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Batman: Arkham Knight

  • blackdog
  • March 6, 2014 at 1:30 AM
  • blackdog
    • March 6, 2014 at 1:30 AM
    • #1

    Announcement trailer

    External Content www.youtube.com
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    ~

    GameInformer exclusive: FAP:

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    Not reposting all all the pics i found posted. Legit? Retouched? Some Arkham Origins promo shots almost looked like next gen so clean they were. Here we can clearly see more details on characters; I've read they are using a customized UE3.

    Riddle's caption suggests quests around driving, hope is not just a trick to extend total gameplay time.

  • Sprony
    • March 6, 2014 at 9:39 PM
    • #2

    Let's continue this in a topic of it's own:


    Moved Blackdog his post above.


    Copy and paste of my post:


    Source


    General

    • Rocksteady rethought the entire city structure to accommodate the Batmobile and street traffic
    • Arkham Knight is built on a "juiced up" version of the a custom Unreal Engine to make use of the Xbox One and PS4.
    • By not being cross-gen they've been able to push what the machines can do
    • Rocksteady describe Arkham Knight as "a real, genuine next-gen game"
    • There is no multiplayer in Arkham Knight. Rocksteady is focused on "making the best single-player experience it can" and doesn't feel it needs multiplayer.
      "Arkham Knight" is also the name of a new archrival that was created from scratch by DC Entertainment's Chief Creative Officer Geoff Johns, known for his work on Green Lantern and Justice League.
    • The character will "really challenge Batman to go head to head with him in lots of different ways"
    • Kevin Conroy is going to be voicing Batman, Nolan North will be voicing Penguin, Wally Wingert will be doing Riddler, Tara Strong returns as Harley Quinn and Troy Baker will be Two-Face

    Gameplay

    • Batman begins with his traditional Arkham City suit but gets a darker plated one later in the game. It adds new abilities and has continuity with the look of the Batmobile
    • Arkham Knight is the end "of the later timeline"
    • Game Informer says Rocksteady isn't saying what's next but "it's most definitely not Batman related"
    • The finale has been in mind since the development of Arkham City
    • Arkham Knight takes place in a new central zone of Gotham City, which is split into three island and is in total roughly five times the size of Arkham City
    • Rocksteady is emphasising the detail is more important than the scale of the world. They don't want to create the biggest open-world, they want to create the richest, densest and most vibrant
    • There is more space in between buildings to make the environments "traffic-friendly" and it becomes more fun to glide around
    • Game Informer says the level of details is some of the most impressive its seen
    • Arkham Knight takes place one year after Arkham City
    • Joker is dead and crime rate has declined
    • Batman continues to work on tech to fight crime, even with less of it around
    • He knows something isn't right, but needs to wait to see what happens
    • With the Joker gone, other key villains have spent time coming together to plan Batman's downfall
    • Each villain has his/her own mission in the city and it's intended to spread Batman thin
    • Scarecrow has threatened to blow up bombs in gotham and cover it with a new version of his fear toxin, so the city is ordered to evac
    • Only criminals remain in the city; Gordon and his forces have been overwhelmed
    • In the demo there are between four and five times the number of thugs in Gotham City than in Arkham
    • Riots can feature up to 50 characters destroying things
    • Two-Face and Penguin are killing cops, because they can
    • Batman meets with Gordon and gives him tech to stay in contact
    • All of the game's cutscenes take place in-engine, there are no pre-rendered cinematics. They are seamlessly integrated.
    • Rocksteady is trying to take the level of in-game detail to the pre-rendered level
    • Albert Feliu, lead character artist, says the polygon count on one character in Arkham Knight is as big as the count of the whole Arkham Asylum environment
    • The detail in Gordon's face shows his age and it wrinkles as he talks
    • Apex cloth physics are being used on Batman's cape and Gordon's trench coat so they react properly to wind and movement
    • Although Jim Gordon believes she's gone, his daughter Barbara, a.k.a. Oracle is in the city and helping Batman
    • Oracle is a "strong character" and is a character Batman physically meets as opposed to just a voice he hears
    • She knows Batman's identity and is used to give him a human side
    • Arkhamverse Barbara lines up with comic continuity in that she was paralysed by the Joker
    • Batman knows Barbara is in the city and Jim Gordon believes she is not, the deception may become a plot point
    • A new streamlined control option is used to tell batman to sprint to the nearest ledge and dive straight down
    • Grapnel Gun now has a Mark 2 boost upgrade and slingshots Batman
    • Line launcher returns to give Batman perch points and ziplines can be created instantly while flying around
    • All quickfire gadgets, such as Batarangs, can be used in mid-air
    • The classic counter system also returns. Rocksteady doesn't want to overcomplicate it as it thinks the strength is in the simplicity
    • However, it has enhanced it somewhat with new features
    • Normal goons can now do the charge and tackle only the larger enemies could in previous games
    • A well timed backflip and Batarang can be used to instantly KO enemies doing a charge
    • Batman now has quick ground strikes but full ground takedowns are still available, though they take longer to execute
    • Batman can glide through glass surfaces
    • He has throw counters that grabs enemies and launches them into another for double damage
    • Hazards in the environment such as power generators can be mixed into combat
    • Riddler appears in the demo to put the Batmobile to the test in a three-lap time trial through the underground tunnels of Gotham, but to the only way to make it through is to use a special radar pulse that alters parts of the track
    • Players click the left stick to move obstacles while driving at high speeds and the course gets difficult with every lap
    • Riddler has a plan for Batman and the city too, beyond testing his skills
    • Batman still has detective vision
    • He can access grates from further away, when in range a button prompt appears and he'll roll forward to get under it
    • From a grate it's possible to initiate multiple takedowns, as one enemy is grabbed the action slows and the camera can be pointed in the direction of another enemy.
    • "Fear Takedowns" can be used on groups of three enemies as long as they're close together and none of them spot Batman
    • The demo ends with a mysterious villain describes as a "militaristic Batman" with what looks like an "Arkham A" on his chest appears to land a jump kick on Batman and stomp him. He points a gun at Batman and the screen fades to black as the shot is fired.

