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Fear in the Batman Arkham series

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They weren't afraid of me.


The Arkham series is great. That's nothing special though. There are plenty of great, fun game and game series out there. What is most notable is how Rocksteady's developers have condensed decades worth of Batman actions spanning various mediums into a couple of video games, made them available to players and refined so many of them to be right. It's hard for a given Batman fan to look at the basic gameplay of these games (or even at specific aspects of it) and find it to be wrong. Gadgets, attacks, traversal, animations — from a physical perspective, Rocksteady is doing about as good a job as anyone could've when adapting this character to a video game. Still so much room for improvement, yet it's the most comprehensive video game adaptation of the character.

The problem with this adaptation lies beyond the physical. Striking fear into criminals is often a core element of the character. Below, I'm going to repurpose a post I've made here before, explaining what I unsatisfied with in the existing Batman Arkham games and what could be done differently, conceptually. Strictly from a physical perspective, these give the player the ability to control Batman. However, that semblance of control falters when enemies don't (or aren't able to) act appropriately afraid.

The fear effect in Batman: Arkham Asylum and Arkham City is too cosmetic. Enemies only sound scared, or animate differently — functionally, they are the same as they were when merely alert, that is, until they are at the third stage of fear: terrified. At that point, they still animate differently (shaking) with a new pool of dialogue, but in this stage, they'll recoil for a bit if you appear before them suddenly. They'll more constantly look around and randomly fire in the direction of environmental noises which can be used to the player's advantage.

That's it though. It has no consequences beyond making enemies cower for a few moments when surprising them. This fear only occurs in the stealth/predator segments.
In big open brawls, even the very last enemy will rush at you, running over the dozens of broken bodies of his comrades, just to throw a slow punch at you. Compared to player abilities feeling true to the character, striking fear is underdeveloped and unexplored.

Enemies' abilities should start out good, their lethality according to their skill level — e.g. random goons have decent aim/OK hand-to-hand, spec ops guys have great aim/good fighting skills (a departure from all enemies being functionally the same in apst games). Those abilities should degrade as morale drops. The player getting hurt would increase enemy morale, but taking them out effortlessly should lower it. At their most terrified, they shouldn't be able to land any shots. They could surrender and give up information. There should be ways for an enemy or two to successfully escape the player so that scared/clever ones can get away. This would give the player opportunity to chase them down and do what they want with them.

Not all of the results of low morale could be good for the player. Fear could make an enemy harder to sneak up on (depending on their skill) or make them resort to taking hostages (in turn, making them more antsy which could lead to hostages getting killed). Have enemies who successfully escape Batman come return later to antagonize the player similar to Lords of Shadow's nemesis system. They could raise in rank and get more weapons/supplies because they convinced their bosses they outsmarted Batman, or because they escaped with some kind of objective (e.g. stolen goods).

I say all this to give an idea of how engaging a fleshed out fear system could be in this series, certainly more so than with the system as it is.
 
Uh, but the fear system they have does a lot of those things.

It ramps up difficulty by making enemy movement and shooting less predictable the more you allow them to know that their friends are being taken down. As you suggest, they'll turn unpredictably, suddenly paranoid that Batman is behind them, or fire randomly, which is a disadvantage to being stealthy . And, as you said, you can even approach a really scared enemy, and they'll drop to the ground in a panic before attacking you, which is an advantage.

I think that's a better way to handle fear than what you suggest, which would essentially ramp down the difficulty for good play. And the 'harder to sneak up on' and 'taking hostages' things already happen.

But, as you said, it isn't really addressed in the freeflow combat.
 
Doesn't scaring thugs in certain situations in Asylum/City also lead to them sometimes shooting erratically at spots, regardless of whether they actually know where you are or not? It's been awhile since I've played the games but I swear the fear effects were more than just cosmetic.
 
Uh, but the fear system they have does a lot of those things.

It ramps up difficulty by making enemy movement and shooting less predictable the more you allow them to know that their friends are being taken down. As you suggest, they'll turn unpredictably, suddenly paranoid that Batman is behind them, or fire randomly, which is a disadvantage to being stealthy . And, as you said, you can even approach a really scared enemy, and they'll drop to the ground in a panic before attacking you, which is an advantage.

I think that's a better way to handle fear than what you suggest, which would essentially ramp down the difficulty for good play. And the 'harder to sneak up on' and 'taking hostages' things already happen.

But, as you said, it isn't really addressed in the freeflow combat.

It would break the combo system in a brawl, I think that is a very important part of the game for Rocksteady (I personally like it too) so I have no problem with thugs rushing at me even though I've obliterated his pals in front of him.
 
The Arkham Knight comic series is developing a pretty good scenario so far, even though it's not quite developed yet. They're onto their 4th issue. I think the thugs are place holders and the real threat comes from how the villains themselves find refuge. Which is why I liked the audio logs from Asylum. I liked Asylum's easter eggs where Batman would notice a criminal's personality or where they were last seen. I think the thugs just need to stay as body guards or at least be who they've been throughout the series. I don't think they need to be mindless and just wonder about, but they're considered a gang in their own right. Make them sport the same sort of intelligence as their leader or have enemies that act in that particular way. If Batman is to fight mobsters then the mobsters need suits and so forth.

eg: Fighting penguins, fighting guys in clown shoes, maybe break it up and use equipment outside guard breaks, etc. etc. I think the extras they've added to AK are great from what I've seen. Vehicle combat and more detail to the city. It's been a while since we've been awed by Rocksteady's work.

