Game Corner: Injustice 3 Roster Wish List

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To say that I was disappointed with Injustice 2 (NetherRealm Studios, 2017) would be an understatement; I really enjoyed the first game, Injustice: Gods Among Us (ibid, 2013), which actually blended the characters of DC Comics with the nuanced, hyper violent fighting of NetherRealm’s recent Mortal Kombat (ibid, 2011 to present) videogames in a way the dismal Mortal Kombat vs. DC Universe (Midway Games, 2008) failed to do. While still lacking in the over-the-top gore and Fatalities of NetherRealm’s infamous franchise and having a few wonky mechanics (such as the rock/paper/scissors-style “Clash” mechanic), Injustice was an enjoyable experience with a wide roster of characters, skins, and additional gameplay options to choose from. While I enjoyed Injustice 2’s story mode and roster for the most part, the game was really let down by the “Gear” system. The randomness of acquiring new Gear for your favourite characters was annoying, the fact that the game basically forced you to pay real money for the best Gear and Premium skins really irked me, and the fact that I couldn’t customise characters exactly as I wanted meant I sold the game soon after completing it. With the release and success of Mortal Kombat 11 (NetherRealm Studios, 2019) and subsequent downloadable characters and content (DLC), and the fact that NetherRealm is owned by Warner Bros., it’s pretty much a foregone conclusion that we’ll be seeing an Injustice 3 at some point in the near future. However, if that is to be the case, I figured I’d take the time to talk about some options I’d like to see implemented into the game’s roster, similar to my thoughts regarding guest characters for Mortal Kombat 11. I should mention, though, that I can’t guarantee that I’ll take the time to purchase Injustice 3 even if all of these were implemented as NetherRealm would need to make a lot of gameplay changes to make up for the poor experience I had with Injustice 2 but it’s always fun to speculate so let’s get to it.

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Roster Wish List
Injustice3WishBatman
Less Bat-Characters

If it’s one thing I’ve disliked about the Injustice series since the first game, it’s their reliance on Batman and Bat-related characters. Don’t get me wrong, I love Batman; I am a massive Batman fan and I totally get that he’s DC’s most popular and financially successful and bankable character. He’s always at the forefront of any comics, cartoons, movies, and videogames they produce and, as a fan, that’s great to see but Injustice 2 really took the piss with their dependence on Batman, his allies, and his rogues.

Injustice3WishScarecrow
I liked Scarecrow’s design I just wonder if Parallax or Nekron would’ve been a better fit.

I kind of got behind Doctor Jonathan Crane/The Scarecrow; he was voiced by the always sinister Robert Englund and had a monstrous redesign in Injustice 2 but that’s also part of the problem. Although he’s boasted about his “Crane style” of fighting in the past, the Scarecrow is not a character I traditionally associate as being a physical threat to anyone, much less Batman, and I can’t help but wonder if another fear-based character like Parallax might have been a better fit, or even the Spectre or Nekron, whose design is eerily reminiscent of Scarecrow’s in Injustice 2. Similarly, Red Hood was included as a DLC character and, while I quite liked his design and the way he played, did we really need to go back to the Bat-Family for such a character? I mean Grifter is right there and would have helped diversify the scope of the roster a bit more and they still could have used Red Hood as a Premium skin or something similar to how Black Lightning and Power Girl were slapped on to Raiden and Supergirl, respectively.

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DC has plenty of heroes and villains to choose from who aren’t associated with Batman.

Injustice 2 also brought back Bane, who had a pretty terrible redesign this time around. I get that Bane is popular and one of Batman’s top-tier foes but NetherRealm could have used the likes of Orion or even Big Barda instead if they wanted another power character on the roster. I like Bane but, when your roster includes Poison Ivy and Scarecrow, some Bat-fat needs to be trimmed. Speaking of Poison Ivy, could we not have gotten Golden Glider instead, maybe? The Flash got a surprising amount of representation in Injustice 2 with both Gorilla Grodd and Reverse-Flash being on the roster but could we not have brought back Killer Frost instead? Or even used Silver Swan so that Wonder Woman had another adversary to butt heads with? It’s a tricky thing and I totally get it; you want the Joker and Harley Quinn in the game because they’re popular, mainstream Bat-villains but DC has such a wide assortment of villains who would be just as suitable and allow the roster to be diverse and inclusive at the same time. It just feels like characters like Aquaman and Green Lantern and Wonder Woman get the shaft a bit because they don’t have as interesting of well-known allies or villains to include but, if NetherRealm add too many more Bat-characters, they may as well just rebrand the series as Batman: The Fighter or something.