    Batmobile

    • Batmobile is designed to be "the best car in any game ever", it takes up around 160mb of memory in game and will just about fit in an Xbox 360 (if that was the whole game). There are hundreds of thousands of polygons, as well as textures and shaders used on it
    • Batmobile is the only car Batman has access to in the game
    • It zooms to your location at the touch of the button
    • It can do burnouts, jumps, boosts and "rotate in a circle at a full stop to get you pointed in the right direction
    • It is bulletproof and can smash through barricades, trees and building corners
    • Enemies will try and jump out of its way
    • Driving gameplay is balanced with out-of-car gameplay so players don't just stay in it all the time
    • While Batmobile has speed and damage Batman has a better freedom of movement and gadgets,
    • Players can swap between the two based on what the job requires
    • Batmobile can missile lock and fire an immobilizer at enemy vehicles
    • Batmobile is designed to segue perfectly with Batman and his navigational skills
    • When within range of a key point Batman can eject out of the Batmobile and launch himself into a fast glide
  • dux
    • March 7, 2014 at 2:06 AM
    • #3

    Didn't the other batman game come out like the other day? Man I haven't even finished Arkham Asylum. I'm really bad at finishing games.

  • blackdog
    • March 7, 2014 at 3:03 PM
    • #4

    dux: Akrham Origins came out in october i think. This is at least two years in development, maybe more behind the scenes.

    ~

    The list of features is really interesting/impressive


    Quote from SpronyvanJohnson
    • Albert Feliu, lead character artist, says the polygon count on one character in Arkham Knight is as big as the count of the whole Arkham Asylum environment

    but this sounds a bit bs to me, is it really feasible?

  • Sprony
    • March 7, 2014 at 3:37 PM
    • #5

    Arkham City was released in October 2011. Right after they started Arkham Knight. So it's been in development for 3 years by the time it gets released.


    Well Blackdog, I'm not a developer but it does sound feasible. Don't forget, the Arkham games were meant to run on 8 year old hardware. I love the games and they sure got everything they could out of the systems. Having said that, just look at the textures and stuff. Really low res and it wasn't that detailed either. So yeah, sounds very probable.

  • blackdog
    • March 8, 2014 at 1:50 AM
    • #6

    That's why i'm asking developers, we have people here working on the most demanding games on the market.

