Added this bulleted list to the OP
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
TRAVERSAL
- 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
STORY/PLOT/NARRATIVE
- 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
TL
R
Anyway, AA >>>>>> AC for me. Big time. The open city didn't do anything for me whereas I loved the design of the first game's world. Also, I found the story more tense and engaging, the ability progression way more satisfying and the bosses more interesting/fun (yep, even Killer Croc). In general, AA felt way more coherent.
AC can be overwhelming the first time through. The progression overall is fine, it just could've stood to be stretched out over more time. Too much happens in quick succession and players will naturally be inclined to move from one main objective to the next. Especially when coming off of AA, AC can feel like there's too much to learn and get used to.
It
is possible to get used to and make good use of all the new features, even during a first playthough. AA packaged its content really well, but only because it had to there's nothing more to that game's basic gameplay loop other than some basic linear traversal, combat against regular dudes and titan dudes, and then predator rooms, all completely separate from one another. Combat and predator gameplay is fun in that game, but it's super basic and doesn't evolve throughout the main game. AC manages to mix things up with all of its gameplay throughout it's technically shorter campaign.
You really think those Zsasz missions are fun?
I'm outta here.
Since they hinge on traversal and traversal can actually be engaging and fun in AC, those side missions can be fun. A friend of mine never got the grapnel boost takedown and on the final Zsasz call, he reached the phone with one second left
I can't think of any specific examples since it's been a while since I last played it but I just found the island in AA better realized than the city in AC. There was nothing really memorable about Arkham City for me whereas Asylum had the Penitentiary, the Botanical Gardens, the Medical Facility, Intensive Treatment and Arkham Manor. It is designed in such a way that you start to intuitively recognize the layout while you go from point to point. It's true that AA isn't like Metroid but it evokes similar feelings. City might as well have had textureless blocks randomly strewn around. And the random thugs waiting for you to beat them up certainly didn't make it any more exciting.
I have to attribute that to how long the player
has to spend in each of those areas. There are multiple exits from most locations in AC, whereas there's usually only a single way into each in AA. AC's indoor locations are all very distinct visually and structurally (at least as distinct as each in AA), but there's more chances to move between them at one's leisure throughout. That's the only reason I can think of the locations being more memorable for one game over the other for someone since not much is done to distinguish each area in AA (not that it needed to since it's all in one location).