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Batman: Arkham City

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Many gamers spent hours scouring every nook and cranny of Arkham Asylum last year. Whether it was Riddler trophies, interview tapes, or Chronicles of Arkham, the game wasn't short on hidden goodies. However, there was one area that most people never even knew existed...Warden Quincy Sharp's secret room. Inside this area, you can clearly see blueprints that lay out Arkham City. We ask developer Rocksteady how it remained hidden for so long and we provide a video guide on how to find it yourself.

 

Even if you've played Batman: Arkham Asylum through and through, got 100 percent clearance, and unlocked all of the achievements or trophies, you still probably haven't found Warden Sharp's secret room right off of his office. It's not located on any of the maps. You can't see the weak wall with Batman's detective vision. And you can only blow it up with several applications of explosive foam. We asked Rocksteady Studios lead narrative designer Paul Crocker how the team kept it hidden in the Internet age:

 

While building Batman: Arkham Asylum, we placed a number of ‘hooks’ into the game that tie into the ‘Arkham-Verse’. From the beginning we knew that Quincy was a bad guy, and planned what his next move would be. The room obviously ties into Arkham City, but to be fair, we hid it pretty well. We did assume that it would be found eventually and after following forum posts for 6 months or so, decided to announce it in the ‘Game of the Year’ podcast. The fans of the game have been amazing and again, reading the forums, we can see how much they value the efforts we have put into creating the background stories for the various characters and it was great to see all the posts and theories about the secret room once it was discovered. What I think people are really going to enjoy is not just how Arkham Asylum led to Arkham City, but also how the story in Arkham City sheds new light on the events you saw in Arkham Asylum.

 

Go ahead and give Arkham Asylum another spin in your console if you'd like to check it out for yourself. We show you exactly how to find it in the video below.

Gameinformer.com

 

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What's In Batman's Belt?

Aside from his distinctive cowl, Batman’s most iconic costume element is his utility belt. As the world’s greatest detective, Batman has to take a variety of gadgets and gizmos to investigate scenes and solve crimes. And while he does lurk in the shadows, the Dark Knight doesn’t shy away from battle—requiring specialized equipment to help level the playing field when surrounded by nameless goons or supervillians.

 

Bruce Wayne rotates out the contents of his utility belt depending on what circumstances require, but here are some of Batman’s most commonly used gizmos, and which games they’ve appeared in, too. We don't know which, if any, of these Batman will be bringing along to Arkham City, but we can speculate the possibilities by examining his most consistent contraptions.

 

Bat-cuffs

Once Batman’s temporarily incapacitated a thug, it makes sense to make more of a long-term commitment. Bat-cuffs are slipped onto a bad guy’s hands, where they have to be cut off by authorities. They’re kind of like the disposable plastic hand restraints used by police during large-scale operations, though these are made of diamond-encrusted nylon and steel.

Featured In: Batman: Dark Tomorrow

 

First Aid Kit

Sometimes you get hurt in the field and there’s no time to get back to the Batcave. To be fair, this is probably a problem specific to Batman. Using the medicines and tools in his first-aid kit, Bats can temporarily patch himself up before heading back home. In games, being able to restore health is critical, for obvious reasons.

Featured In: Batman: Vengeance, Batman: Dark Tomorrow

 

Batarangs

The Batarang is Batman’s bread and butter. The bat-shaped projectile is typically thrown by hand, though how it behaves afterward can vary wildly. Sometimes they come back like boomerangs. