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Batman: Arkham City - Reviews - Post #882


The Sarge

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The combat is a weird thing. When playing through the 1st time i used the counter quite a lot but playing through NG+ i use it sparingly, mainly because there seems to be so many enemies around you. Now, it's all about the attack, jump away, attack, critical strikes and free flow...and i find that just well timed button pressing rather than mashing helps that, especially when you glance up and see you're on a 30+ combo and just about every strike is a critical one as you bounce about the room taking them all out. The knife dodge is still my weakness but.

I do a similar thing in NG+. The trick is to get the goons in to a situation where they are all separated from each other by big enough gaps so that you can bounce backwards and forwards between them really quickly without getting hit.

I've found that if you go up against a group of enemies and you're low on health or some such thing getting to the 12X multiplier is important. I can't remember what it#s called, but it improves the next gadget you use. Once you get there, if you throw a freeze grenade or use the REC with the improved bonus it takes out or freezes in place a good 5-6 of them, meaning you can take out the rest of them without worrying too much about wayward punches.

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PC Batman: Arkham City delayed again

The PC version of Batman: Arkham City has again been delayed, and will miss its revised release date by a week, publisher Warner Bros has confirmed.

According to Rock Paper Shotgun, Arkham City will now be released on November 25, not November 18 as previously hoped.

Source

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The Beatdown finisher of cape stun / punchpunchpunchpunchpunchpunch / counter other assailants during the pummelling / back to punchpunchpunchpunch on cape-stunned vic is the fastest way to pump up a combo and get to that freeflow state, and armoured lieutenants make the best punchbags because they last so long before going down.

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Thanks for the tips on the last page for the final Catwoman mission. Went the stealth route, and took out all the bad guys quietly before smacking up Two-Face. Job done.

Overall, excellent. Although, maybe, the plot doesn't seem quite so good as the first one. Still, it's a beautifully put together game. The combat seemed to "click" more for me in the sequel, and I was racking up bigger combos than I did in the first one, where I think I probably button mashed too much.

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I did appreciate that they learned from Asylum and didn't throw loads of annoying enemies at you like stun batons, titans and others at you in the story brawls, they were always used very sparingly. In fact the only times I got frustrated with the combat (playing on Hard) was when there were just loads of enemies (like

the Hatter sequence, the ghost train, Catwoman vs Ivy and the Two-face courtroom brawl

).

For anyone who feels like giving up after completing the main storyline, it's worth messing around for a while just to hear more entertaining thug chat, and revisiting some of the story buildings is worth doing too. The humour in the script isn't given enough credit in my opinion, it's often pretty funny and smart. I love bits like the Lost references and when the thugs are constantly questioning their masters behind their back.

End Plot question:

Is it ever hinted at why Harley Quinn is tied up when you revisit the Steel Mill? Presumably the ninja woman did it, if you ungag Harley she says she's going to tell Joker (counting him out), and Catwoman doesn't set off until after she sees Batman trapped there.

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I did appreciate that they learned from Asylum and didn't throw loads of annoying enemies at you like stun batons, titans and others at you in the story brawls, they were always used very sparingly. In fact the only times I got frustrated with the combat (playing on Hard) was when there were just loads of enemies (like

the Hatter sequence, the ghost train, Catwoman vs Ivy and the Two-face courtroom brawl

).

For anyone who feels like giving up after completing the main storyline, it's worth messing around for a while just to hear more entertaining thug chat, and revisiting some of the story buildings is worth doing too. The humour in the script isn't given enough credit in my opinion, it's often pretty funny and smart. I love bits like the Lost references and when the thugs are constantly questioning their masters behind their back.

End Plot question:

Is it ever hinted at why Harley Quinn is tied up when you revisit the Steel Mill? Presumably the ninja woman did it, if you ungag Harley she says she's going to tell Joker (counting him out), and Catwoman doesn't set off until after she sees Batman trapped there.

Yeah, I'm pretty sure its Talia. That's why the Joker is still sick during the climax. He sends Harley out to get it while you're tackling Freeze and off camera Talia intercepts her and takes the cure back unaware to the Joker or Bats.

