[QUOTE="Grammaton-Cleric"][QUOTE="cdragon_88"]
[QUOTE="Grammaton-Cleric"]
By what measurement do you consider the changes to Arkham City "slight'?
The gliding, grappling and open world additions are massive changes to the core gameplay. AA took place almost entirely indoors where by contrast this game gives the player an entire city to explore along with indoor environments. They've clearly extrapolated on the sandbox feel of the first in such a way as to emulate the feel of Batman as he prowls Gotham and yet you would have us believe such a change to the construct is slight.
You could glide in and grapple in AA. They tweaked it in AC so whats your point? Again just because its open world doesn't mean its better. So wheres this major improvement of yours?
You also fallaciously claim that the only major addition to this open world is the ability to beat up thugs when in actuality the game delivers all manner of side missions, investigations, and challenges. Again, regardless of your personal feelings, those are some hefty additions
We had side missions in AA, it was called Riddler trophies which are your "challenges". Which means that the challenges are the riddler trophies. So bascially its riddles plus the side missions. Side missions are a addition to the riddler challenges and they are a small addition. I could argue for how weak they are but how can I when you havent beat the game yet to know that its pretty weak. It's a small addition because they provide no depth for these side characters unless you read their story just like in AA. It's like taking on Zsasz in AA but do it more to different villains. Aside from the Riddler himself all other side missions were pretty weak. Riddler himself and by itself wouldn't be called major improvements.
Then there is the issue of the massively improved boss battles, which was one of the weakest components of the first game. The boss battles in AC are varied and some downright epic in a scope and execution. These battles eclipse what was contained in the first game, which generally had weak bosses save the Scarecrow levels . Again, that is more than a "slight" improvement.
Adding new boss means adding new tactics to take them down. The boss's were varied in AA, each boss was beat with different tactics just like AC. I don't see how the boss in AC was way better than the first other than that they added new tactics that we could have done in AA.
The addition to the arsenal and the tweaks to existing gadgets such as the line launcher are also significant improvements. The smoke pellets alone change the dynamics of the stealth game, as does the weapon-disarm tech.
Again, its a tweak, I don't see how that makes it a large improvement. Stealth with smoke pellets? Smoke pellets have nothing to do with the stealth. They are used to A: escape B: provide cover so the enemies can't see you so you can take them down, they still know your there. Stealth still involves sneaking for stealth takedowns--which was in AA. Weapon-disarm is an addition to help the player because of the increase in guns in AC, it doesn't overhaul anything to make it a major addition or large improvements. There are three types of disarm, Grapple disarm and combat disarm and gadget disarm, all are refinements not groundbreaking. Play this game on hard, weapons respawn pretty easily for enemies--which means you still have to use the stealth mechanics AA already had, meaning these weapon disarm and smoke pellets are used only seldomly when you really need it.
The combat has been overhauled considerably, with multi-counters, quick-use gadgets, environmental attacks, blade-dodging and the beat-down mechanic, all of which add significant depth and variety to the engine. You also get to play entire segments as Catwoman along with the ability to use her in challenge rooms and her character plays radically different than Batman.
Counters is a tweak from AA's already great combat system, its not a major overhaul. Are you telling me this tweak makes AC a major addition? All your other points are the same as the multi-counters--they are tweaks to AA's already great combat system. AA and AC's combat is largely the same save for these small additions. They make the combat more fun and it adds more depth but not significant depth to an already outstaninding combat system. You haven't beat the game yet, how can I argue how weak catwoman's role is in the game? She could've been a NPC and still the game would be the same. She does play differently from Batman, but so did the joker in AA when you used him for the challenge maps. This means this new character control and moves were already done in AA, its nothing new and major.
I would actually argue the story is better though, like I mentioned earlier, I'm still playing through it. The thing about story is that the response to it is purely subjective, which was my earlier point. By contrast, the improvements to the game play are vast and cannot be downplayed or marginalized. Even if you were to make the argument that the story in AA was superior, AC is still the better game because the game play is much improved.
You basically answered your own arguement.
I entirely respect your feelings that AA has the better story, even though I disagree. However, from an objective standpoint, AC is still the better game because of the laundry list of improvements and additions. Your analysis of these changes and tweaks seems a tad superficial considering just how many more options in gameplay those changes have facilitated.
