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New Batman: Arkham Asylum Screens (End of Summer delay confirmed)

The whole "eye whites" thing a couple pages back reminded me of this:

batsww_poke.jpg
 

Ramenman

Member
720p trailer is now up at Gamersyde : http://gamersyde.com/news_7492_en.html

Interesting bits that have been posted on last page. So basically the right trigger triggers stealth mode. Seems Assassin's Creedey, and this was one of the things I liked about it.

Also I'd like to see how they think they can make a 1 vs 15-20 fight not look completely illogical, ie without having them all in a circle around you waiting for you to hit them or only attacking one at a time.
Because that's usually what happens.
 

DrBo42

Member
******* write-up here: http://www.*******.com/2009/02/02/*******-impressions-batman-arkham-asylum/

Edit: Well shit, I forgot they were banned. This one is from Sorrowstiq.com

Before we knew it, we were getting our first glimpse of the game's hand-to-hand combat. Batman was surrounded by several thugs and the Warner Bros. rep piloting the demo was able to dispatch them stylishly using simple direction / attack button combinations. Enemies also telegraph the fact that they're about to attack by means of blue sparks above their heads; if you time your attacks properly, Batman executes a reversal. Frankly, while flashy, the combat looked fairly routine. :(

Zooming in on characters in this mode (Detective mode) reveals info about them, including their names and even their heart rate. Every character in the game has a unique name and, to some extent, backstory. It was clear that the guards Batman was looking at were gravely concerned about their co-worker, as indicated by rapid heart rates.

The final area we were shown was meant to demonstrate some of the game's more open-ended scenarios (which will include "large" outdoor areas). Batman entered a large room occupied by several gun-wielding thugs. Entering "silent predator mode," he was able to sneak about the room, quietly opening ventilation covers and the like. For the purpose of the demo, we were shown a skill purchase – defeating enemies rewards Batman with XP, which can be spent on new moves and weapon upgrades – which was, in this case, let him hang upside-down from a perch and silently snap up and enemy. He then strung him up, creating a human lure.

As the other enemies took notice of their comrade's predicament, Batman used the situation to take them out one at a time (this the warehouse sequence from Batman Begins). He dropped down onto one, knocking him unconscious. He quietly popped open a floor panel and snuck up behind another, silently yanking him down. -Fuck yes.

Using the detective mode's X-Ray vision, he tracked another thug – who was emitting "whiskey fumes" according to the screen (there's a visible trail, and this element will evidently factor more heavily into later gameplay) – but this time Batman was spotted. Rather than risk death going up against an armed enemy, he used his grappling gun to break his foe's line of site in a decidedly Assassin's Creed moment. -Confirms that we can use the grappling gun during combat for a quick escape and re-evaluation of the current situation, awesome.

We saw Batarangs used several times (holding the "throw" button follows their flight, much like the glaive from Dark Sector) and were told that Batman will utilize other tools, including an aerosol explosive for breaking through walls and even fingerprint analysis.
 

Sumidor

Member
The Joker sounds different.. Especially the laugh at the end of the trailer. I'm still way psyched they got Kevin Conroy and Mark Hamill to do the voices though.
 

Aske

Member
Sounds like the nuts and bolts of the melee combat will probably be uninspired, but all the stealth stuff and detective work ought to beef up the gameplay into something fun and original if they nail it. Good stuff!
 

Metal B

Member
zoukka said:
Hmm just realized there probably won't be any blood or killings. No sale for me I guess.

Really? So you're a cliché videogamer, who can only become a hard one, if there is blood und killing. And of cource there is no killing, its the goddam Batman!
Still hope this is a joke.
 

-tetsuo-

Unlimited Capacity
In some of the scenes in that gamespot trailer, Mark Hamill seems to be loosing the Joker voice a bit. AM I the only one who noticed this?
 

Aske

Member
_tetsuo_ said:
In some of the scenes in that gamespot trailer, Mark Hamill seems to be loosing the Joker voice a bit. AM I the only one who noticed this?

I'm certain it was a conscious decision on Hamill's part to rework his voice for this particular take on the Joker. I think the changes suit the character perfectly from what we've seen so far, and I don't think his original Batman: The Animated Series voice would have meshed so well with the Joker of the game.

From a VA perspective, there's always going to be a tug of war between the cartoon and the game when combining the same actors with such wildly different visual styles. To have Batman look so different, yet sound exactly like his animated counterpart, puts a bit more Bruce Wayne into the character. The voice balances out the art direction, and smoothes off the rougher edges of the design. But with the Joker, the old voice combined with the new visuals might well have sounded too clean and too young. The Joker design of the game seems much older, and much grittier. More like a madder version of Jack Nicholson's Joker - more of a seasoned crime lord, and rougher than the sprightly, pretentious, debonair character of TAS.
 