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More Obscure Roster

Speaking of obscure, I was really hoping for Injustice 2 to bust out John Constantine as a DLC character and, certainly, including Swamp Thing definitely seemed to be lending some credibility towards that, or Constantine being included in the sequel. Bring back Matt Ryan to voice the character and have the Keanu Reeves version be a separate skin and we could be on to a winner; unlike the likes of Doctor Fate or Zatanna (who I’ll get to later), I feel Constantine should fight mainly through the use of familiars and summoned demons rather than traditional magic or physical attacks, which would help keep him unique amongst his other peers.

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Plastic Man is at the top of my list for Injustice 3‘s roster.

While I’m on the subject of unique characters, NetherRealm would seriously be missing a trick if they don’t include Plastic Man in Injustice 3. Plastic Man could be such a diverse and wacky fighter thanks to being able to stretch and contort and transform into all sorts of wild and crazy shapes and forms; he could add some comedy relief to the proceedings and you could even have the Elongated Man (terrible name, by the way) and Offspring as optional skins. I’d also like to see Ragman make an appearance; I don’t know what it is about this guy but I really feel like he’s an under-rated and under-exposed DC character. Ragman could take on a wraith like appearance and play like a cross between Spawn and Noob Saibot from Mortal Kombat 11, teleporting across the field, unleashing demonic tentacles and shadows from his cloak, and wrapping opponents up in his rags.

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Ragman and Deadman would be great, unique additions to the roster.

Sticking with the supernatural characters, NetherRealm could also bring in Deadman; Deadman could possess other fighters, kind of like Quan Chi would do, or make himself intangible, and again opens the door for some comedy relief in the game’s usually bleak and dire story mode. Finally, as mentioned before, NetherRealm really needs to expand on the roster for the villains they use; I like Black Adam but why not bring in Dr. Sivanna in a multi-purpose mech? He could even have Mister Mind with him or, if NetherRealm wanted to get really wacky, Mister Mind could be a playable character! Some characters are criminally under-rated with their villains and allies as well; Black Manta needs to stay, for example, but Ocean Master should probably be included too. Why not include the likes of Onomatopoeia, Eclipso, or Starbreaker? I’m somewhat expecting Injustice 3 to top the threat of Brainiac with the Anti-Monitor so maybe we’ll also see more characters from across the Multiverse make an appearance, like Doctor Manhattan and Rorschach.

Injustice3WishDiversity
More Diverse Roster

These days, more than ever, diversity is a big deal in media and, being as it’s been quite a big deal in comics for some time, it’s only fair that NetherRealm try to lean into it for Injustice 3. That means bringing back Zatanna, for one thing, maybe bringing in Katana as well for some slice-and-dice sword-based combat and upgrading Black Lightning from a Premier skin to a main roster character.

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DC has plenty of diverse alternatives to popular characters.

NetherRealm have some other options they can use these days as well; why reuse Hal Jordan when you could bring in Simon Baz and Jessica Cruz, either separately or as a tag team character? I’d love to suggest Huntress as well but that kind of violates my call for less Bat-characters but perhaps if she was used in place of Robin or Nightwing it could work. Similarly, I’d quite like to see Connor Hawke used as Green Arrow rather than Oliver Queen; again, there’s nothing stopping NetherRealm having Ollie and Hal and these other characters as skins but push the diversity first rather than burying Black Lightning behind the likes of Raiden.

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Guest Characters

NetherRealm has gone from strength to strength with their guest characters since the 2011 Mortal Kombat and Injustice 2 had some really good guest fighters: Hellboy and the Teenage Mutant Ninja Turtles were surprisingly fun additions and Starfire and Enchantress should definitely be upgraded to main roster status for the third game.

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DC has had a lot of crossovers in the past that NetherRealm could draw from.

