I've always enjoyed fighting games. There's something about experimenting with a large roster of characters and learning all their moves, strengths and weaknesses that appeals to me. Some of my favorite memories of visiting arcades as a boy involve finding a new fighting game and spending all of my spare change testing it out.
My problem with fighting games is that while I enjoy them enough to have a good time with them for a little while, I don't enjoy them so much that I want to put in the time and effort that it takes to be a high level fighting game player. This isn't a problem if I'm playing a game right when it comes out, as I'm usually able to find players online that match my skill level. But if I try and go online with a fighting game that's been out for more than a couple of months I find that the only players that are still playing are the kind of high level players that easy beat anyone of moderate or below skill level. Going online with no chance of finding someone that you can compete against just isn't fun. And going online is really all you can do in most current generation fighting games. The feature list for just about every fighter in my collection contains three items: an "arcade" mode that you can blow through in about 10 minutes, a tutorial that isn't very good at teaching even the basics, and an online mode. This sparse feature set would be deemed unacceptable in any other genre, but because of their arcade roots fighting games have been given a pass by both reviewers and gamers. Arcade machines could get away with it because of the low cost of playing them, but I expect more content from a full priced console game.
After trying many well made fighters that I quickly grew tired of playing online, I was starting to think the genre was no longer for me. Then NetherRealm released their last Mortal Kombat game. Not only was the fighting lots of fun, but there was a ton of stuff to do in the game outside of the online mode. It featured a great campaign that was longer than most first person shooter campaigns these days, a challenge tower where you could hone certain skills with each fighter, a "krypt" that let you unlock bonuses like character art and extra finishing moves, a mode that changed the game in fun ways like making you play upside down, and more. It was the first home fighting game I played that I felt had enough content to justify being priced as a full retail game.
Everything I've read about Injustice: Gods Among Us says that it will include a similar amount of content. It's a rare game that I'm going to buy at full price, just so that I can support NeatherRealm for giving us so much more than other fighting games have. I hope the makers of future fighters learn from their example.
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UPDATE: It looks like Capcom is paying attention.
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