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Batman: Arkham Asylum


Harsin
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I'll agree the loading times on these bits are shit, it's lazyness really, probably just going through the same tear down and reload process that is fine when moving to another level or something but when you just need to reset stuff it's pretty annoying.

You don't mention how you're playing it but from you saying you're not good at beat em ups I wonder if you're hitting buttons pretty fast? Once you've got all of the moves unlocked you can play it in a much more slow and considered way, hitting people just once and working out who to take on next, which most of the time leads to you getting the critical hit bonus and bumping up your combo counter quickly. With the camera you do have time to move it around sometimes when you're locked into a safe move like a ground takedown for example, use that to look around for your next target. And with the special moves the combo counter changes colour when you can use them, much easier to take a quick glance for the right colour than look at it in any detail. If you're thinking of using one when you're not sure then remember that A&X usually results in a punch coming out and B&Y usually does a cape sweep (in my experience anyway, I don't know if it comes down to how you press it). If you're prepared for what can happen if the move doesn't come out right then sometimes you can still save your combo.

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To score big on the challenges, go for variation bonus. If you use every one of the 9 moves available to you in a single combo, you'll get a bonus of 5,000 points per round without any flawless freeflow or dark knight bonuses - if you get them on top, it's the icing on the cake.

If you've got all the upgrades, then you can start doing special moves (instant takedowns, throws) at 5x combo - the combo meter highlights in gold when you can do one of these special moves.

Try to finish a round with a ground takedown, because if you've got a high multiplier, you'll get loads-a-points for this one move.

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- The special moves (on Xbox A&X, B&Y), I don't find it clear when I can use them, it's hard to keep an eye on the combo counter to see whether you can pull them off. Try to pull them off when you haven't got enough combo and you end the combo prematurely or pull off a move you didn't want to. Grrr. I especially find this hard to keep track of in the middle of massive combos when you've already pulled off a few special moves.

I think the combo counter turns from white to yellow when you have a special move available.

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Cheers for the advice guys. In typical fashion, the instant I finished my moaney post above, I tried the first combat challenge again and got 3 batarangs, through a lot of concentration and a long combo. I managed the sewers one after another 45 mins, and then got stuck on the electric floor one, which I'm still on now.

However, your tips are proving very useful and I'm improving my score. I had no idea you could get so many points from the variation bonus and as a result I've been using baterangs a bit, and mixing up the moves which is making taking out the bad guys easier. The knife and stun guys are still a bastard in the final waves, I usually try to take them out with special moves as using the right fighting technique against them can be tricky amongst so many grunts - they're a bitch for breaking combos too when you attack them by accident. The long reach of the iron pipe grunts is painful too. I've started using jumping as a good way to stay out of trouble whilst preserving the combo.

It took me a while to realise that you only get the variation bonus within the same combo, not just the round - so now it's all about keeping the combos going with as much variation as possible.

I'm the bat man, I can do it (with a little help from you guys, my "gadgets" :P). Cheers.

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Can anyone run through all the moves that count towards the variation bonus? So far I can guess these are some of them:

A&X throw

B&Y limb breaker takeout move

Baterang in combo

Ground pound

Counter punch

Does the cape count?

There must be more because I've had 8 before, how many do you need for 5000 points? Do normal hits count? Normal combos?

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The 9 moves needed for full variation bonus are as follows:

Hit

Counter

Cape stun

Dodge

Quick batarang

Quick batclaw

Instant takedown

Throw takedown

Ground takedown

Dodge and stun are both very useful for keeping your combo going when you can't do anything else. Just make sure to actually target them at enemies - if you jump-dodge over thin air, you'll break your combo.

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Thanks. I'm having problems getting quick baterang and quick bat-claw to activate sometimes, breaking my combo - what might I be doing wrong?

With the baterang you just need to have a combo going, although I've found it helps if you hit an enemy, jump backwards and then batarang, to ensure that there is someone in your line of sight that it will actually hit. With the bat-claw, I've found you need to have yellow writing instead of white writing to guarantee to pull it off, like with the throw and instant takedown.

