Yeahthere are four consoles to hack. 1 for each of the districts in Arkham city. These also count towards the riddlers challenges, so not only do they reveal the cameras locations, but they count towards 100% completion too.
There are very good reasons why Batman: Arkham Asylum is so critically acclaimed. It is a very good Metroid Prime clone, heavily modified to faithfully convey the characters and the world of the Batman universe. It is a good example on how to make license games.
But then Rocksteady chose to include a challenge mode. It consists of especially difficult byte-sized challenges. They come in two variations. The Predator Challenges have Batman clear out a room in a stealthy manner while completing certain additional goals. The Combat Challenges have Batman fight 4 waves of enemies in a row while collecting points. A dramatic dichotomy opens up. The Predator Challenges are a quick, fun additions that let you explore some parts of the game in more detail for an evening or so. The Combat Challenges are among the most brutal, drawn-out, frustrating, controller-smashing experiences you can have in a modern game. Doing them alone can take longer than finishing the entire single-player campaign.
So what happens is that in the heat of the action, one tends to not fully depress the trigger during the double-tap. The game registers it not as two quick presses but as a single long one. Instead of using the rope claw, Batman will do a quick crouching motion, as if he is tea-bagging someone. Instead of throwing an instant Batarang, the game goes into a FPS aiming mode. In most cases, this leads to an instant loss of the entire combo.
Perhaps the most iconic example is when you attempt a ground takedown right after throwing an enemy off the ledge. The ground takedown move will often target the still airborne henchman. Batman will jump after the enemy, follow him up to the ledge of the level, drop to the ground and automatically lose the combo as he is watching his target fall into the abyss.
Even then, there still will be certain situations where dodging or punching is too slow and counter is the only way out. With counter not being something you can rely on, such situations become inevitable dead-ends. Of which the game has actually plenty of anyway.
The inherent relationship between camera and your ability to act also plays a vital role in the difficulty of actually targeting of enemies. While there is a lot of auto-targeting going on, the player can point to a specific direction in which Batman is supposed to attack. This is a vital function to pick up individual enemies but one that is sometimes made infuriatingly difficult by an overly active camera. So there are often cases where during an certain move, the camera will suddenly swivel around. A certain enemy might end up being at the opposite side of the screen than the one you are pointing to.
Why not simply treating Combat Challenges the same way? The points could have been used for Leaderboards while the medal-worthy special tasks would be to use certain moves to get rid of the enemies. In fact, this approach would have been much better at exploring the combat system. Some unique combat opportunities are actually not encouraged if you look at the bottom line only. For example, spectacular moves like throwing enemies off cliffs or bashing them against force fields yield less points than generic, repetitive ground pounds.
The campaign has some of those objective- / move-based combat challenges. But they tend to be awkward to do, not integrate well into normal combat situations and remain one-offs that the player just checks off the todo-list.
Interesting! It seems like they really got rid of the double-triggers. I also noticed on videos that the camera seems to show a lot more of the surrounding. I need to take a look on how those combat objectives work.
It implies that the author likes to swear, nothing else. I find it amazing that you just cover your ears and ignore the swears along with everything else even if it has valid criticism (for example the combat being absolutely atrocious).
It should be also noted that all the games you mentioend are from Japan. Japanese developers tend to have an extremely video-game savvy audience in mind. I pretty sure Rocksteady was going for something more mainstream which makes sense for a licensed title.
- there is also a grappling attack, a batarang attack a ground take-down and a stun attack
- there are different types of enemies that require specific attacks
- if you get your counter high enough you can do two different kinds of instant takedowns
The different kinds of enemies are largely pointless. They just mean pressing another button before mashing punch. They do not interact with the player in any new way relative to the old enemies, unlike God Hand enemies which have terriffic variation.
Ultimately, these are a lot of features, but none of them really augments the way the game is played or requires much thought from the player. No matter what, combat is always a process of going through the motions correctly rather than thinking (with some exceptions during the stealth missions, which were hampered by the silly gargoyles). There are more efficient patterns and they are readily obvious, but rarely are there ever interesting choices.
