But the whole point in locking some of the later combat options was to force the player to use more variation. AC was easily won by going freeflow and just chaining crits mixed in with instant combo takedowns for things that can't get simply punched. The combat challenges even on extreme were easily trivialized by that.
AO combat I feel has much more to offer. There are a few things that clearly lack polish or a few things to still iron out in that regard but I feel like everyone complaining about combat being hard at the start of AO didn't really take advantage of all the moves and gadgets that got added over the course of AA to AC.
The problem is that challenge in past Arkham games was about keeping one long combo, not merely escaping damage. That was central to the combat design. In pre-release interviews with Rocksteady, their devs always mentioned that combat itself wasn't supposed to be grueling because you're playing as Batman who's suppsoed to be one of the best martial artists in the series' universe.
Increasing the frequency and speed of enemy attacks without adjusting everything else will actually pressure the player to
not mix things up. Having freeflow attacks (at least three hits in a row) is a must, especially with faster enemies. Starting out, you only have the cape stun, beatdown, claw, smokebomb, explosive gel and stun grenade; smokebomb doesn't keep the combo going. The claw takes time to use, the cape stun isn't as infallible as in AC, explosive gel-cartwheel move doesn't evade attacks as much as in AC (might just be the increased attack freq. though), and so forth. It takes timing to use those moves, but it's
easier to just counter, so that's tacitly encouraged.
The "vault off one enemy and land on another" is much less useful now (and it wasn't that great in AC) considering it's not a k.o. The jump doesn't throw anyone off for a reasonable amount of time; enemies follow you while you flip through the air, even if it's a long distance away. The animation even takes longer than the ground finisher. This isn't a really important or especially useful move, but it reflects how the change in balance brought on by merely increasing enemy attack frequency can trivialize certain attacks/strategies.
Then there's the shock gauntlets which make getting medals in the challenge maps extremely easy. There's nothing that breaks the combat quite as much in AC, even with the "focus mode + explosive gel + beatdown + multi-ground takedown" combo doesn't guarantee the highest score, even in that Joker's Carnival challenge (speaking of, that combo is even more exploitable in AO since you can use multiple special combo moves in a row). You can use the remote claw during battle, but since it doesn't have a quickfire option, it's indirectly discouraged to use since it can end a combo.
Combat is inconsistent in difficulty now and a Joker's Carnival-type challenge would just be maddening since that relied entirely on keeping one long combo throughout. I know I'd probably go crazy trying to do that since getting three medals in that was a real challenge for me, but every time I messed up, I immediately knew what I could've done better. That's not always the case in AO, and since the challenge of the game stems from not merely surviving encounters, but doing well in them and not getting hit at all, the combat being a bit flawed here and there is actually a big deal.
Again, if survival was the main focus, small problems like smokebombs somehow not affecting enemies who were outside the initial blast, or animation priority not being re-balanced across the board, wouldn't be problematic. When those small things throw off a player's combo even though it seems the devs wanted to encourage variation in player strategy (going by the inclusion of variation bonuses and quickfire gadgets), that goes against what WB montreal were (seemingly) going for.
I appreciate the increased difficulty in the combat and hope Rocksteady/future devs continue to revamp the system, but it's clear it's flawed in AO. Still very much enjoyable, but is in some ways limiting, which can hinder fun. If attack freq. is sped up, I'd want entirely new enemy animations that are more natural, revamped animations for the player characters and more animation blending to allow for counters during any action (maybe allow for quickfire gadgets during vaults, like throwing a batarang while diving). That way, the player is kept on their toes, but are able to manage anything thrown at them at any moment. enemy attacks would have to be much different to keep that from being too easy though.
Some of the gadgets need updating too. The stun bomb thing is cool in that the delay before the detonation can be used tactically. I don't think the effect is that great though; it's like a small scale smoke bomb which is redundant and the "stunned attacking" makes enemies more dangers as those attacks are harder to counter. I'd keep the "timed distraction device" function, but replace it with an actual bat-summoning device, like from Batman Year One/Batman Begins and get rid of/replace the weak bat summon move that exists now. I want a legitimate swarm of bats to appear, but it would be delayed like the stun bomb is in AO. Make it so that enemies get stopped in their tracks completely. The remote claw needs a quickfire option too, because that's the only new and genuinely awesome gadget in AO.
I don't get the complain about the lifeless city much like I don't get the complain of not getting to drive the batmobile. I'm guessing that the main reason why you don't do any of these things (other than being a fair ammount of work, yes) is that it has the potential to ruin the atmosphere by making the game look really, really dumb.
Like, here's Batman walking among the pedestrians. Then he stops. People point at him then keep walking. Dumb!
Or here's Batman driving like an ass, crashing into traffic lights, random vehicles... the civilians magically always dive away at the last second. Dumb!
So yeah, AC and AO have open worlds were there are only criminals... and this keeps the player focused on doing what Batman does best, which is kicking crooks in the face.
And you know what, I'm not even saying that -it can't be done-, it's just that personally I can't picture a way of making it work. We'll see what happens in the future.
A legitimate open world wouldn't require Batman to be able to drive/fly like in GTA. The car could be auto-travel only, but in real time, allowing the player to screw around with various cockpit functions. The plane could be grapnel'd to in real-time, but only fly/hover at a specific height, allowing the player to drop out where they want.
Pedestrians don't have to be vulnerable to player attack, they could just react to Batman's appearance and would actually augment the atmosphere; having people react appropriately to seeing Batman would be better than having a completely dead world where there are only enemies who aren't appropriately scared of Batman.