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Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.


   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

So err... is it always going to be Bane + 2 thugs vs. Joker + 2 thugs vs. Batman & Robin? Looks like an interesting concept (somewhat AVP-ish though).

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

It looks like Bane and Joker are actually going to be NPCs while the "3v3" are Elite goons from each of the gangs.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Hands on

Incoming wall of text!

Batman: Arkham Origins has multiplayer. Taking that sentence on its own merits shouldn't really be a big deal - or that surprising given the video game world we now live in - but these words were enough to send many fans into disarray when information leaked out earlier this year. To be fair, it's not as if fears about a well-received franchise receiving 'tacked-on' additions don't carry some weight. In a quest to maximise longevity, multiplayer is often introduced to avoid trade-ins. Let's just blame it all on Call of Duty...

It's a little different where Batman is concerned, though. After years of being force fed barrels of crap - what hell was Rise of Sin Tzu?! - we're now living in an era where The Dark Knight is a constant success in nearly all forms of media. The games, as we know, are great. The latest run of films were excellent. The comics are barely putting a foot wrong. DC's brand is, arguably, stronger than it ever has been. It's natural there are fears that a new studio - Warner Bros. Montreal - and the introduction of a multiplayer element a fair few don't think the series needs are going to be its undoing. To put all your worries to rest now, it won't.

Developed by Splash Damage of all people, Origins' multiplayer is one of the most promising additions to an established template I can remember for quite some time. Resembling Splinter Cell's Spies vs Mercs just a tad, the first mode which has been unveiled, 'Invisible Predator', is broken down into three teams: The Joker Gang, The Bane Gang and The Heroes. While the former two are made up of three random thugs, the latter consists of Batman and that donkey-cave Robin.

As those representing the villains fight for Gotham in a turf war - both teams have a specific number of 'reinforcements' (spawns) that will result in a loss if they're all depleted, along with 'terminals' that can be hacked and then maintained for the win - the Caped Crusader and his loser sidekick are simultaneously trying to fill their 'intimidation bar'. If they do so, fear strikes into the heart's of their enemies and the criminals run off into the night. Although that may sound a little ridiculous on paper, in practice it has the makings of an excellent three-way dance.

Batman and Robin increase this meter by acting in the same way as they do in the single-player campaign (striking from the shadows) but targeting specific individuals - one of the gang's captains, for example - will fill this gauge up quicker. This line of attack makes sense too as, just like it should be, both are bound by Bruce Wayne's one rule: they can't kill. To keep things balanced this means Batman and his whiny friend can use the array of gadgets that have been introduced in the past, as well as taking advantage of grates and high spots (through the use of the grappling hook), to keep out the way of would-be foes.

Conversely, those who have no such moral compass lack the ability to use all areas of the map but do, rather importantly, carry weapons. This, of course, raises the rather difficult issue of introducing third-person shooter controls into an arena that's never toyed with them before. Currently they're decent and don't feel too out of place, but it's certainly an area that may need some tweaking before release. Largely, though - as it would seem, anyway - this is why multiplayer specialists Splash Damage have been brought into the mix.

Known for plying their trade in the online space, the creators of Brink have been brought on board for two specific purposes. The first, as just mentioned, is to bring experience to aspects of the Arkham titles that have never been touched on previously. The second is to ensure no resources are taken away from the single-player game. With Warner Bros. Montreal taking on the difficult task of replicating Rocksteady's critically acclaimed work - and even with all the tools and resources it's not as if anyone can ensure they'll produce the same magic - the decision was made to make the multiplayer side of the next Batman its own entity, even if it comes on the same disc.

Splash Damage's influence us also why, you'd imagine, more unique elements have come into play. The dynamic duo have access to detective vision, as per usual, giving them a constant x-ray outline of the map and its participants. To ensure this can be countered, though, their rivals have the same setup, albeit a slightly counterfeit system that works off a battery. Not only does this mean gang members using it have to allow it to recharge - it depletes insanely fast - but it also introduces Origins' most interesting online mechanic.

Many multiplayer experiences cater for running around like a maniac, not worrying too much about the surroundings unless you're in the presence of a threat. Given that two targets are superheroes, however, renders that line of approach useless. Using your magic vision allows you to cover all bases but when it runs out, even stepping over a grate without checking it first could be suicide. Neither Batman or Robin can perform a silent takedown if they've been spotted, giving you all the inclination you need to be smart, slow and, if you can believe it, use some sort of tactical thinking.

That idea extends further as well, especially where terminals are concerned. Capture one and the enemy team loses a reinforcement. Capture all that are present on the map - in this case three in Blackwater Prison - and they start to lose three reinforcements every 30 seconds. In short, if you only concentrate of cold-blooded killing, there's a very strong chance you'll put yourself in a very precarious position.