NetherRealm have made a habit of including a popular Mortal Kombat character in the Injustice games so far and, while Liu Kang or Johnny Cage would be good choices for Injustice 3, I’d quite like to see Jax make the cut. I reckon his straight-talking, no-nonsense style could lead to some fun interactions with the DC characters and it’d be a less obvious choice. For the other guest fighters, NetherRealm should look into DC’s long history of inter-company crossovers and bring in the likes of the Shadow, the Mask, and even Judge Dredd. I would have loved to see Spawn mix it up with Batman again but NetherRealm don’t reuse guest fighters so, in his absence, bringing in some unexpected guest fighters would be the best way to go; Dredd could borrow a lot of RoboCop’s move set, the Shadow could borrow from Erron Black (maybe even have him as a skin), and ideally the Mask could replace the likes of the Joker but I don’t see that happening any time soon.

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Returning Characters

I’ve touched on this a bit above but if it’s one thing that’s disappointed me about NetherRealm’s games it’s that they don’t tend to carry fighters over from one game or another; if a character is a DLC fighter in one game, for example, they don’t tend to be promoted to a main roster fighter in the next game and that’s a shame as it means we have to miss out on obscure characters like Tremor or one of my personal favourites, Rain, not making the main roster.

I missed some of these fighters in Injustice 2.

Injustice has been the same so far, meaning the Martian Manhunter was sorely missing in Injustice 2 when he really could have added to the game’s roster. I’m also a little biased in that I’d much rather see Deathstroke rather than Deadshot but that’s because I find Deathstroke to be the more versatile, popular, and interesting character as he’s not just a guy with a gun. This also meant that neither General Zod or Lobo showed up in Injustice 2, a game where Superman could really do with another villain other than Lex Luthor. I get that NetherRealm want to keep the rosters fresh and showcase more of the DC cast of characters but when you have Hawkgirl in one game and Poison Ivy in the other, you’re limiting the scope of your world to just Bat-characters.

What are some things you’d like to see added or tweaked in Injustice 3? Which characters would you like to see return, dropped, or debut? Who are your picks for Injustice 3’s guest fighters? Do you think NetherRealm could pull off another Mortal Kombat vs. DC Universe title now that they’ve done such a good job with the solo efforts? Whatever you think about Injustice and Mortal Kombat, feel free to drop a comment below.

Mini Game Corner: Mortal Kombat (Master System)

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Click here to watch me play the arcade version of this game as Scorpion.

Released: 1994
Originally Released: 1992
Developer: Arena Entertainment / Probe Development / Midway
Original Developer: Midway
Also Available For: Arcade, Mega Drive, Mega-CD, Game Gear, Game Boy, Super Nintendo Entertainment System (SNES), PC, Amiga, PlayStation 2, PlayStation Portable, PlayStation 3, Xbox, Xbox 360

A Brief Background:
You’ve all heard of Mortal Kombat, right? The violent fighting game series that revolutionarily used digitised sprites instead of traditional 2D sprite art and was filled with all kinds of controversial violence and blood? These days, the blood and brutal Fatalities the series is known for don’t cause nearly as much outrage as they did back in the day but, in the early-nineties, parents and organisations alike were fuming at the levels of violence Mortal Kombat depicted. As you might expect, this meant that Mortal Kombat was massively successful; kids finally turned away from Street Fighter II: The World Warrior (Capcom, 1991) and wasted their hard-earned pocket money trying to tear their opponent’s spines from their bloodied bodies. Given its level of popularity, Mortal Kombat received numerous ports to home consoles; the Mega Drive version reigned supreme thanks to SEGA including the game’s trademark blood and Fatalities (albeit after a code was entered), while Nintendo lagged behind with heavily edited “Finishing Moves” and substituting blood for “sweat”. While the Mega Drive version is sluggish and hasn’t really aged very well, it’s got nothing on this Master System port!

First Impressions:
After slotting Mortal Kombat into the Master System, you’re treated with a long diatribe about “codes”, which was the developer’s sneaky way of telling you that you need to enter a code to enable blood in the game. I skipped this, however, and, as always, selected Sub-Zero to take on the game’s arcade ladder. The first thing you’ll notice is that Kano is missing from the game’s roster; the second thing you’ll notice is how absolutely God-awful the game’s graphics are! I grew up playing the Amiga version of Mortal Kombat but, mostly, was playing either Mortal Kombat 3 (Midway, 1995) on PC or Mega Drive (except for that odd period were I happened to have a copy of Mortal Kombat II (Acclaim Entertainment/Probe Development, 1994) for the Master System) so maybe I was a little spoiled but…my God, the graphics here are terrible! The downgrade to 8-bit has left the already-questionable digitised sprites looking blocky and blurry. Sprites seem to float or merge with the foreground and background, and so many frames of animation have been lost that there seems to be a delay in every button press!

