GAMbIT Magazine Issue #27 June 2017 | Page 38

PAGE 38 GAMBIT first Injustice did see play in competitive circles, it never reached the heights of its competition. adds a really fun layer of depth and each fits really well with each hero or villain.  Gameplay consists of three main buttons for attacks and some grab maneuvers. This keeps the game accessible for comic book fans that aren’t well-versed in fighting games (something the original did quite well)  but has enough depth to let players go nuts. Super moves are back and just as stylish as ever even if a few to many rely on visiting what looks like Scorpion’s underworld home. That would all be enough for most fighting games, but Injustice 2 really shines in just how you can use that super meter. Most players are simply going to let it build and launch their super, but fighting game aficionados will use the meter to help destroy their opponent without ever launching a super move. Rolling escapes, bounce cancels, air escapes can be pulled off to help quickly change the tide of a battle. You can also go into clashes once again and these offer up even more strategy and after effects. Do you risk your super bar to win a clash, or do you pocket a few bars to give you more options as the battle extends? You can once again use your super meter to enhance your standard moves, but there is also a secondary power meter that is tied to unique abilities for each character. Batman can activate a set of drones, Wonder Woman can buff a random part of herself with help from the gods, Supergirl can use her heat vision and so on. Incorporating these abilities into your strategy  Injustice 2 provides a fantastic gameplay experience from top to bottom, and one that is immensely satisfying. But the best part about it