
Smash Bros is one of the few I know of that lets you equip your fighters, but the only thing you really change is the character’s color (except for the Mii fighters). Having a transmog system in and of itself is weird for fighting game. It’s everything I could want from a superhero loot system, but there is a downside: the transmog system. That means that even if you get a level one epic, you can boost it later on so it stays relevant. While you may be worried about pairing this with a leveling system, the game also has “Regen Tokens,” which allow you to not only boost an item to your character’s current level but reroll its stats if you like. Even better are the description texts, which often make references to the character’s personal history, ranging from comic title references to their relationships with other DC characters.
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There are Superman symbols from every era, some awesome takes on Scarecrow’s various masks, plus a rainbow of color combos for Green Lantern to impersonate other lantern corps. It’s not just the “+10” strength kind of thing, but weird things like XP bonuses for not jumping, Catwoman “stealing” extra money from fights, or Deadshot’s knee-kick combo suddenly being able to knock opponents out of the ring and into a different level. That means no waiting to a certain level to get your goodies to optimize gear acquisition, just greedily opening boxes as soon as you get your hands on them.Īnd the gear is really satisfying for a player like me. The loot boxes also aim to give you gear for your level, not based on when you open it but on when you earned it. Not only does dropped loot from actual fights have the option to be biased towards the character you’re playing, but it will be around your character’s level unless you receive it from the story mode, which after you complete certain chapters gives you a max level (20) epic for that character. Instead, the strength and weakness of guilds is that the loot system is so random that traditional gaming outlets have complained about it.įrom an MMO perspective, however, it’s ideal. While modern MMOs may have focused more on the “best in slot” approach while funneling players into the same routine to execute a perfectly synchronized combat dance, I’m not seeing that in Injustice 2‘s boss fights (yet). Loot alone doesn’t make a game an MMO, but our genre has traditionally been about delving into dungeons and getting randomly generated gear to trick ourselves out with, either for power or social status. And my guild experience with the game has shown me the traditionally solo-oriented genre has created a demand for those with a traditional MMO skill set: socialization skills, group planning, and grinding. For the moment, it’s about the most MMO-ish a 2-D fighter has gotten. However, it has levels, character stat and appearance customization, randomly generated loot and boxes, guilds, and boss fights requiring explicit coordination.

It doesn’t have a persistent world or a massive number of players actively engaging with each other graphically on screen. NetherRealms’ Injustice 2 is not an MMORPG.