I respect your feelings and such. However, I still feel these changes aren't "leaps and bounds" above AA. It's basically the same, with the exception of some tweaks. So again AA has great gameplay and story while AC has great gamplay if not almost the same with a weaker story.
There's a pretty significant difference between grappling some ledges in a room versus zipping up several stories on the edge of the building and then gliding against the skyline. The inclusion of the ability to dive bomb and essentially use the cape as a glider is an obvious difference made specifically to accommodate the more expansive environment.
Also, the "major improvement" talk isn't merely my own. It's something that's been widely acknowledged by just about every critic on the planet. And since you ask for the obvious pointed out, that major improvement is an open-world Gotham city where you can leap from the rooftops and hide in the shadows in a manner considerably different than Arkham Asylum. The improvement is found both within the context and the scale of the environment and while you are correct that open world does not necessarily constitute a better game, in this case the character of Batman clearly flourishes in such a setting given the predilections and nature of the character. Arkham Asylum was a place of confines, corridors and dead ends while Arkham City is a piece of Gotham. That fact alone opens up greater possibilities by default.
The developers have also imbued Batman with a bit more agility and additional gadgets to make use of this broader scope. All of those things constitute major improvements to an already fantastic formula.
The side missions in AC are clearly more varied than anything seen in Arkham Asylum. As to the Riddler trophies, you are certainly in the minority when you claim they are worse than what was found in AA. From what I've played, they seem to require far more deliberation than what was needed in the previous game and they also seem to be far more creative and occasionally even dangerous. I'd certainly consider that marked improvement.
As to the bosses being more varied in AA, I'm not entirely certain where that notion even comes from. Again, this isn't just one guy spouting his opinion; just about everyone who has played the game noted the improvement in the boss battles. The several I've engaged in thus far were certainly more varied and far more creative than what was found in AA. Rocksteady purposely addressed this issue because it was one of the most prevalent complaints levied at the first title and I certainly think they've done so admirably. The Ra's Al Ghul battle for example was esoteric, multi-layered and far more interesting than the by-the-numbers stuff we saw in Asylum.
Your stealth arguments also don't align with either the consensus or my own observations. The pellets and every other gadget in his arsenal can be used as a part of the stealth toolset; you can toss a pellet to escape after being detected or you can use one to create disorientation and confusion. All of that is a part of the stealth game play unless you are trying to employ some incredibly narrow, pedantic use of the terminology. All of these additions constitute a clear and significant improvement by giving the player even more choices and strategies. Agency is something that is given a big boost in Arkham City and that alone is a big improvement.
You also keep using the term "tweak". What you are doing at this juncture is playing a game of semantics when in reality it's six of one and half a dozen of the other. Even if I was to concede that all of the improvements I cite were tweaks, those tweaks still add up to a hefty sum of changes that dramatically affect the overall gameplay. I played the living hell out of Arkham Asylum and Arkham City feels so very different on so many levels. Yes, the core is the same but that is to be expected. Those tweaks can and do facilitate some pretty big changes.
Your personal rubric, infused with your chosen lexicon, doesn't negate the fact that many changes - some vast and other small - were made that make this an improved game in every regard. If the crux of your assertion is that Arkham City is basically the same as AA, you could use that same logic on practically every sequel ever created. You are splitting hairs over our differing use of terminology while ignoring the fact that by any measurement, Arkham City makes some sizeable changes to the formula while retaining everything that made the original so fantastic, which is what the best sequels usually accomplish.
And while the story issue will remain a personal preference, I do think the inclusion of Hugo Strange and his grandiose plans fused with the Joker's machinations is far more compelling than the plot of Arkham Asylum, which was good but standard Batman fare. I also think the inclusion of some of the lesser-known villains like Solomon Grundy, Mad Hatter, and Calendar Man made for an interesting journey through his rogue gallery that rivals if not surpasses what was achieved in Arkham Asylum.
All of that said, I appreciate you taking the time to intelligently and clearly delineate your arguments. They were well-written, rational and worth the effort to respond to.
i could literally listen to your posts being read out loud by morgan freemans voice all day, i wish one day i too can master the arts of language. bravo
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