In many ways it all sounds like Origins has maintained its very serious nature, and while that's true, the fact you're fighting it out in Gotham hasn't been forgotten. At any given moment, The Joker or Bane will decide they want in to have their, physical, say on proceedings. Sticking to schoolyard rules - whoever gets there first wins - a door will be highlighted on-screen: who enters all depends on which gang claims victory in the race. Not only does it make for some ridiculous moments as everyone stops what they're doing as soon as it's announced, but having one of Batman's most iconic enemies enter the fray is just exceptionally entertaining - it's also a joy that a player then gets to control either The Joker or Bane, depending on gang alligenance. They only get one 'life', but their increased strength and how they tie into the lore - if Bane captures Batman he'll break his back - is just added fan service that compliments matters wonderfully.

As is the way in 2013, loadouts and customisations are rife (from both a visual and gameplay perspective) and it will give anyone who invests reason to keep ploughing through it. There's pleasant splashes as well, such as getting a 'reinforcement' back if you manage to kill a hero - think dodgeball. The real key elements, mind, could be else Splash Damage intends to offer. The only mode on show was the one above, and while the developer refused to answer if more would become available it would be a missed opportunity if this was the case. Even a Left 4 Dead type idea - where Batman simply has to get from point A to point B, avoiding player-controlled guards - would be an interesting twist on the formula. If there's an entire studio working on it, one choice would not be enough.

On top of this, there's the question of in-game purchases. Nothing was announced or mentioned during the reveal, but there were many menu options - such as 'Arkham Credits', 'Store' and 'Consumables' - which seemed to hint that there may be discretionary costs associated with some elements of the mode. As ever it all depends on what this consists of. Blackwater Prison was the only map we were treated to, and while well put together - it very much felt like it was stripped from a portion of Arkham City's environment - no one is going to have a smile etched on their face if you have to pay for more.

There's still a touch of work needed, too, when it comes to the concept's core and armed combat in general because, to be blunt, it's just not as fun when you're not in control of Batman. That, however, is always going to be a tough hurdle to get over, mostly because that's the case with life in general. If you're given the choice of wearing the cowl or not, you always, always plump for the former.

Given what Batman: Arkham Origins' multiplayer could've been - I would've topped myself if they had gone down the standard deathmatch path* - this a welcome surprise, however, and although it does run the risk of being slightly too complicated for some, it's still potentially very good indeed.

* This is not true.


SECOND wall of text!


I know what you're thinking, “Waiter, I appear to have multiplayer in my single-player soup... I didn't ask for this, can I speak to the manager, please?” Yeah, well, we all thought that when we heard Assassin's Creed was getting multiplayer too, right? And look how that turned out. Granted, for every Assassin's Creed we've had a Tomb Raider, so your hesitation is expected. The difference between those two is ultimately this though: one was a multiplayer mode that played to the strengths and unique qualities of the game's mechanics, the other felt tacked on. I'll let you work out which is which.

That's the key though, creating a mode that compliments the single-player's minute-to-minute gameplay – one that plays to the game's strengths – and brings it forward into a multiplayer environment. In getting multiplayer specialists, Splash Damage, on board to develop such a mode was the correct first step, not only because those guys and gals have been developing them for years, but because it's not going to take away from the single-player developed Warner Bros Montreal aspect of the game.

For Splash Damage the first task was working out what those strengths of the game were, as according to Alastair Cornish, Creative Director of Splash Damage, they “didn't want a tacked on ‘me too’ mode.” What started out as a broad look at the franchise's freeflow combat and invisible predator arenas left them focussing on the Invisible Predator mode asking questions like, “What if the AI were humans?” and “What if there was a third team in the mix?” The result? What they're code-naming the “Invisible Predator Online” mode.

The 8 player, asymmetrical mode consists of 3 teams, all with varying different objectives. The Heroes – playing as Batman and Robin – will spend their time filling their “Intimidation Meter,” done by lurking in the shadows and taking down foes; and the Elites, which consist of two teams of 3 – one team of three playing as Bane's gang; and the other playing as Joker's gang – who will have to capture control points, whilst also eradicating the other Elite team who have a collection of ticket spawns.

It's actually a really complex mode with a lot of nuances that need to be realised before it can be fully appreciated. For instance, as the Heroes, you'll have to spend your time in vents and in the rafters, and what not, trying for a whole variety of different takedowns. Variety is the key to filling the Intimidation Meter. Yes, you have a lot of your gadgets like smoke pellets and explosive gel, including Detective Vision, but against a gun you'll be chopped down in seconds, and dying means that when you respawn your Intimidation Meter will have taken a bit of a pounding, so sticking to the shadows and thinking on your feet is essential.

The Elites aren't just unsuspecting goons or prey for the Heroes either. Oh no. They'll have what Splash Damage are calling “Enhanced Vision,” allowing you to track opposition Elites and of course, the Heroes. It's on a battery though, so you won't be using it all the time. Then there's a whole host of weapons they can choose, grenade boxes to pick-up (which are more important than you think) and even gang leaders to take control of. Yes, you can take hold of the hulk-like Bane, who does Hulk-like smashes, has a rocket launcher, and can basically throw you around like a rag doll; or the Joker, with his hand cannons and his Joy Buzzer; but only if you get to the locker before anyone else on the map. When one of the Elites has control of one of the faction-leaders, you better run for your life!