DrBo42

Member
I apologize in advance for what you're about to see.

I came across this and just had to share it with you guys. It seems that someone felt the need to compare Batman: Arkham Asylum to Killzone 2. http://www.cinemablend.com/games/Batman-Vs-KillZone-2-Super-HD-Comparison-14964.html

_12336252748629.jpg


"Surprisingly enough, I would have to give the edge to Batman: Arkham Asylum. While it seems like it wouldn’t stand a chance against KZ2, the game actually has extremely clear-cut texture work – in the large images you can actually see the vinyl layers in Batman's suit – and there’s no fuzzy gauze on the screen. Then again, I’m sure the haze is used for the benefit of KillZone’s war-torn atmosphere, so I guess I can be forgiving of that."

:lol :lol :lol
 

nightez

Banned
Its an abomination I know. But I actually think Batman has better character models than KZ2. Arkham Asylum just looks so cool for a video game.
 

DrBo42

Member
nightez said:
Its an abomination I know. But I actually think Batman has better character models than KZ2. Arkham Asylum just looks so cool for a video game.
I definitely love the Batman and Joker models in Arkham Asylum. Very detailed and very cool. So bizarre to compare it to Killzone though. There's much less going on in an enclosed space rather than a battlefield with aircraft above, tons of infantry on the ground, tanks etc so it's much easier to have super detailed models.
 
Got to sit in on the hands-off playthrough WB was touring back at the beginning of February. Saw most of the game's first chapter and some later stuff as well. I gotta say, Arkham looks really, really good. The combat is straight out of Yakuza (without the environmental weapons) and they're talking Metroid-style exploration of the asylum. That is just... sweet. I'm not smitten with the art direction but it all looks good.

I think this game is going to live or die based on how deep it goes with the exploration and investigation aspects. They keep promising deep, puzzle-solving investigation and moving through the Asylum after upgrading weapons and whatnot but it's still just talk. I want to see more of this game and I want to actually get my hands on the dag controller.

Wish I had pics of their Harley Quinn design. Methinks fans are going to be pissed about it.

Not too much new info for you, but here's my impressions if ya want to read.

Anything Less Than the Best is a Felony: Arkham Asylum Might Be the Best Batman Game Yet

Batman is awesome. I would never say that Batman wasn’t awesome. Batman is only a tool though. A conceit, a platform, a set of rules to tell entertaining stories with. There’s something people tend to forget every time a new Batman game gets announced. Bats hasn’t had a very good videogame career, but everyone seems to think it has to do with the medium. It isn’t that videogames starring Batman are usually bad. It’s that everything starring Batman is usually bad. There are three good Batman movies to four terrible ones. There is one good Batman cartoon, and four others that can physically damage three out of five human senses. There are a number of very good Batman comics. There also happens to be over one thousand Batman comics that suck.

As of 2009, there is one excellent Batman videogame (NES), a handful of okay Batman games, and close to twenty that are trash. Not trashy. I mean the sort of thing you put in the garbage. After watching a playthrough of Batman: Arkham Asylum’s first twenty minutes, I’m willing to say that Rocksteady Studios has the potential to make the first great Batman game. No fanboy hyperbole here. It actually looks that good.

The demoed chunk of Arkham Asylum’s first chapter expands on the trailer released this past January. Batman has arrested the Joker and is delivering him to the titular sanitarium. Outside of the brief cinema of Batman’s late night drive, the narrative heavy opening minutes mercifully give the player control, letting you walk alongside the guards and doctors as they escort the Joker in. It’s nice to not have to passively sit through the story and it lets you get sense of your surroundings. Rocksteady’s asylum is an amalgamation of previous incarnations (the game doesn’t adhere to any specific continuity, comic or otherwise.) Here, it takes up an entire island on the river near Gotham City, and is made up of founder Amadeus Arkham’s mansion and an industrialized facility. The hospital looks, appropriately enough, like a videogame setting. With its grimy metal hallways and shadowed vents, it looks like a place to keep the super-powered criminally insane. Purists might scoff at the design, but it’s tonally consistent with this version of Batman’s world. It all looks quite nice to boot. It has that wet look games built on Unreal Engine 3 tend to, but doesn’t suffer from any of the texturing troubles (see: environments loading sans textures) that plague games like Mass Effect. The character designs also seem familiar inside UE3, but that’s thanks to their Epic-ness; these thick-looking versions of Batman, Commissioner Gordon, the Joker, and Harley Quinn would look right at home in Gears of War. These also might get fans in a huff, especially the American McGee-ified Quinn, but they work in Arkham Asylum.

