Spring-Loaded
Member
This thread has been a long time coming and I've written too much about the subject over the past couple years. Here, I'll be consolidating a few choice posts I've made about the matter. All I ask is if you have a dissenting opinion, please look through this post to see whether that subject is addressed.
EDIT:
Spoonfed bulleted list below
COMBAT
- Arkham City has much better/more extensive integration of basic gadgets/moves in combat than Arkham Asylum
- All use of gadgets during combat is optional (special enemies can be taken out using only the basic abilities that were in AA [e.g. armored thugs are new, but can be taken out with Instant Takedown, Titan thugs just need to be hit with three cape stuns)
- More diverse enemy types that demand better crowd management/timing
- Enemy types/abilities are introduced throughout the main game so that you're not merely fighting more-and-more of the same basic enemies in place of a proper pre-final boss fight like in AA
- All enemy types allow for a combo to be retained (titan thugs no longer require waiting for them to charge before attacking them, so even if they're the last enemy, a combo can be retained)
- Double/triple counters, blade counters and un-counterable attacks demand more from player, either by countering them straight-up, dodging, disabling enemies/their weapons prior to attack, or other gadgets in that instant
- Fights in outdoor areas allow traversal to be tied into combat (e.g. divebomb takedowns that can swing enemies into others for more instant takedowns, grapnel boost takedowns
- Weapon disarming with Batclaw works on stun batons, knives, bottles, guns
- Weapon dismantling works on everything
- Basic combat can be blended with predator segments due to being able to throw three batarangs in quick succession, smokebombs, divebomb attacks and quickfire functions for almost all gadgets, even outside of a combo — lack of options/traversal in AA meant Predator segments were much more separate from combat ones
STEALTH/PREDATOR GAMEPLAY
- Player can knockout an enemy during a silent takedown (e.g. DDT)
- Line-launcher has tightrope feature that can be used to make a makeshift perch
- Smoke bombs allow for tactics in between pure stealth and attacking head-on (enemies will fire into smoke even if they're not in it, can be used to divert attention
- Reverse-batarang feature for remote controlled batarang another option for misdirection
- Double-ledge takedowns, hanging ledge takedowns from above, vent takedowns, weak wall takedowns, ice smash takedowns
- Enemies frozen with ice grenade can be used as bait
- Mine detonator/gun jammer can be used to allow taking down an enemy in the open while others try to fire disabled guns or lead them into a trap as they try to get new weapons, can also detonate concussive mines near enemies
- REC shock device will cause enemies to fire wildly to distract/scare surrounding enemies
- Enemies will destroy perches when they notice they're being attacked from them, which helps force the player to mix up tactics rather than continually rely on them throughout a predator segment
- Enemies with thermal goggles will check perches and can see through smoke from smoke bombs/fire extinguishers
- Armored enemies require a non-silent takedown, puttin gmore pressure on player
OVERALL WORLD DESIGN
- City and Asylum similar in overall design to the point that a similar experience to Asylum (going from one story-beat/main objective to the next) can be achieved by going from one story-beat/main objective to the next in Arkham City. The games are not fundamentally different and are each much more about their basic gameplay mechanics than about the level design itself. Punching dudes in tight corridors isn't automatically better than punching them out in a city setting
- Nothing special done with Asylum's particular overworld design. Anythign it did could be (or was) done in Arkham City's interiors/underground areas
- AA's backtracking is scripted, there's no Dark Souls/Super Metroid-like "looping upon itself" world design; player never has to figure out where to go next, thus making it seem Metroid-like on the surface while being as linear as Uncharted, but with repeated scenery
- AA actually takes longer to traverse from one end to the next because of how most of it consists of hallways, corridors, rooms (that are devoid of enemies/objectives outside of scripted points
- Going back for Arkham ciphers and Riddler trophies/riddles only showcase how barren the game world is
- AC allows players options on how to traverse the game world — players can run around if they want, grapnel without gliding, just gliding by diving then pulling up, or combinations of both
- It takes much less time to get from any one end of AC to the other than it would in AA
- AC still manages to have labyrinth-like areas that require atypical traversal (ice rafts, climbing, line-launcher/tightrope)
- AA has no true shortcuts to unlock, and while AC doesn't really either, it isn't restrictive and full of tight hallways as AA
- In AC, players can use the grapnel, then cancel it mid-pull which isn't possible in AA
- Players can grapnel up to a ledge without climbing it, immediately climb over it, roll over the ledge after using the grapnel directly into a run, grapnel boost past the ledge into a glide (or w/o a glide), or "grapnel boost takedown" and enemy near a ledge
- Players can glide, dive, then pull up into a glide in order to gain distance without using the grapnel
- Sliding at a ledge can be used to immediately go into a ledge-hang
- Line-Launcher can be redirected without touching the ground mid zipline, and can be be turned into a tightrope, space permitting
- AA consists almost entirely of running from point to point with very, very little choice for the player as to how to get around
BOSS FIGHTS
- Mr. Freeze isn't a slightly longer version of a fight against a previous subboss (AA's Bane), a slow walking segment, the intensity of which can be circumvented by crouching (Killer Croc), a wash, rinse-repeat fight with added minions (Poison Ivy) or a t a traversal timing minigame with regular enemies sprinkled in (Scarecrow).