If enemies were to run off and vanish that wouldn't good either? What if they said the same thing over and over again? I think the knockouts and the aesthetics afterwards are just fine. Let it all fade into darkness.
 
I do remember the new Arkham Knight videos showing "fear takedowns" which seemed to be instaknockouts. But I don't know how they're triggered or obtained
 
Uh, but the fear system they have does a lot of those things.

It ramps up difficulty by making enemy movement and shooting less predictable the more you allow them to know that their friends are being taken down. As you suggest, they'll turn unpredictably, suddenly paranoid that Batman is behind them, or fire randomly, which is a disadvantage to being stealthy . And, as you said, you can even approach a really scared enemy, and they'll drop to the ground in a panic before attacking you, which is an advantage.

Yeah, they do all of this in the existing games. They also do these things in very predictable ways. Once fully scared, they look around more frequently at steady intervals, one in a group will go to a hostage after some of their teammates are taken out (and will never shoot the hostage unless they see you) and then shooting at noises in teh environment gives the player the chance to attack them from behind (since they'll only start moving after a set amount of time following firing).

That's it. The games don't have:

  • Enemies who flee
  • Enemies who surrender (outside of a scripted sequence in Arkham City's old GCPD building)
  • Deterioration of aim (enemies have the same level of aim no matter ho scared they are)
  • ANY fear systems in fights
  • Different hostage situations
I think that's a better way to handle fear than what you suggest, which would essentially ramp down the difficulty for good play. And the 'harder to sneak up on' and 'taking hostages' things already happen.

I suggest pros and cons to scaring enemies though. Just making the difficulty higher doesn't make it engaging, especially when there's so little done with it. There isn't a linear scale of "more scared = easier" with this proposal. Rewarding the player for doing well is important too, yes?

About the unpredictable and multiple types of hostage situations I suggest: Have enemies put a mine on a hostage and carry around a deadman's switch where if they're knocked out, the hostage dies, requiring the player to have to do a silent takedown on them up close to disable the trigger. Have them hold the hostage over a ledge, or set up something that will kill the hostage to force the player into giving the enemy a chance to escape.

Hell, there's so many more possibilities than these just in regards to hostage situations. Being able to get the occasional enemy to surrender/give up info would reward the player for doing well, but the player runs the risk of running into enemies who use more dangerous tactics.

The bottom line is there really isn't enough done with fear in these games so far, a series that purports to let the player "be the Batman." Just having enemies look around more frequently and sit in one place with a hostage over and over is neither challenging (unless you're going for specific challenges in the challenge maps) nor interesting after the first time.

Doesn't scaring thugs in certain situations in Asylum/City also lead to them sometimes shooting erratically at spots, regardless of whether they actually know where you are or not? It's been awhile since I've played the games but I swear the fear effects were more than just cosmetic.

I mention that in the OP. It's great, there's just a lot more that could be done with it.

It would break the combo system in a brawl, I think that is a very important part of the game for Rocksteady (I personally like it too) so I have no problem with thugs rushing at me even though I've obliterated his pals in front of him.

If it's the last guy and he starts to run away, a grace period could be given for combo purposes to allow the player to finish them off with a combo batarang, or pursue them some other way. If this was relegated to the main game (not challenge maps), that'd be fine.
 
There was some batman game on PS2/Xbox that had a fear mechanic and I think gauge. I remember your actions having an impact and how you went about things, though I don't remember how fleshed out it really was.
 
There are great ideas and of course people should try to iterate improve upon existing systems (especially when comparing how newer games improve things). I do however assume that much of these were probably thought out and not necessarily executed in game due to time constraints, complications in design, or other factors. Making games = hard.

I don't really like it personally when like the last or last two guys just run away though, especially in the few games where that mechanic exists and they seem to just do it the same way each time, as if every cluster of goons behaves exactly the same way, and all it takes is that magic number to turn the remaining goons into cowards.

I prefer systems actually that have goons call for backup in desperate situations, out of fear, because they know they're outmatched and it encourages swifter takedowns and taking advantage of all your tools/abilities to clear a room/area before anyone has a chance to turn their fear into a more dangerous situation. So it goes both ways.

It would be fun if there were like 10+ scenarios where based on Batman's actions, players could tumble in fear, cower in fear, run in fear, fire madly in fear, pull out a 'dangerous risky' weapon, grab a hostage, do something stupid that just comes off as sad for them, call for backup, use another guy as a shield, pretend to be knocked out already, run out of ammo and throw their gun while slowly backing away whimpering, plea for mercy, swear off crime, pretend they weren't involved, scream in a high-pitched voice, run into a pole/wall/mailbox comically without looking...

But the more options/variety you put in the more complex the dev task becomes. Let's hope each new game Batman or otherwise keeps making things better and devotes time to livening up the experience.

In the end though I'm pretty happy with what most people do so far.
 
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