know characters have floats, we know characters have the OTG ground pound kind of things, Batman has his float, its likely we will see more air movement as the roster is unveiled and the game itself has *big* moves. MKX has launchers, sure, but Inj literally throws a character across the screen to bounce off the wall and fly back to you, or in to the background to bounce back, launchers and moves that pop you up seem more prevalent on top of much more air mobility.

Also, SFV is back to block, and does have crossups, but again, these aren't the insane crossup shenanigans Ive seen in Inj1 and we will likely see in 2. Inj is a game about super heroes and zooming out gives a wider breadth to the moves and play that make it all feel larger and more epic.

I feel like the scope (for lack of a more appropriate word) of INj2's play is the reason its zoomed out more. The game emphasizes big heroes doing big moves with big bounces, big effects, big air, (probably) big air mobility - everything. The larger than life nature of the gameplay and subject matter, somewhat ironically, requires a smaller than life presentation.

Also, I dont agree of disagree. Im just spitballing and trying to plumb the logic behind the choice.
 
I just notice that the chars from Injustice are smaller after I play MKX. The difference is huge (joke here)!
But I kinda like it, I feel there's more room to jump and get the crossups right. I always thought that MKX is a more grounded style game, and Injustice is more focused on zoning and jump ins. Maybe I'm wrong... I dunno.
 

Fred Marvel

It's actually Freddy Marvel
theyre a little bigger than in IGAU but stil should be a little more zoomed in imo. i understand they dont do it because they want stage emphasis but it makes the game a little less fun to watch
 

Gamer68

Fujin!
I think the reason why it's zoomed out is so there can be more screen space, which will allow for better zoning. That, and to also allow you to see the environment better since this game has more of a focus on interactables and "dynamic" backgrounds and stuff.

I felt that Injustice 1 was too zoomed out, but Injustice 2 looks fine to me, honestly.
 

GLoRToR

Positive Poster!
I prefer a healthy balance. Too big characters make it feel like you're confined in a right space like a cage match (no, not THAT kind of Cage) and too far makes them feel insignificant.
 

Johnny Based Cage

The Shangest of Tsungs
Stage emphasis would make more sense in Mortal Kombat where the stages are practically more iconic than the characters but we're talking about Batman and co. here. These characters should be the focal point not these dimly lit, nobody-cares stages. Interactibles or otherwise I agree that the models should be larger.

Then again I'm also still waiting for a cel-shaded comic book fighter and probably in the minority there too. Oh well!
 

Gamer68

Fujin!
Stage emphasis would make more sense in Mortal Kombat where the stages are practically more iconic than the characters but we're talking about Batman and co. here. These characters should be the focal point not these dimly lit, nobody-cares stages. Interactibles or otherwise I agree that the models should be larger.

Then again I'm also still waiting for a cel-shaded comic book fighter and probably in the minority there too. Oh well!
I would be willing to argue that Gotham City, Metropolis, Atlantis, etc are far more popular/important stages than anything in the Mortal Kombat series.