
When I first played Injustice: Gods Among Us on PC, I expected a Mortal Kombat clone wearing a DC costume. What I actually got was a confident brawler with its own identity, one that takes the foundation of NetherRealm’s Mortal Kombat reboot and evolves it into something faster, flashier, and surprisingly strategic.
At its core, Injustice nails what a superhero fighter should feel like. Each character, whether it’s Batman, Superman, or Harley Quinn, has a rhythm that feels true to who they are. The fighting system uses a three-button setup (light, medium, heavy) that keeps combat accessible while leaving plenty of depth for players who want to dig deeper. The standout feature is the character power system, which gives every fighter their own special trait. Batman summons mechanical bats that can be used for offence or defence combo setups, Green Arrow swaps arrow types mid-fight, and Wonder Woman switches between her sword-and-shield stance and her Lasso of Truth, changing her reach and defensive options mid-fight. It’s a simple mechanic that instantly gives everyone personality and purpose.
The arenas are another major highlight. Each stage is more than a backdrop, it’s a weapon. Fights spill through multiple tiers of destruction, with characters smashed through walls and thrown across cities in explosive transitions. You can hurl cars, bounce off walls, or use gadgets scattered around to turn the tide of battle. Seeing Superman launch someone into orbit before slamming them back down is pure comic book spectacle, and it never gets old. It’s one of those moments that makes you grin because it feels right for the world.
The stage I had the most fun with was Metropolis, as it is the perfect showcase of Injustice’s environmental interaction system. The upper level features sleek city rooftops, while the lower streets are packed with cars and debris that can be thrown or smashed through. It’s also one of the most balanced stages in my opinion, giving every character useful environmental tools.
Where things get a little shaky is the balance. Certain projectile-heavy fighters, like Deathstroke, can dominate from a distance and frustrate anyone trying to close the gap. It’s not game-breaking, but it can make some matchups feel unfair, especially for new players. Still, the overall roster is remarkably well-tuned. No character feels completely useless, and learning how to exploit each power is half the fun. There’s even plenty of additional characters that were added in DLC, that include Scorpion from MK and Barbara Gordon as Batgirl.
Story mode deserves credit too. NetherRealm once again delivers a proper narrative campaign rather than just a loose ladder of fights. The plot follows a dark alternate timeline where Superman becomes a tyrant, forcing Batman and the remaining heroes to rebel. It’s a solid premise that leads to some great character moments, but it’s over too soon, you can clear it in around four hours. I would’ve liked more playable variety or mission-style segments that Star Labs mode eventually delivers, but what’s there is still impressive for a fighting game.
Star Labs, the game’s version of Mortal Kombat’s Challenge Tower, offers hundreds of quirky objectives tied to each hero. Some are fun, like racing the Flash around the world or helping Batman capture escaped criminals. Others are infuriating, especially if you’re aiming for three stars per challenge. What really stings is the reward system – after all that effort, you’re given a Flash skin instead of a new character. That kind of shallow incentive hurts replay value, especially when DLC fighters were clearly waiting in the wings.
Online, Injustice shines once again. Modes like King of the Hill and Survivor bring that old-school arcade tension back, where you’re watching from the sidelines, waiting for your turn to take down the reigning champion. Daily challenges keep you returning for fresh goals, and while netcode wasn’t perfect at launch, matches still felt responsive most of the time.
The Clash mechanic, on the other hand, divides opinion. When triggered, both players wager their super meter to either regain health or deal extra damage. It’s cinematic but rarely practical, and in most cases, I’d rather spend the meter on a super move. Speaking of which, those super attacks are some of the best in any fighter – short, explosive, and packed with personality.
In short, Injustice: Gods Among Us succeeds because it understands its own fantasy. It’s not about flawless technical balance or tournament precision. It’s about making you feel like a superhero. From smashing someone through a skyscraper to hearing Solomon Grundy bellow “Arrowman no hurt Grundy!” before being catapulted through a wall, it’s pure, chaotic fun.
If you’re into DC, this is an easy recommendation. It’s a strong, confident fighter that welcomes newcomers but still has enough layers to satisfy veterans. Despite some uneven balancing, a too-short story, and questionable unlocks, I walked away genuinely impressed.
This was my Injustice: Gods Among Us PC Review, if you want to check out the game for yourself, visit the game’s Steam page using the hyperlink. Please note, we do not include affiliate links and do not earn any commission.
Injustice: Gods Among Us PC Review
Read our Injustice: Gods Among Us PC review to see how this DC brawler delivers big moments, flashy fights, and serious superhero fun.
Product Brand: Injustice: Gods Among Us
7.9
Pros
- Distinctive fighting system with unique powers for every character.
- Excellent environmental interaction and cinematic supers.
- Smooth, fast-paced combat that feels rewarding to master.
- Fun online modes with daily challenges and King of the Hill structure.
- Authentic DC atmosphere, visuals, and voice work.
Cons
- Short story mode compared to Mortal Kombat.
- Some unbalanced projectile-heavy characters.
- Star Labs challenges can become repetitive and frustrating.
- Weak rewards and paid DLC instead of earned unlocks.
- Clash system feels underwhelming in most matches.
