Story (Not to much about it don’t want to spoil it.)
For its first trick, Injustice does something that few fighting games ever even attempt to do: tell an interesting story. What if Superman lost faith in humanity and, with his near-infinite power, decided it was time to stop protecting and start ruling?
As heavy as it sounds, Injustice still finds time for the same kind of action, adventure, and humor that made the Justice League animated series such a treat. Characters seem to relate to each other even if they are not directly from the same story line in the D.C. universe. The epic story that Netherrelms puts into this game can be its own movie that should be done. It would compete with The Avengers and make Iron Man poop in his robot panties.

Injustice Opening cinematic

If you are use to the Capcom fighters this game will be right at home for you but not at first. It takes a good 2 hours to get use to the play style of the game and this may turn off some of the casual fighting game players. If you stay at it the characters are fun and you find yourself getting lost in the massive battles between super hero and villain.
Combos are hard at first but the game does try to help your learn by letting you select moves from the move list to put up on the screen and practice. This is helpful for all players by letting them see the move and picking it up much quickly. I know I hate going pausing the game just to look at moves to learn.
Two other new systems help further differentiate Injustice from its ancestor. The subtler of the two is the character-power system. Each fighter possesses a unique mechanic based on their super-power that truly makes their style distinct. Solomon Grundy, for instance, gets a series of chain throws, each of which buffs a different attribute of his for the remainder of the match. The Flash, on the other hand, can call upon the Speed Force to effectively slow opponents to a crawl. NetherRealm got pretty creative with these, and learning how to leverage them properly adds another level of technical nuance and variety.
Also new are the interactive environments. Each setting is jam-packed with heavy objects to pick up and throw, or bounce your opponent off of, and landing certain attacks at the right spots triggers a stage change, sending your enemy careening spectacularly through a series of obstacles. Now, I’d be lying if I said all the wanton destruction wasn’t great fun, because it totally is. I just don’t know how balanced it’ll prove to be. Environmental attacks are completely unblockable, and either shear off sizable chunks of life or leave you open to eat a full combo – and sometimes both. I’ve already seen people execute 100% combos on certain stages, and that’s potentially gamebreaking for high-level players. NetherRealm appears to be concerned about them as well, since it’s included the option to turn them off.
The online play is not as bad as you may think. There are several different online modes for players to choose from ranked, player match’s and even a very interesting king of the hill mode where the player can spectate the current match and bet xp on classic battles like Bane vs Batman.

The Verdict 8/10
Given the success NetherRealm had with Mortal Kombat, it would have been easy to clone it and swap in new characters… and yet it didn’t. Overall this game provides one of the best stories for a fighting game that we seen in a long time. If you love D.C. comics and want to see a new spin on some your favorite characters then this game is a must buy. It is hard to say if this game is going to far well in the competitive seen but with huge fans wanting to see these characters go at each other throats it might just find a place in the fighting game community hearts.

Button Mashers 17