Joker asumes Batman has it and that's why he continues the charade with Clayface and kidnaps Talia as bait. (also Dudleys answer is a big factor in why they went that route!)

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Did anyone else struggle with the bit where you have to

glide after Ra's al Ghul?

? I can't think how many times I tried it - very frustrating, just couldn't get it and ended up throwing my toys out the pram. I had to consult the interpipes for help, took another five tries and I finally did it.

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I have to say, for anyone considering it, getting all the Riddler trophies is totally worth it.

I had kind of decided not to bother earlier in the thread, then over the last couple of nights, I've hoovered nearly all of them up, so I may as well finish them off. I'm really glad I bought that map app though, my patience is limited for trophies I can't find, or work out in a couple of minutes.

Not sure if i'll ever do the AR mission where you have to fly through the ghost train tunnel though.

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I'm amazed at all the AR training hatred, I found them all pretty do-able after 2 or 3 attempts. The key I found was to really concentrate as to when to let go of the bomb dive RT button and glide normally. The worst one for me was the one that ends near the museum by the Underground Station entrance.

Finished NG+ last night, really satisfying completing it without the counter indicator, and playing through the story again. Such a great game. On 89% completion, got some of the rock-hard combat challenges/ranked campaigns still to do though. Mute button at the ready, bloody Riddler. :facepalm:

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Sorry if someone asked this recently - I did look through a few pages - but any update on the PC version? It still doesn't seem to be on Steam properly, as in having a store page or anything. Not that I'm really going to have much time to play it anyway, as I'll be stuck into BF3, Skyrim and Saints Row 3 by then, but just wondering.

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Did anyone else struggle with the bit where you have to

glide after Ra's al Ghul?

? I can't think how many times I tried it - very frustrating, just couldn't get it and ended up throwing my toys out the pram. I had to consult the interpipes for help, took another five tries and I finally did it.

I didn't find it very hard, you just need to master the divebomb / pullup trick. The white lines in the air conveniently show you where to drop and pull up too. Persevere, because when you can pull this off, gliding across Gotham will from then on be much, much better because you can do the same.

Sorry if someone asked this recently - I did look through a few pages - but any update on the PC version? It still doesn't seem to be on Steam properly, as in having a store page or anything. Not that I'm really going to have much time to play it anyway, as I'll be stuck into BF3, Skyrim and Saints Row 3 by then, but just wondering.

November 25th now, another delay.

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As you can probably tell, I'm not the greatest of games players any more. So, here's another thing that's got me bamboozled, particularly when it comes to Joker puzzles. Breakable ceilings! How in God's name??!? Ease my suffering.

It's not a ceiling if you are standing on top of it

or grapnel boost into them ;)

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There are 2 that spring to mind... Only read on if you're sure or I may well spoil one you haven't come across otherwise...

Breakable ceiling, Industrial district:

There is a little locomotive nearby. You need to activate with your electric gun gadget and then you can stand on it and spray gel on it.

Breakable ceiling between base of Wonder Tower and Wonder city: (I felt elated when I worked this one out so DON'T read unless you're positive)

Throw a freeze grenade some way away in the nearby water and mount the icy platform. Now target the ledge just below the breakable ceiling with your grapnel gun and use the grapnel boost. Batman should shoot up into the ceiling smashing it.

If it's neither of these then apologies. As I said if you don't think it is then I wouldn't read them if I were you.

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You definitely get your money's worth out of this game! At least 10 hours after finishing the campaign and I've finally wrapped up all the side quests and Riddler trophies with Batman and Catwoman. Asylum's endgame was quite good but this blows it away. The way the goons say different stuff in the endgame is just another nice layer of polish you don't expect. I really like how you uncover more of the character and city backstories by collecting trophies and completing sidequests. The unlockable concept art is pretty cool and even the character trophies are worth checking out to see the poses and amazing amount of detail in the models.

Now the correct thing in my little OCD mind has clicked and I can put Arkham to bed. Not going to bother with the separate Riddler campaign mode/challenges, I feel I've got enough out of Batman now. Really I don't know if they need to make another Batman game in this series, I'd be happy with this one to be put to bed triumphantly. Top stuff.

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