If you want to practice using your batclaw/batarang, I would recommend doing the DLC challenge with the lunatics, where you have to fight until you die, rather than take out waves of enemies. You get a good chance to practice without worrying about fucking up or having to restart.

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The batclaw and batarang only need an enemy to be in your sights (roughly the centre of the screen, though there's a fair bit of leeway) to be used. No need for combos at all, although the batarang gets more potent the higher your combo goes. I think this may be more apparent when using mouse controls for the fighting as there's more precision in the aiming.

Definitely agree about that challenge where you beat up the mentally ill until you fall down exhausted, though. That's a good one for honing your combos and skills with little pressure.

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The batclaw and batarang only need an enemy to be in your sights (roughly the centre of the screen, though there's a fair bit of leeway) to be used. No need for combos at all, although the batarang gets more potent the higher your combo goes. I think this may be more apparent when using mouse controls for the fighting as there's more precision in the aiming.

I was thinking more in terms of the fact that you can't spam the batarang, and it's sometimes frighteningly easy to batarang at a direction that an enemy is no longer in when you least want to. Maybe I'm just rubbish with the batclaw, I seem to miss with it more than I should.

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If you jump-dodge over thin air, you'll break your combo.

I don't think this is true is it?

The secret to getting the bataring into combos reliably is to pick out a distant target with the camera while you are hitting someone close by, then carry on pummelling the people next to you, or go for a long-range ground take down on the distant guy you've just knocked over with the bataring (he's probably separated from the group so is a safe bet).

I tend to fuck it up if I use it close range on punks who are within punching distance. Plus, of course, it's mega handy for stopping people lifting bricks out of the wall or going for the gun locker.

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Finally got around to finishing this. Not sure why it took me almost 3 months to go back and do Croc+ the rest, but thats how it turned out.

probably because that's where the game takes a bit of dip, from Croc onwards it's a bit of a chore.

A nice chore but it's nowhere as enjoyable as the first ~80% of the game

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I spent two hours on this last night and got to the medical wing. I think it's absolutely fantastic, but am not a fan of the save and checkpoint system that's in it.

doesn't it save pretty much everytime you do something worth saving?

I'm done with the game now. Story done, Riddles done, Chronicle of Arkham done. I don't have the patience to go through the challenges or try and get a 40 combo

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The only main drawback with this game I've had is the save system. I know it's meant to save each time you do anything but I've had to re-do a section a few times despite seeing the little icon at the bottom right.

It seems like sometimes it works and saves correctly, and other times it doesn't. It's a good job it's such a brill game that I don't mind replaying certain bits again!

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The only main drawback with this game I've had is the save system. I know it's meant to save each time you do anything but I've had to re-do a section a few times despite seeing the little icon at the bottom right.

It seems like sometimes it works and saves correctly, and other times it doesn't. It's a good job it's such a brill game that I don't mind replaying certain bits again!

I had it on the first gas section, and picked up on it thanks to a crash and reboot. Made me

nervous for the next hour and a half.

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Right...so I /did/ get this for sixteen quid, having loved the demo but had no time.

3 hours or so in, it's unbelievably good. Don't think I can really elaborate on everyone else's praise, I can only add to it.

It's a 'masterful expression of the form' as a bumder would say.

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Not waded into this thread before. But I'm just here to lather on some more praise. It's really, really good. So well paced. Played the bit with Scarecrow today (you know the bit...). Absolutely stunning. I do just seem to be a bit.. well, rubbish at it though. Got a bit stuck on a straight on big brawl at the moment. I never spend many of my upgrades on more armour/health, so I keep getting my arse kicked. boo.

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Finished the main game on normal today and have loved every second of it. Will be dipping back in from time to time to play the challenges, etc. and am also tempted to pick up the guide so I can 100% the Riddler trophies and other bits and pieces.

Can't wait for the second game...

Cheers,

Ryan

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Finished the main game on normal today and have loved every second of it. Will be dipping back in from time to time to play the challenges, etc. and am also tempted to pick up the guide so I can 100% the Riddler trophies and other bits and pieces.

or use the internet and do it for free :)

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