- Arkham City doesn't end with a dull wash-rinse-repeat "fight" against and uncharacteristically altered enemy (you know who)
- Mr. Freeze on New Game Plus requires the player use all their takedown moves against him as he'll adapt and ice over the environment after each attack. It manages to be demanding without artificially or inexplicably gimping what the player can do.
- The other AC bosses that do fall into the wash-rinse-repeat cycle still manage to be more engaging than the average AA boss
- Both games suffer from janky, weak narratives. While AC's story progression isn't great, AA's has nothing considerable/notable happen throughout except for one of the main characters dying in an explosion, post Bane battle cutscene, poison ivy spreading her vines throughout the island and the "conclusion." The game is continually building up to some type of resolution and/or reveal, yet it ends with another roided up boss that's even less of a fight than the previous ones. Doesn't come close to something like Arkham Asylum: A Serious House on Serious Earth
- AA's scarecrow hallucinations were great, each for different reasons. None have affect on the overall story at all.
- AA's optional post game reveal would've been great as an actual ending and wouldn't have felt terribly anticlimactic, but it remains optional (and boring to collect the Arkham ciphers if you missed any)
- AC actually has story developments throughout, and ends with a noteworthy finish. It's not great, but it actually delivers on some of its promise rather than not delivering at all.
SIDE CONTENT
- Both games have challenge maps. AC's added abilities allow the specific challenges for predator maps to be more creative/demanding, if the player chooses to do them
- Riddler trophies in AC are far too numerous, yet the amount of player thought/input for acquiring each one is much higher on average than for AA. There are legitimate puzzles for acquiring most of the trophies and going for them is far more engaging than it is in AA
- Riddler's informants can be interrogated to get trophy/riddle locations to show up on the minimap, integrating combat/predator gameplay into a colect-a-thon side mission (informant has to be kept conscious until they're the last one left out of their group) — a mild, minimal form of detective work which still captures Batman's detective side better than anything in AA
- Riddler trophies/riddles lead to rescuing hostages from Riddler's deathtraps. Deathtrap rooms need to be solved/traversed and demand use of gadgets, much like many of the trophies themselves — this gives tangible results for completing Riddler content unlike in AA where acquiring them only leads to acquiring them
- AA's Riddler implementation is limited only to trophies and riddles (both of which are in AC) and nothing more. Upon completion, you only get an audio resolution to the side quest without confronting Riddler yourself
- Other side-missions in AC tend to be very basic, yet they actually exist. If the player wants side content, they have it, if they don't want it, they're entirely optional.
- Player can save non-criminal political prisoners from assaults outside of scripted story points — you can straight-up swoop down and save someone from a criminal, beat the hell out of the criminal, hear the victim whisper thanks, then fly off into the night. AA does not have this sadly
General comparisons
Quoting myself because the matter of which Rocksteady Arkham game is better gets brought up too much and people take the opportunity to just say why whey like one over the other rather than attempt to explain how AA is better than AC (it isn't)
I'm quoting myself because the matter of which Rocksteady-designed Arkham game is better is brought up (without justification beyond a vague "AA's just a tighter experience" ) too much.
I'm quoting myself because the matter of which Arkham game is best gets brought up too much.
but Arkham City does everything better.
This is pretty much irrefutable truth. Even the story of Asylum isn't better overall; the premise is better and the Scarecrow sequences were great, yet the execution of AA's story was lacking, especially the godawful resolution.
AA managed to fool people into thinking they were playing a pathfinding, Metroid-type game when they were actually playing a completely linear game set against the backdrop of interconnected hubs. You never have to figure out where to go; you're always pointed in the right direction and the abilities you acquire are handed to you as you move forward. There's nothing wrong with the way the game is structured, but it's structure doesn't do anything to elevate it. The gameplay is the main draw and the setting is interesting; the structure of the game itself is not a draw like that of a Metroid/castlevania game is.