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Backgrounds are okay and everyone has their special moves…but still

It’s not all bad, though; the backgrounds are okay, for the most part, those there’s a noticeable lack of stages here. Each character also has their signature moves but, thanks to the Master System’s two button setup, I couldn’t throw even one Ice Ball for the life of me. None of this changes the fact that the game plays like absolute garbage, though. One of the things I love about Mortal Kombat (especially the early titles) is how the game is easy to pick up and play and gets deeper the more you master its controls; unlike Street Fighter II and its sequels and spin-offs, you don’t have to stress yourself with worrying about “frame cancels” or whatever. Every Mortal Kombat character basically plays the same, with only their special abilities separating them, meaning it comes down to how good you are at getting through the opponent’s offense and landing your own.

My Progression:
In this version of Mortal Kombat, you can technically wipe the floor with the computer without any real problem; if you select the “Easy” difficulty, you can pretty much trounce every opponent with just flying kicks, rapid punches, and leg sweeps no matter how much better they are at throwing their projectiles at you. The issue is, though, that you have to battle against some really dodgy hit detection and slow-down; it’s like the game is taxing the Master System to its very limit, as you’ll slowly stutter through the air and punch through the opponent more often than not.

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At first, it’s not too difficult to get the win, especially on “Easy”.

When I fired the game up to have a quick playthrough, I selected the “Easy” difficulty, picked Sub-Zero (because…obviously…!), and played through the arcade ladder. I managed to get all the way to the Mirror Match without losing more than one round (Rayden turned out to be a cheap spam-artist) and was promptly, soundly defeated by my doppelgänger. Truthfully, I’m not too bothered about this as the one thing I always hated about Mortal Kombat was those damn annoying Endurance Matches, where you have to take on two opponents with two health bars while you only get one. That probably wouldn’t be so bad but you need to fight your way through three of these bloody things before you can take on Goro and, eventually, the game’s final boss, Shang Tsung.

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Honestly, the original Mortal Kombat has not aged well at all. The only version worth anyone’s time is the arcade version, and even that is slow and graphically sub-par to its later sequels. This 8-bit port of the game is a joke from top to bottom; it’s literally the poor man’s version of Mortal Kombat, made for those kids unfortunate enough to not be able to upgrade to the Mega Drive, and should be avoided at all costs. Am I being too harsh on the Master System port of Mortal Kombat? Which was your favourite version or sequel to Mortal Kombat? Do you have any fond memories of wasting your childhood away in arcades trying to set your opponent on fire? Write a comment below and let me know.

Game Corner: Mortal Kombat 11 Guest Characters

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I’m a bit late with this but NetherRealm Studios’ Mortal Kombat 11 will be coming later this year and, as with every Mortal Kombat, fans have immediately started asking several questions: What characters will be returning? What new characters will be included? What will the story be? What new, or returning, gameplay mechanics can we expect? Just how brutal will the Fatalities be? And, of course, the question of guest characters. After the inclusion of Freddy Krueger in Mortal Kombat (ibid, 2011), Mortal Kombat X (ibid, 2015) featured four guest characters from outside the franchise: Jason Voorhees, Leatherface, Alien, and Predator. This may have been a bit of overkill; I would argue that it would have been enough to just have Alien and Predator and that the other two DLC spots could have gone to some classic Mortal Kombat characters but it does set a tone for what we can potentially expect from Mortal Kombat 11.

The question of guest characters has been brought up to me in conversations about the videogame so I figured I would talk about a couple of characters I’d really like to see turn up as DLC in Mortal Kombat 11.

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Pennywise would be my first choice.