After the Joker escapes, you get your first taste of Arkham’s combat. Since I didn’t get to actually play the game, it’s impossible to say how the brawling feels, but it gives the best impression possible. Fighting recalls nothing if not Sega’s Yakuza. Thugs surround Batman and you dash back and forth between them, combo meter filling as you contantly move between them. The game intelligently interprets who you want to attack; press the analog stick in their direction along with X or Y (light and heavy strikes respectively), and you smoothly draw in for the hit. Like in Yakuza, finishing and strong moves also go into stylish slow-motion. (I was told that some of these moves are only in slow-motion the first few times they’re used, a smart choice that should keep the game fast.)You unlock new moves and upgrade Batman’s skills and equipment by gaining experience. It may damage some of the Batman persona – you are supposed to be the world’s greatest detective and an accomplished martial artist from the outset, after all – but it’s a welcome concession to the medium. Arkham Asylum needs to be a good game first, and making the combat an evolving set of rules will help it be just that. The game’s investigation and stealth play don’t hurt either.

At any point while playing, you can activate investigative mode. A colored filter covers the screen, highlighting interactive parts of the environment (concealed paths, grapple points) as well as scan-able information (characters, writing on walls.) In the demo, the extent of puzzle solving through investigation was limited to find-the-path and hit-the-switch problems, but producer Nathan Whitman said the game goes deeper as it progresses. (He mentioned crime scene investigations, which have popped up in other previews, but sadly I didn’t see any here.) If it all sounds a bit like Metroid Prime’s scan visor, that’s because it is. Whitman dropped exactly that name in describing the game’s investigation and seamless-world exploration. The investigation filter also informs Arkham’s “Silent Predator” play. Terrible name aside, these stealth features look solid and integral to nailing the character in a game. Many of the asylum’s rooms are large and allow for creative dispatching of enemies. Sneak through the shadows, activate investigation mode, grapple to the ceiling, drop down on a thug and zip him back up. When there’s only one baddie left, glide down with your cape wide and kick him in the head before he knows what’s coming. It all looks smooth and active as well, hardly a collection of cutscene triggers or QTEs.

I know. This is a lot of referencing classic games to paint a portrait of Arkham Asylum. Metroid Prime, Yakuza, Gears of War. I don’t think Rocksteady Games is trying to hide where they get their inspiration though. Even the game’s Batman: The Animated Series pedigree – Harley, Joker, and Bats are all voiced by their actors from that series, and Arkham’s written by alum and Detective Comics scribe Paul Dini – shows their willingness to pull from the best sources to make sure their Batman videogame is actually worth playing. It looks great. We’ll see how it feels to play when it comes out this summer.

Fanboy note: No, Batman’s eyes are not white. They won’t be. They are, however, white when he’s in investigation mode. Whitman said that’s the compromise to appease y’all. Ah well. Better than nothing.


Link: http://www.nerve.com/CS/blogs/61fps...asylum-might-be-the-best-batman-game-yet.aspx
 

Joei

Member
I love the way this is shaping up. Hearing they're using Metroid as an influence is awesome. Having this set at Arkham seems like such a great setting for a game and kind of reminds me of SotN with a twist Bioshock. I really want to see some videos of the combat, as I'm sure everyone else does. All in all, I think that this has some potential to be amazing. Absolutely amazing.
 

Nirolak

Mrgrgr
zoukka said:
I find it just the opposite. Mirrors Edge was perfect and Bioshock/Dead Space were WAY too long. I understand that people want their moneys worth, but only so few games manage to entertain beyond 6-7 hours.

Perhaps you just get bored really easily... no reason to punish the rest of us for that. o_O
 
Great to hear that its taking the metroid route hell i am of the opinion that every game should be like metroid but that's just me.
 
Rocksteady dudes are fantastic at making things feel meaty and satisfying, so even if the melee combat ends up being simple, I'm sure it'll look and feel awesome.

This is your next Riddick folks (apart from Riddick). And I can't believe I'm saying that about a Batman game.
 

DrBo42

Member
Surprisingly cool box art. I like how the blue of the GFW elements are similar to the blue of the art, pretty cool. The green of the 360 version really takes away from it.

Leatherface said:
I think the box art for the PS3 version should have lower quality textures and aliasing issues. lol amirite?! :lol

:lol Can't we all just share in the Batman love?
 
Cool boxart, I'm just not liking the logo. I'm thinking it's the word 'Batman' in the bat. It just doesn't look right to me. I think it'd be nicer if it was just the Batman symbol without the word 'Batman.'
 
Hope you'll be able to poke people with your head, impale them on your ears and swing them around. The fierce seriousness of that boxart makes you think silly thoughts.
 
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