Asylum is a good game, it's just is plagued by repetition. There are no changes in enemy type, the boss encounters have good aesthetics, but poor gameplay. The only proper fight is Poison Ivy, the rest have novel ideas but are executed in a middling manner. The final boss is atrocious both mechanically and thematically; just a stain on an otherwise solid experience. The point of the whole experience is considered less important than having a big bombastic (and shallow) physical fight. To top it off, the actually interesting twist thatwas relegated to an optional side mission. It's even a plot point in AC; it should've been the proper ending.the warden is insane and was plotting to kill the inmates
Between the two games, AC's only unique weakness is pacing. It's premise is less plausible than AA's and there are some contrivances that are lame, yet AA suffered from having a shortsighted focus on the Titan formula and physical fights that undercut the story's potential. AC being a bit more open can overwhelm the player and makes them feel like
Everything related to gameplay is superior in AC. Everything. Except maybe throws. There are plenty of predator segments and the fleshing out of abilities (look up "grapnel boost takedown") is perfect.
The overworld is just a more open AA. Why anyone prefers running through corridors and loading screens to traversing something resembling a cityscape (as Batman, no less) is beyond me. The grapnel boost is optional when it should've been mandatory; getting around is much quicker and fun with that upgrade, something a lot of people passed up.
There are too many Riddler trophies, yet almost all of them require some sort of thought to acquire. AA's are all behind a wall or up in rafters. Not only is the process of getting them more involving than in AA, but they're tied to a Saw-style series of deathtraps from which you have to save hostages. In addition, the side missions where you can save some of the non-criminal prisoners in the asylum are good. Actually getting to save people in a Batman game? Beautiful.
The games are both dripping with potential for a good story; all the work that went into the interview tapes and back stories leading up to each game are better than the main stories. Here's hoping that work is put into the main stories of future games.
And then there's the ending of AC. I understand how someone would prefer AA's story overall to AC's, but at the very least, AC had an actual climactic ending with something resembling a considerable conclusion. Batman slipping on a banana peel and breaking his neck would've been better than AA's ending though, so that isn't saying much.
AC is just a better game and a better Batman simulator. Don't let anyone try to tell you differently. The first experience with AA might be better than the one with AC, but any further analysis will show which one is superior.
Arkham Origins has a much, much better narrative than the previous two games (not necessarily amazing, but better). The boss encounters are better than all bosses in AA except for Scarecrow and few are better than the ones in AC except for the Freeze fight. The combat is more difficult, but due in part to it being more janky; enemy attack speed + frequency was increased, but seemingly nothing else was adjusted. There are only two genuinely new gadgets; one is kind of neat but somewhat redundant (concussion bomb), the other is great, but has no mid-combo function (remote claw). The map is too big for what little it has feature-wise. The game's Riddler trophy equivalent is simple, dull and somewhat anticlimactic compared to the ones in AC. The side-missions are better than the ones in AC (and AA had none). Batman's VA's voice itself isn't necesasrily better than Kevin Conroy's but his performance was better than Conroy's in the previous two games. Joker's VA did a good job, though Hamill was better in AA and AC.
Origins is considerably glitchy and some have said the visuals are a bit worse than in previous games, though still pretty good.
Kevin Conroy's VOICE is great. Kevin Conroy has done good-to-amazing work as Batman in TAS, Justice League and various other animated media featuring Batman.
His work in the Arkham games is worse than his work elsewhere. In AA, he's pretty flat with no moments calling for much emotion. This performance seems better than AC's (I'll get to that in a bit), but only because there are fewer chances for it to be bad. What little emotion we do see paints him as kind of temperamental (he gets a random burst of anger when talking to oracle about "not letting Joker win"), when he tells the guards to "put this animal [Zsasz] back in his cell" (that was pretty good) and kind of a wise-cracking person ("I eat chumps like these for breakfast" [ugh]).
I would actually like those outbursts of anger if they were consistent with his overall personality throughout the game, but that's pretty much it. Now, Batman not showing fear/anger when, say, going into Croc's lair is great (he also gets a chance to show of his intelligence and ability to plan by spraying the explosive gel on the weak floor at the entrance of Croc's lair, character traits that gets pushed by the wayside in AC). Batman is mostly completely neutral, which makes those moments stand out in weird, "eat chumps like these"-level corny ways. There's also a few moments where Batman's thinking what he needs to do and he does it in his Bruce Wayne voice, which is just lame considering most Conroy incarnations of Batman use the Bat-voice when in private because that's his "true" identity.