The first is Bob Gray, better known as Pennywise the Dancing Clown, the eponymous “It” from Stephen King’s classic 1986 novel. Honestly, I would argue that it’s extremely likely that we could see Pennywise in Mortal Kombat 11 as NetherRealm Studios is a subsidiary of Warner Bros. Interactive Entertainment, which is itself a subsidiary of Warner Bros., the studio behind It: Chapter One (Muschietti, 2017), It: Chapter Two (ibid, 2019), and Stephen King’s It (Wallace, 1990). As a result, the rights shouldn’t be any more of an issue than they were to get Freddy or Jason into the game. While it’d be nice to bring in Bill Skarsgård to voice the character, NetherRealm Studios would most likely do what they did with Freddy and simply have It chuckle, roar, and growl as It attacks. Given that Mortal Kombat 11 is set to bring back character variations, which allows each character to have three slightly different playstyles, each one associated with a different costume, I would hope to see NetherRealm Studios continue what they did with Leatherface when it comes to Pennywise’s variants.

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Seeing It’s different looks would be an essential inclusion.

Each of Leatherface’s variants was modelled on a different outfit from one of the Texas Chainsaw Massacre (various, 1974-2017) movies. Since DLC characters tend not to have the same amount of additional costumes as regular fighters, I’d do the same for Pennywise; have one variation be modelled after Pennywise’s 2017 look, one after his 1990 look, and one more closer to his depiction in the books (a shiny, silver suit with big orange pompoms and a bow tie, as illustrated above by Mikael Quites).

Make use of Pennywise’s warped sense of humour.

Next, for Pennywise’s general moveset and depiction, I see Pennywise as a very grounded all-rounder. It would have an average jump height, speed, and recovery and could clash at opponents with claws, fangs, and tentacles. I would look back to what NetherRealm Studios did with Shang Tsung in Mortal Kombat and the Joker in their Injustice titles (NetherRealm Studios, 2013; 2017), specifically in Injustice 2, where the Joker was depicted as a nightmarish clown. Just imagine seeing Pennywise morph through some different forms or holding a balloon (or a bunch of balloons) in front of Its face while taunting Its opponent, perhaps while munching on a child’s arm. Pennywise’s special moves could be as varied as you want; I remember being really disappointed with how limited, boring, and weak Freddy’s special moves were in Mortal Kombat and NetherRealm Studios really made up for this with Mortal Kombat X’s guest characters.

Mesmerise a foe or just chew on their flesh!

Pennywise could warp from one side of the screen to another in a cloud of orange smoke or a burst of orange light, stun or screw up an opponent’s controls with a Deadlight Gaze similar to Quan Chi’s Trance from MKX, and chomp away at the opponent’s face and neck with those big old vampire teeth like Mileena’s Pounce from MKX or Reptile’s Fatality from Mortal Kombat 4 (Midway Games, 1997). I’d also like to see Pennywise dart towards the opponent with spider legs like in the 2017 movie and similar to D’Vorah’s attacks, maybe summon a bunch of drowned dead kids to hold the opponent in place, and grab the opponent whilst spewing toxic bile over them in Its Leper form. I would avoid using balloons in any of Pennywise’s moves and save them for the intro and outro animations but I guess It could use them as explosive traps to propel the opponent into the air.

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You can’t have Pennywise and not do the Spider…right?

As for the X-Ray moves, I’d like to see Pennywise morph into a gruesome variant of the Frankenstein Monster and the Mummy and perform a move similar to Jason’s Back Breaker/Tight Squeeze and have It crush the ribcage of the opponent, and use those razor-sharp fangs to crush the opponent’s shoulder blade. For Pennywise’s Fatalities, you have to go back to the Spider-It; take inspiration from the 1990 version, yes, but I would also either incorporate anything used in It: Chapter Two (if this form even appears) and both the Alien’s Killer Queen Fatality and Scorpion’s transformation from Mortal Kombat 4. Have Pennywise contort and twist into a giant, crazed spider; have It impale the opponent through the chest/stomach, tear their upper body off, and then drop their still screaming form into its salivating jaws.

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The Deadlights could melt foes to their bones!

It’s other Fatality could be based on the depiction of the Deadlights in It: Chapter One; have Pennywise grab the opponent and Its head split open, mesmerising the opponent so they float up to the Deadlights that then melt the flesh off their bones similar to Nightwolf’s Ascension Fatality from Mortal Kombat. Brutalities are generally quite standard but you could have Pennywise rip the opponent’s head or limbs off and start gnawing away, slice the opponent’s legs off at the knees with Its spider legs, maybe toss a balloon at the opponent’s face that explodes in a burst of Deadlights and has the opponent’s head explode. As for Pennywise’s story and ending…well, these are never that strong or defined for Mortal Kombat’s DLC fighters; Pennywise’s status as a transdimensional being means that It could easily be sucked into the Mortal Kombat universe and want to compete for chance to dine on new fears and new flesh. Its ending would simply be to accumulate the power necessary to spread Itself over the multiverse and feast for all eternity, or perhaps even eat Itself to death, or, maybe, some kind of hint towards King’s interconnected multiverse.