This is a game that is marketed to people who do not enjoy games, this is marketed at people who enjoy movies, beautiful graphics, great voice acting, superficially detailed environments, and tons of batman lore.
A high level player of the game will play it exactly like a low level one will, just they will make fewer mistakes. This is completely not the case in better games, where the better players will demonstrate knowledge and mastery of the system beyond the simple way the game presents you. The game has no depth.
The high scores were what was necessary, after beating the game, to realize I had been playing the combat wrong. I was missing nuance. The pressure was needed, or you button mash without needing to learn.
I heard form various places that not mashing the buttons is the way to go. I tried that for some time. You are right, there is often a lot of time to decide the next attack. It is truly surprising once you notice how much time the game gives you. However, it is not consistent. Incoming enemy attacks can easily break that rhythm. Additionally, the cinematic slow-down of animations made it very difficult to me to establish a feeling for the length of animations.
It's hard to believe that Batman: Arkham City is almost six years old now. The Xbox 360/PlayStation 3/PC release continues to be one of the best comic book-oriented games made, making proper use of the Dark Knight and giving us incredible performances from both Kevin Conroy (as Batman) and Mark Hamill (as Joker).
The Penguin continues to carry over his malice in Batman: Arkham City, as he's one of the first villains to confront Bruce Wayne when he first makes his way into the city. But Shesez took a closer look at the character to get a peek at his monocle. And it's actually not a monocle at all, but rather a broken glass bottle that's been fitted over his eye. We're not quite sure how that's supposed to help his vision, but it's an interesting touch, one that indicates that Penguin may have been around Arkham City a lot longer than most folks realize. And it's from a triple-distilled vodka bottle!
Remember when you run into Harley Quinn in the midst of Joker's funhouse, right before you confront him? Well, if you take a closer look at her character (which you can miraculously do by flying up with camera assistance, like Shesez does), you'll notice that not only does she perform a disappearing act, but some skeletons also disappear with her. We know Joker is up to his usual tricks, but we found this to be a rather interesting glitch. Of course, it makes sense since you're not supposed to be up there yet in the game, so don't feel too weirded out by it.
A lot of Arkham City fans may realize that Penguin actually owns a shark, and doesn't really mind feeding people to it. But Shesez actually did a little bit of exploring in his video (with his free-roaming camera) and didn't see any kind of shark beneath the water. He eventually comes across it when it's "called out," as it was invisible before them.
So you may recall one sequence in the game where Batman looks like he's totally about to die, and then he sees his parents in some kind of flashback. So then, he doesn't really die. Still, that didn't stop Shesez from moving closer to Bruce's parents to get a better look at them, and it's pretty interesting to see what he finds, with models that aren't quite fully colored in, but still resemble members of the Wayne family. It's a neat trick, and one that no doubt motivates Batman to continue on his quest to taking out his many enemies. Still, they do look a little bit ghostly.
Spoiler alert: This article contains references to the conclusion of Batman: Arkham Knight. If you haven't finished the game yet, we'd recommend coming back to this article at a later date.
But in games, the camera isn't really used to the same effect. Titles like God of War use fixed camera angles to both provide a sense of scale and usher you through its complex environments, while survival horrors such as Resident Evil and Silent Hill employ a similar technique to create tension. But these are the exceptions to the rule; typically, a camera is attached to or just behind the lead character, and that's the end of that. Sure, it may zoom in or out during specific sequences, but that's about as creative as it gets.
It's a technique that the British studio's been practicing ever since the release of Batman: Arkham Asylum on the PlayStation 3, but, with the added horsepower of new hardware, it's perhaps fitting that it should master its craft with the final story beat in its critically acclaimed trilogy. In the closing moments, proceedings play out from the perspective of the Joker, as the Dark Knight battles against his inner-demons. You'll find yourself in an empty courtyard, save for a single statue of the Caped Crusader; shoot it and another will appear behind you, and so the process repeats.
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