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Author Topic: [Vita/3DS]Batman:Arkham Origins Blackgate  (Read 68 times)
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metallicorphan
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« on: April 10, 2013, 09:23:31 AM »

Announced at the same time as the console version of Batman Arkham Origins

Developer is Armature Studio,who did the Metal Gear Solid HD collection on the Vita,and was founded by several leads from Retro games,developer of games such as Metroid Prime Trilogy for the Wii


The game will be 2.5D,so like many side scrolling games as of late,will be released on the same day as the Console versions,but will take place AFTER Origins,it actually takes place at the end of origins,so not just "after"


CVG
Quote
Here are the full details from Game Informer, followed by screens:

-Warner Bros. wanted to have a 2.5D-style Arkham game in the style of Metroidvania

-The company chose Armature because the studio was familiar with that style of game

-Takes place after the end of Origins

-Set on the isolated island at the Blackgate Penitentiary

-Prison uprising has occurred

-Intro level in Gotham

-Batman goes to Blackgate in order to put a stop to the riot

-2D animatics with full voices tell the story

-Batman moves through a side-scrolling game world

-He'll pick up near gear and take on enemies along the way

-Interconnected passages and prison secrets

-Not focused on leveling up abilities like the console games
Instead, it stays true to the subgenre's formula

-All of Batman's improvements came through gear pick-ups and upgrades
Team wanted to give players more of a sense of collection

-Mostly set along a 2D plane

-Takes full advantage of the visual three-dimensionality of the environments

-Explore, fight, and interact with the foreground and background

-Can grapple up to gargoyles on a background balcony while a crowd of armed inmates pass by

-Enemies will go after Batman from all angles

-Go to the foreground or background to tackle a designed foe

-Combat similar to the console Batman games
Button taps to attack, counter, and use gear are in place

-Freeflow combat system

-Built from the ground up

-Batarang: stun enemies or hit distant objects

-Line launcher: cross wide gaps

-Explosive gel variation: shoot from a launcher onto spots around the screen

-This lets you get involved with entertaining takedowns such as dropping a chandelier on enemies from above

-More gadgets will also be in the game

-Has a version of the predator mode

-Game has a few more layers of feedback

-Ex: can see the sightlines of enemies
This lets you know if enemies can see you or not

-Same kind of vantage points, floor grates, silent takedowns, glide kicks, weapon use, and breakable walls as in the console games
Game is split into various sections
Each can be accessed once you figure out a way inside

-No save rooms

-Modern checkpoint system
Can manually save whenever you desire

-Can defeat the bosses in any order if you find out where you want to go
"We don't want you to break the game, but if you can exploit it in a certain way that we haven't thought of, that's awesome. So it's conceivable the players will have abilities that don't necessarily jibe that great with the boss. We've taken some cues from other games where if you have a particular item against a boss, you'll just rip them a new one, but we don't tell you what that item is"

-Will have detective mode

-Tap a button and the screen fades into a digitized overlay with detailed info
Green enemies: enemies haven't seen you
Red enemies: enemies are onto your location

-Move a reticle around the screen to focus Batman's attention
Can use this to uncover secrets

-Uncover clues and analyze dangerous situations in detective mode




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