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Spawn’s no stranger to being a guest fighter.

The other guest character I think is perfectly suited to Mortal Kombat is, of course, Spawn. If he hadn’t already appeared in Injustice 2, I would have also suggested Hellboy but Spawn also has a high probability of appearing as Todd McFarlane, the character’s creator, has all-but-guaranteed that his violent anti-hero will make the cut later this year. While McFarlane is known for blowing a lot of smoke when it comes to his most popular creation, it cannot be denied that Spawn would be a great fit for Mortal Kombat; Spawn was also previously a guest fighter in the Xbox version of SoulCalibur II (Project Soul/Namco, 2002) so a lot of his moveset could be drawn from that title. His story would also be just as simple as him being transported across dimensions and fighting to get back home, though I’d have his ending be suitably dire and angst-ridden, like he ends up displacing Malebolgia and becoming an evil despot intent on conquering the multiverse.

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Spawn’s brute strength and magic could pummel foes.

Spawn also has a few distinctive looks that could be used for his variations; the classic Spawn look is a must, as is his tattered-and-torn look, and maybe Medieval Spawn, Angel Spawn, the Redeemer, or some other look could be incorporated into his last variant. Spawn could emerge through a hellfire portal like Freddy, or simply teleport himself in a burst of Necroplasm, and you could even bring in the legendary Keith David to reprise his much-lauded role as the character’s voice artist. Spawn is a great opportunity to carry over some of the superhero-stylings of Injustice 2 thanks to his vast and varied moveset; Spawn could do variants of Superman’s Flying Punch, Lockdown Launch, and/or Rising Grab while teleporting in a manner similar to Scorpion, use his cape to float over the battlefield and launch himself down at opponents, and blast out energy bolts or beams (similar to Doctor Fate) that could set the opponent on fire.

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Go back to Kratos for an idea of Spawn’s moveset.

Spawn also has the added bonus of being well-known for his cape and chains; he could incorporate a Cape Parry similar to Batman’s, or wrap his opponents up in it like Sindel used to with her hair, and whip his chains around in a flurry like Takeda in MKX, Kratos in Mortal Kombat, and Scarecrow in Injustice 2. Spawn is also known for using heavy-duty firearms so could bust out a machine gun or rocket launcher like Jax did in MKX, or these could possibly be saved for his grabs and throws.

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Spawn should definately send his foes to Hell!

For his X-Rays, Spawn could grab his opponent’s head in both hands and crush their skull, or use his chains to draw them in close and snap their joints. I did have an idea for one Fatality that, similar to the Killer Queen, would see Spawn summon Malebolgia but, rather than repeat myself, I think it might be better to do something like the stage transition from Injustice: Gods Among Us and Cyborg’s Super Move from Injustice 2, which sees the opponent launched to Apokolips and assaulted by Darkseid and Parademons, respectively, only replace Apokolips with hell similar to that seen in Scorpion’s Fatalities/outros and Darkseid and the Parademons with Malebolgia, the Violator, and other Hellspawn.

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Spawn’s powers would allow for some gruesome Fatalities.

As for his second Fatality, Spawn could wrap his cape around the opponent’s head and suffocate them, or crush it, but that’s a bit lame; perhaps something similar to Reptile’s Weight Loss Fatality from Mortal Kombat or Scorpion’s Super Move from Injustice: Gods Among Us would be better and a good way to reincorporate some brutal moves previously used by other characters in other games. I’d also look back to Kratos, Takeda, maybe even Kabal for inspiration for Spawn’s Brutalities, which could be anything from detonating a grenade or energy blast in an opponent’s mouth to tearing their limbs off with his chains. In the end, Mortal Kombat 11 is sure to have its fair share of guest characters; for me, drawing from horror movies and violent superheroes/comics is a great starting point as certain characters just fit the franchise. NetherRealm Studios might seek to incorporate faces more familiar to their franchise, which I wouldn’t be adverse to (I’m looking at you, Rain!), or to other franchises (perhaps Chucky or Michael Myers, maybe even someone really obscure like Pumpkinhead!) but, for me, using Pennywise makes sense as It is a natural inclusion, is basically owned by the studio already, and has a big movie coming out this year so it all ties together as a marketing move, and Spawn is as natural an inclusion as someone like Hellboy or Kratos. You’d be hard pressed to find a more violent anti-hero, who still retains a lot of the popularity he had in the mid-nineties, without alienating the kids who might force their parents to buy them this super-gory game just because Batman has been included.

