October 25, 2013 in Video Games AWESOME! by FFSTV
FFSTV said on October 25, 2013
Show starts @ 24:11!
tatsuyafox said on October 25, 2013
holy jeezu twitch isn’t liking me tonight audio keeps fing up
urdnot123 said on October 26, 2013
Reeeeeaaaally wish this site would work on my tablet.
firestonex said on October 27, 2013
That Croc guy totally looks like a Goomba from the Mario movie.
falmunction said on October 27, 2013
About the fighting… it’s definitely less fluid and a little more jerky. This might feel weird and mess up your feel for the fighting. But it’s still just as responsive as Arkham City. You can pull off the same kind of moves with the system with the same timing. And I’m fairly cerain this new feel was a deliberate choice by the dev. They stressed in their promo that this Batman as a character is more rough around the edges and more of a brawler than the older, mor experienced one.
They didn’t change anything within the fighting mechanics as far as I can tell. You can build up your combo with every move you successfully pull off within the fight. The only thing that breaks your combo is getting hit, standing around doing nothing or messing up a move.
Performing a counter while being in the middle of another move works the same it always has. As long as you hit the timing and the opponent is in reach, Batman will do the counter. Possibly the timing is more strict this time around on normal difficulty, but I’m on Hard so I don’t know if that’s the case.
Here’s a cheat sheet for all the combat moves. They do not break your combo and can be done without a problem as long as you pull them off (some moves take longer leaving you more exposed than others):
* Dodging out of the way or over an enemy (direction + X + X): This will not extend your combo but it will maintain it. You could theoretically be dodging until the end of time as long as you don’t get hit.
* Stunning enemies (O): Same as with dodging, but you have to hit an enemy or it breaks the combo.
* Ground Takedown (R2 + Δ while standing next to a downed enemy): These take very long to pull off successfully so before trying them, make sure all other enemies are stunned or out of reach.
* Quickfire Batarang (L2 + L2)
* Quickfire Batclaw (L2 + Δ): Good for disarming guards (keep in mind for stealth missions).
* Quickfire Explosive Gel (L2 + ■): Triggering the Gel requires you to do the combination one more time while enemies are near.
* Quickfire Smoke Pellet (L2 + L1 but only when selected prior to fight): About 60 seconds cooldown after use. I think the pre-selection is no big deal because all the other gadgets have a quick-fire anyway. You just have to keep in mind to make sure it is pre-selected.
* Quickfire Glue Grenade (R2 + R2): Needs to be unlocked, don’t know if it has to be pre-selected like the Smoke Pellet.
* Quickfire Concussion Detonator (L2 + O): Needs to be unlocked, don’t know if it has to be pre-selected like the Smoke Pellet.
* Quickfire Smoke Pellet (L2 + R1)
Also * Aerial Attack (O + X + X towards an enemy)
Sara Nightfire said on October 29, 2013
Having recently watched you play City:
I do have to agree with you about the backtracking. There was a lot more openness also, but at the same time, it didn’t feel empty. There were conversations everywhere from criminals about what was going on, there was an actual REASON to feel a sense of urgency, here there’s none of that.
The backtracking, I fully agree: There needs to be waypoints. City and Assassin’s Creed are fantastic with this, they not only show you where you need to go on the map, but Assassin’s has a actual counter where you know how much closer, or far away you’re going. This just seems an unpolished mess that even feels a bit rushed.
Socpens said on November 3, 2013
There are no waypoints inside of buildings in Asylum or City.
Secura said on November 24, 2013
What’s wrong with a bo staff? They’re awesome.
You must be logged in to post a comment.
Please create an account to get started.