Still, Conroy's AA performance doesn't seem that bad, but only because the extremely linear, stifling design limits the chance of it being noticeably bad. Batman rarely shows how smart he is and is constantly duped/at a disadvantage, but it makes sense because he's on the enemy's turf. He doesn't really show any emotion, but that's because almost everything that happens happens while he's Batman (no private moments with Alfred or anything). The story completely (completely) falls flat on its face at the end, but overall it was a steady ride because of the linearity.
Conroy's Batman in AC is more dynamic, but that just shows how little direction he must have been given. Without even focusing on the writing/plot (which has too many contrivances and questionable character decisions), the voice acting comes across weak. He tries to sound threatening to Penguin, but just sounds corny, like Adam West Batman ("I only came here for Freeze and the hostages, but now I'm taking you down too"). He gets angry atduring the big reveal, but his anger sounds generic, and the circumstances don't really warrant any more of an angry reaction than many other situations prior (in which Batman doesn't react angrily); isn't a convincing angry voice either. He jokes about "breaking a nail" with Catwoman while in a terribly dire situation. He's all over the place.Ra's Al Ghul
Even outside the main game in AC, he's... weird. He snaps at Oracle during the Identity Theft murders for even suggesting that he may have killed those people while under mind control of some sort (something that does almost happen during the game) after a witness says they saw Bruce Wayne kill one of the victims. It's such a whiny, indignant reaction to a very reasonable suggestions (his rogue gallery includes the Mad Hatter who's capable of mind control, Scarecrow who uses hallucinogens, Hugo Strange who's a learned psychologist, Etc.). He's all "how could you suggest that??? I would never kill! and that's that because I said so!!" Lame. Then after the Mad Hatter sequence, he's all like "stay out of my head, Hatter!" (without calling him by his real name as he does with the other villains, which is doubly lame) as if he feels all violated. He shows no concern with why Mad Hatter was trying to take control of him (which is revealed in the inmate interview tapes), he's just offended at having his personal space invaded.
on top of all that, he gets constantly duped and only makes it through the game by ingenuity and brawn. In all the moments beyond the player's control, he's too dumb to live up to how smart Batman's supposed to be.
In Origins, Batman's VA's voice itself isn't necesasrily better than Kevin Conroy's but his performance was better than Conroy's in the previous games. He's angry at the right times, he sounds worried when he should, even his corny lines sound convincing in context; I thought that "I'm the reason the criminals breathe easier when the sun rises" line was kinda hokey in the trailer, but the scene it takes place in was so on point, and so not contrived (Alfred tried to casually voice his concern before that point, but couldn't keep up the facade) that it became awesome.
In Conroy's best performances in the DC Animated Universe, he was working with voice director Andrea Romano (who has worked on other shows like The Boondocks cartoon) and I believe that's what Conroy needs: direction. Justice League Unlimited was that long ago; he's been okay in some of the animated movies since then. He can still do a good job, but he needs more motivation beyond "sound angry here pls."
How AA isn't really Metroid-like and how AC's "open world" isn't a considerable detriment
The big difference between AA and Super Metroid or Metroid Prime is how guided the experience is. At most, SM and MP give periodic hints on where to go, but not how to get there. Even when Metroid games are at their most linear, like with Metroid Fusion, the impetus of advancing through the game is on the player.
I'd say the more open map is one of City's least notable additions. The series' bread and butter are combat and stealth/predator gameplay, both of which saw a lot of improvements. The quickfire functions of gadgets adds much to the combat which, when looking back, was incredibly basic in AA. It's hard to believe how much the combat amazed me back when the AA demo was released. It's still good, but just outclassed by AC's. Same with the stealth. All the gadgets have some practical application during those segments. It's more feasible to mix combat and stealth in AC than in AA too; Being able to drop a smoke bomb, then run in and knock out multiple goons, then vanish before the smoke dissipates is both fun and a perfectly Batman-like thing to do. having quickfire functions for gadgets beyond the batarangs helps with that too; I can quickly knock out a guy, freeze a another when he comes around a corner, pull another over a ledge or disarm him with the batclaw, all without having to cycle through or select gadgets on a menu. Whoever managed to map all that to a game pad deserves particular recognition.
I always pimp out this video by BatmanArkhamVideos, but it helps get my point across about how additions like the ice grenade and smoke bomb go far in improving the experience. the rest of that guy's videos do a good job showcasing how good AC is.
Post about how AC is better
On how one's first playthrough could seem lackluster
http://www.neogaf.com/forum/showpost.php?p=126728741&postcount=161
Click on the arrows next to my user name in the quotes to be taken to the threads they were originally posted in. I'll try to reply to individual posts when I can. Though if something you say is already addressed in this post somewhere, I'll just quote that again.