Time will tell who will make the cut but let me know in the comments what you think of these picks, who you would like to see show up, and your opinion of guest characters and Mortal Kombat in general.

Game Corner: Injustice 2: Legendary Edition (Xbox One)

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Given that Warner Brothers bought Midway back when they were forced to shut up shop, it should have been seen as inevitable that a videogame would be made that mashed together characters from the Mortal Kombat series with those of the DC Universe. Of course, Mortal Kombat vs. DC Universe (Midway Games, 2008) was quite the barebones, lacklustre effort compared to the spiritual successor, Injustice: Gods Among Us (NetherRealm Studios/Warner Bros. Interactive Entertainment, 2013).

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Brainiac is coming to collect the Earth!

Injustice was generally applauded not only for its graphics, gameplay, and competitive fighting mechanics but also its story mode; NetherRealm Studios have seemingly perfected the art of infusing their fighters with an in-depth and genuinely captivating single play story and Injustice 2 (ibid, 2017; 2018) continues this trend. After the Justice League travel to a parallel world to help end the reign of a dictator-like Superman and his regime of similarly-evil former heroes, the Injustice-world faces a new threat in the form of Brainiac. Though Batman attempts to rally a new generation of heroes against Brainiac, they have no choice but to free Superman from his red sun prison cell in order to combat the threat and enter into an uneasy alliance.

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A good roster, bogged down with one-too-many Batman characters.

A fighting game is only as good as its roster; like Injustice, Injustice 2 has an unhealthy obsession with Batman characters – Batman, the Joker, Robin, Poison Ivy, Red Hood, Scarecrow, Bane, Catwoman, Harley Quinn, and Deadshot bloat out the roster. While it is a little disappointing that this appears to have caused other, unique characters such as Booster Gold or Doctor Sivana miss the cut, Injustice 2 does bring some welcome new faces to the game; Firestorm, Blue Beetle, Atrocitus, Gorilla Grodd, and Doctor Fate are just some of the new heroes and villains available to play as. The Legendary Edition also includes some fantastic downloadable characters, such as Hellboy, Black Manta, and even the Teenage Mutant Ninja Turtles!

Injustice2Unique
Every character has a unique play style.

Every character boasts their own unique combos, special moves, and super moves and plays a little differently; Darkseid, for example, is slow and methodical, Supergirl is a much faster character, while characters like Green Arrow and Batman rely more on their gadgets and skills to succeed. Successfully pulling off combos, counters, and landing attacks allows players to build up their super meter and power up their special moves or execute a world-ending super move. Each character starts with three loadout slots, which can be increased to five, that allow you to gear up Aquaman, for example, to have one loadout the favours attack, one that favours health, one that favours special moves, and so on, depending on the gear you apply. You can also apply this gear to AI Loadouts and have them fight for you, which is kind of weird and I’m not sure why you would want to do that rather than play the game yourself but it is useful for the game’s Endless and Survival modes.

Injustice2Stages
Injustice 2‘s stage selection levels much to be desired.

While Injustice 2 has a decent roster, it doesn’t have much in the way of stages; there are only twelve stages to pick from and they’re not really that dynamic or interesting. You can still send characters flying to other parts of the stage, which is fun, but it seems there’s a lot less opportunities to do this than in Injustice. There are also some fun stage interactions to be had, like smashing Swamp Thing over the head with a crocodile in Slaughter Swamp, but, again, it seemed that there were more and better stage interactions in Injustice. The primary selling point of Injustice 2 is the Gear System; winning matches not only earns experience points for each character and the player’s profile but also awards numerous gear. Players can then apply this gear to each character to boost their attributes, gain performance buffs (such as greater attack strength against Metahumans), alter the character’s costumes, and even unlock different special moves. Winning matches also earns the player coins and crystals, which can used to buy Mother Boxes and unlock more gear, transform or combine gear to make it stronger, or unlock Premier Skins for certain characters.

