Moments ago on GameStop's official facebook page they posted a question & answer survey they had with NetherRealm Studios members, Adam Urbano – Sr. Producer, Steve Beran – Director of Art, John Edwards – Lead Designer and Paulo Garcia – Lead Designer. The first question is the big one that surely when through the minds of all DC Universe fans when they first heard about Injustice. From there, they explore other avenue's of Injustice as well as extra content including the *exclusive content* only available on mobile iOS systems (read more about that, here).
Adam Urbano – Sr. Producer
Steve Beran – Director of Art
John Edwards – Lead Designer
Paulo Garcia – Lead Designer
Q: How hard was it to pick characters for Injustice since there are hundreds of them?
A: Extremely hard! We had meetings for literally months to whittle it down to the final roster, and even then, we kept sneaking in cameos because there are so many great characters to pick from. (Adam)
Q: How will the combat in Injustice be different from and also similar to Mortal Kombat 9?
A: The single biggest difference between Mortal Kombat and Injustice as far as the combat system is concerned is the removal of a dedicated Block button. Injustice uses a hold back to block scheme that promotes a more offensive style and allows for cross-ups and other types of game-play that are not possible with a block button. This one change instantly makes the combat feel dramatically different from Mortal Kombat,which was one of our goals while designing the fighting system. We have kept some of the Mortal Kombat flavor however as we are still combo based and the default input scheme is still classic MK style, meaning that we utilize simple inputs for special moves and attacks that will keep the barrier of entry lowfor fans of DC superheroes that may not be super competitive fighting game veterans. All of our game-play systems have been designed to support both the casual player and the fighting game expert to ensure that we are creating a product that can be enjoyed by anyone on any level of expertise. (John/Paulo)
Q: Regarding the Wii U, will there be a fair amount of Gamepad integration?
A: It is tough to balance, since this is a multi-player game, in that we don’t want to give an advantage to the player with the Gamepad. That said, we did manage to come up with some great uses for the Gamepad – including one feature that I use on a constant basis. (Adam)
Q: Can my classic MK fight stick work with Injustice? I have the GameStop exclusive CE but want to play 2 player?
A: The MK fight stick is fully-supported in injustice as virtually any other joystick with the requisite number of buttons. (John/Paulo)
Q: How many costumes will each character have?
A: There are tons of great designs in the DC universe and we knew we had to give the players a chance to play as their favorite look for their favorite characters. I can't disclose how many wehave planned but every character will have at least one other costume design;many will be unlocked through Injustice's Archive, some through DLC, and others will be released exclusively through the iOS version of Injustice. (Steve)
Source: GameStop Facebook page
Adam Urbano – Sr. Producer
Steve Beran – Director of Art
John Edwards – Lead Designer
Paulo Garcia – Lead Designer
Q: How hard was it to pick characters for Injustice since there are hundreds of them?
A: Extremely hard! We had meetings for literally months to whittle it down to the final roster, and even then, we kept sneaking in cameos because there are so many great characters to pick from. (Adam)
Q: How will the combat in Injustice be different from and also similar to Mortal Kombat 9?
A: The single biggest difference between Mortal Kombat and Injustice as far as the combat system is concerned is the removal of a dedicated Block button. Injustice uses a hold back to block scheme that promotes a more offensive style and allows for cross-ups and other types of game-play that are not possible with a block button. This one change instantly makes the combat feel dramatically different from Mortal Kombat,which was one of our goals while designing the fighting system. We have kept some of the Mortal Kombat flavor however as we are still combo based and the default input scheme is still classic MK style, meaning that we utilize simple inputs for special moves and attacks that will keep the barrier of entry lowfor fans of DC superheroes that may not be super competitive fighting game veterans. All of our game-play systems have been designed to support both the casual player and the fighting game expert to ensure that we are creating a product that can be enjoyed by anyone on any level of expertise. (John/Paulo)
Q: Regarding the Wii U, will there be a fair amount of Gamepad integration?
A: It is tough to balance, since this is a multi-player game, in that we don’t want to give an advantage to the player with the Gamepad. That said, we did manage to come up with some great uses for the Gamepad – including one feature that I use on a constant basis. (Adam)
Q: Can my classic MK fight stick work with Injustice? I have the GameStop exclusive CE but want to play 2 player?
A: The MK fight stick is fully-supported in injustice as virtually any other joystick with the requisite number of buttons. (John/Paulo)
Q: How many costumes will each character have?
A: There are tons of great designs in the DC universe and we knew we had to give the players a chance to play as their favorite look for their favorite characters. I can't disclose how many wehave planned but every character will have at least one other costume design;many will be unlocked through Injustice's Archive, some through DLC, and others will be released exclusively through the iOS version of Injustice. (Steve)
Source: GameStop Facebook page
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