The depth of the mode keeps on going though. For instance, Heroes can put jammers on the three control points, luring prey into their nest or just slowing down their progress, and they even know about grenade drops before the Elites, so if you're an Elite and want those 'nades, you're going to have to be careful. It's deep, but ultimately more satisfying once you get the hang of it.

We went four rounds on the Blackgate Prison map – as both Elites and Heroes – a map populated with plenty of underground vents and grates, lots of perches, corridors and plenty of wide open spaces. The Heroes control pretty much the same as they did in Arkham City, with less of an emphasis on hand-to-hand combat and combos, and more of an emphasis on silent takedowns and the element of surprise, while controlling the Elites feels similar to controlling Delta squad in Gears of War.

While there was nothing inherently wrong with being an Elite, being a Hero was where all the fun was at and silently taking down a foe is as satisfying as it comes. No longer have you outsmarted an AI opponent, you've now outsmarted a real-life human being, meaning, sure, it's somewhat more difficult than it would be in a usual human vs. CPU Invisible Predator map, but infinitely more fulfilling. That said, that terrifying feeling of being stalked from the shadows as an Elite and shooting at flapping clothes and swarms of bats, does make it inherently more terrifying, adding to the experience.

There's no doubt about it, Arkham Origin's multiplayer is an interesting concept and has been fairly well executed thus far. Assassin's Creed proved it was possible that if you played to the strengths of the single-player you could create a memorable multiplayer arena in a game that's known for its story-telling and immersion, and if there's anyone who should be able to do it, it's multiplayer veterans, Splash Damage. Unfortunately we didn't spend as much time as we'd have liked to with the “Heroes,” but it's early doors yet. If the mode is to succeed, balance is going to be key, as it is in all asymmetrical multiplayer modes, and with us not seeing the Heroes win once, that's the major question mark surrounding the mode at the moment. Still, playing as the Heroes and taking down one of the Elites, that will likely never get old.

Batman: Arkham Origins is scheduled for an October 22nd and October 25th launch in North America and Europe respectively.

This message was edited 1 time. Last update was at 2013/07/31 14:11:50


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Oh good. Adding multi-player to a completely story-driven single-player series of games. That never goes badly...

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Splash Damage does good work. I'm willing to at least give it a shot.
   
Made in us
Infiltrating Hawwa'





Through the looking glass

They said that none of the resources for the campaign are going into the multiplayer portion. So really there's no need to whine about getting additional features.

“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”

― Jonathan Safran Foer 
   
Made in gb
Fixture of Dakka







The fact that it's a different studio developing does cheer me up a bit.

I mean, Mass Effect 3's multiplayer was really enjoyable, however you could quite obviously tell that a lot of development effort was taken away from the single player campaign.

It does seem potentially fun though.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Compel wrote:
The fact that it's a different studio developing does cheer me up a bit.

I mean, Mass Effect 3's multiplayer was really enjoyable, however you could quite obviously tell that a lot of development effort was taken away from the single player campaign.

It does seem potentially fun though.

Except that is not true.

The multiplayer for Mass Effect 3 was done by Montreal, while the campaign was done by Edmonton.
The single player DLCs were balanced between the two.
   
Made in gb
Fixture of Dakka







Well, that just has me worried about Arkham now. Because there was definitely a sense of split attention.

EG, "we can't be bothered having random side quests, so here have a recycled multiplayer map."
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

I really hope that what's been said about no distractions from the single-player are true. Because this multiplayer sounds AMAZING and I can't wait to try it out.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Compel wrote:
Well, that just has me worried about Arkham now. Because there was definitely a sense of split attention.

EG, "we can't be bothered having random side quests, so here have a recycled multiplayer map."

Other way around, Compel.

All of the multiplayer maps started life as N7 Missions. Even Rio and Vancouver were originally going to be N7 Missions but got cut.
   
Made in gb
Fixture of Dakka







Then they were incredibly half assed single player missions. And that's including the ME1 stock missions. None of them felt like real levels in single player.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Compel wrote:
Then they were incredibly half assed single player missions. And that's including the ME1 stock missions. None of them felt like real levels in single player.

Because they were not "real levels". They were one-off things, meant to be a break from the main storyline for a short time. They were "urgent missions" that were meant to be similar to the ones where you would scan a planet and get a mission pop up--except in this case they were meant to be the Normandy being retasked by the Alliance higher-ups.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

And yet all the ME2 side missions managed to have unique maps and every single one felt different. Sorry, I just finished ME2 (Kasumi... Samara... ), and it was fantastic.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 H.B.M.C. wrote:
And yet all the ME2 side missions managed to have unique maps and every single one felt different. Sorry, I just finished ME2 (Kasumi... Samara... ), and it was fantastic.

That's true; but they had "character side missions" in ME3 as well...they just were not spread out over the entire game like in ME2. Each of the 'homeworlds' was meant to be the character side missions. That excludes most of the ME2 characters as they had 'guest appearances' in single missions or things like that.

I realize we're a bit offtopic but this is a discussion that is actually interesting as well.

This message was edited 1 time. Last update was at 2013/08/02 13:57:35


 
   
 
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