    I know the games that came out had all the limitations of the time, but what is said there that a single character has an higher polygon count that "the whole Arkham Asylum environment", i mean, doesn't seem they are even referring to the single frame rendered. And they are doing it up to x50 times, just with actors and not counting the environment... I don't remember the new consoles being this many hundreds of times more powerful. As a comparison, Killzone's actors went merely up from 10K to 40K polys... and they are using an engine custom tailored for a single platform!

  • Alf-Life
    • March 9, 2014 at 1:50 AM
    • #7

    The car is probably very very very nice.


    But I wouldn't get too hung up on that quote, in my experience there's always been that type of talk whether loosely true or not... on Crysis 1, someone (PR) said there was more tech in a single tree than the whole of Far Cry. On Killzone 3, someone told the press one level in KZ3 was bigger than the whole of KZ2 combined. Someone probably said something equally hyperbolic on KZ4.

  • dux
    • March 9, 2014 at 4:22 AM
    • #8

    2011 wtf where did the last whatever years gio fuck this im goin back to 2004 (

  • Izuno
    • March 9, 2014 at 9:41 PM
    • #9

    Played 1st 2 games but I skipped Origins. Arkham Knight sounds like total FAP right now and a must buy for me.

  • -HP-
    • March 12, 2014 at 5:26 PM
    • #10
    Quote from Izuno

    Played 1st 2 games but I skipped Origins. Arkham Knight sounds like total FAP right now and a must buy for me.


    Same here, Origins was a bug fest too so I guess it's a skip. Maybe I'll pick it in a steam sale or whatever.

  • knj
    • March 12, 2014 at 5:38 PM
    • #11
    Quote from (HP)

    Same here, Origins was a bug fest too so I guess it's a skip. Maybe I'll pick it in a steam sale or whatever.

    No it wasn't at least on Ps3

  • blackdog
    • March 13, 2014 at 1:40 AM
    • #12

    [Blocked Image: http://media1.gameinformer.com/filestorage/Co…ile0307-610.jpg]

    The team had always wanted to include the Batmobile in its games, but aside from a cameo in an Arkham Asylum cutscene, it never happened. That was due in large part to technical constraints. “It’s scary doing the Batmobile,” says creative director Sefton Hill. “It’s a big thing that we haven’t done before. And I think that was at the same time we made the decision to go next gen, because we are next gen only. … We didn’t want to reel in our ambitions for the Batmobile.”

    http://www.gameinformer.com/b/features/arc…ic-vehicle.aspx

  • blackdog
    • March 16, 2014 at 9:59 PM
    • #13

    A few new shots, PS4 they say

    [Blocked Image: http://nl.images.multiplayer.it/thumbs/images/…_1400x0_q85.jpg]

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    gallery.

  • blackdog
    • March 27, 2014 at 3:37 PM
    • #14

    [Blocked Image: http://nl.images.multiplayer.it/thumbs/images/2014/03/26/bak_sshot058_jpg_1400x0_q85.jpg]

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  • -HP-
    • March 27, 2014 at 7:24 PM
    • #15

    My fucking god


    [Blocked Image: http://img.pandawhale.com/65402-dear-god-its-beautiful-mugatu-Zmxe.gif]

  • blackdog
    • March 27, 2014 at 7:47 PM
    • #16

    My impression or these shots are a tad more crispy than the last ones I posted, which it was said were PS4?

    I wonder if this is PC with hardware anti aliasing or beautified shots.

  • -HP-
    • March 27, 2014 at 8:04 PM
    • #17

    Those are obviously "staged" screenshots, or promotional screenshots if you wanna call it. But still... it looks absolutely jaw dropping, from lighting to materials, to the art execution.


    I'm getting the vibe from that infiltrator demo Epic did too, probably sorta the same tech.

  • blackdog
    • March 28, 2014 at 12:54 AM
    • #18

    You mean like a 3D still, created just for promo, enabling the artists to use more polys?

  • -HP-
    • March 28, 2014 at 1:02 AM
    • #19

    no, all these assets are from the game, i'm almost certain of it, they wouldn't waste resources and time making complex models just for screenshots. I mean the carefully way they present it and render the image...

  • blackdog
    • March 28, 2014 at 1:22 AM
    • #20

    I don't work in a game studio my friend, i'm sure i get what you mean but i'm curious to know in more detail to what extent these practices get [Blocked Image: http://flaviomauri.it/emoticons/peace.gif]

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