Injustice 2
One of the most content-rich fighting games ever shipped: a DC brawler with RPG loot, a cinematic story mode, and enough modes to keep non-competitive players busy for dozens of hours.
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About Injustice 2
My first hour with Injustice 2 was spent almost entirely in menus, and that alone tells you something about what NetherRealm built here. This is not a bare-bones fighters-pick-a-character-and-go package. It is a fighting game that also functions as a loot-driven character progression system, a cinematic story experience, and a rotating live-events platform, all in one unusually generous release. The combat engine sits comfortably in the same family as the recent Mortal Kombat entries, but with its own distinct identity. Each character carries a unique Trait ability that slots into their fighting style: Supergirl gets eye-laser bursts, Scarecrow builds fear toxin by staying close, Batman summons mechanical batarangs. The super meter does a lot of heavy lifting, funding enhanced special moves, meter burns, evasive Roll Escapes, and mid-air combo breakouts called Air Escapes. Environmental attacks return from the first game, though most can now be blocked, which adds a layer of decision-making that was missing before. The pacing leans deliberate rather than frantic, rewarding spacing and positioning over pure execution speed. That makes it notably accessible without feeling dumbed down. The Gear System is the headline addition and it is genuinely interesting even when it is frustrating. Every character has slots for head, torso, arms, legs, and an accessory, each piece dropping from Mother Boxes earned through play. Gear raises four stats (Strength, Ability, Defense, Health) and can unlock bonus moves for its equipped character. In competitive matches you can toggle stat effects off, so gear stays cosmetic there. The problem is the randomisation: you cannot choose what drops, gear is character-specific so duplicates for the wrong fighter are wasted, and earning Source Crystals to fine-tune your inventory through Transform Gear takes either a serious time investment or real money. Players who want a specific look for a specific character will hit that wall eventually. Outside competitive play, the Multiverse mode is the main solo engine after the story finishes. It is a rotating collection of challenge towers with modifiers thrown in, things like screen blackouts mid-match, missile bombardments from off-screen, and superpowered boss fights, plus gear rewards for completion. The cinematic story mode itself runs a multi-hour campaign in which Batman's insurgency faces both a new supervillain faction and Brainiac, with branching character selections in certain chapters giving you a taste of fighters you might otherwise ignore. It is short by narrative game standards but genuinely well produced, and it is the best argument for buying this if you have zero interest in online. On PC, no crossplay exists with other platforms, and matchmaking can be slow depending on your region and the time of day. The online population has thinned over the years since the 2017 launch. If ranked or casual online matches are your primary reason for buying, temper expectations. But for everyone else, the sheer volume of single-player content, a roster of over 30 base characters plus DLC fighters including Sub-Zero and Raiden bringing Mortal Kombat flavor into the mix, and one of the cleaner tutorials in the genre make this one of the easier recommendations in the NetherRealm back catalogue. Alex, Scout Team
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Game Info
- Developer
- NetherRealm Studios
- Publisher
- Warner Bros. Interactive Entertainment
- Release Date
- Nov 30, 2017