Injustice2Skins
Premier Skins are available…at a price.

Premier Skins allow you to play as new characters; Cheetah, for example, has a Premier Skin that turns her into Vixen and Raiden’s Premier Skin is Black Lighting. This is great, as it effectively adds even more characters to the game’s roster; the only downside is that, to purchase Premier Skins, you need Source Crystals, which are few and far between. You’re therefore forced to grind over and over, levelling up your profile and characters, to earn a pittance of Source Crystals or spend real money. This latter appears to be what NetherRealm Studios want you to do as it is extremely difficult to earn enough Source Crystals as the Premier Skins carry a hefty price tag, and only the best Mother Boxes and rewards can be earned through spending real money, it seems, making the in-game currency all but worthless. Unlocking gear and applying it to characters is fun but, let’s be honest, you won’t be applying all of your gear to every character as some characters are better than others and some or just dead weight. The biggest downside to the Gear System is that, unlike in Injustice, it is the gear that determines what your character will look like; therefore, you can’t just select Green Lantern and choose to play as Yellow lantern, you have to unlock the correct gear and colour palette (which also require Source Crystals), which is quite disappointing and annoying.

Injustice2Clash
The clash mechanic as as annoying as ever.

In terms of gameplay, Injustice 2 is very similar to its predecessor with a noticeable increase in AI competency; I played the entire game on Very Easy and, on more than one occasion, noticed that the AI doesn’t take any shit. If you spam moves or favour a certain tactic, the AI calls you out on it and gives you a competitive match more often than not. The story mode is fun to play through but a breeze; I finished it in within two casual days of gameplay and only went back to it to finish off the branching paths. The clash mechanic returns from Injustice and it’s just as annoying as ever; as you take damage, you can spend your super meter initiating a clash and pressing a button in a rock/paper/scissors type of mini game, which will either deal additional damage or restore your health. It seems that the AI always busts out a clash at the worst or most annoying opportunities and it’s easily to most frustrating part of the game.

Injustice2Multiverse
Take on the entire Multiverse…once you’re levelled up enough…

Similar to Mortal Kombat X (ibid, 2015), Injustice 2 utilises an ever-changing Multiverse mode that allows players to fight a number of opponents and obtain better rewards. These change hourly, daily, weekly, and monthly and often carry certain themes that will be familiar to DC Comics fans; you can also use the Battle Simulator to play traditional tournament modes or battle endless opponents. One thing I will praise about Injustice 2 is that every battle is different; I don’t think I ever fought the same version of a character twice as it seems every match sees random gear and colour schemes applied to the opponent. You can also join a Guild and take part in Guild Multiverses and challenges to unlock even more Mother Boxes and rewards; these are far more challenging than the regular Multiverse modes and, similarly, the best Multiverse rewards are only available when you’ve levelled a character up to level twenty or thirty, meaning that you’re going to have to play again and again and grind over and over to reap the benefits. Honestly, maybe I’m a bit jaded, but I don’t find myself particularly enthusiastic about stepping up to this challenge; Injustice 2 features a wealth of Achievements, many you can sweep through regular gameplay, but the more specific ones (such as maxing every character’s level out) just seem like too much of a chore. I really don’t like that I have earned so many in-game coins and yet I cannot use them to purchase Premier Skins or extra colour palettes; I don’t really want to spend my actual money buying them, was disappointed to see that they weren’t already unlocked in the Legendary Edition, and am not sure I can be bothered to grind over and over to unlock them.

Injustice2Batman
Want the best stuff? You better have deep pockets!

In the end, Injustice 2 is good; it’s fun to play, the story mode is decent, and the graphics are very impressive but there’s not too much calling me back to it. I played Injustice pretty much to death working my way through the challenge mode but you have to put some serious effort in to challenge the best Multiverses and the motivation is severely lacking this time around just because the best gear and rewards are either really rare or too expensive. Maybe, next time around, NetherRealm Studios should limit the in-game currency to two forms (one to buy stuff, one to upgrade stuff) and move away from forcing players into spending their real-world money on additional extras, especially if they’re going to bring out a Legendary Edition after the initial versions.

My Rating:

Rating: 2 out of 5.

Could Be Better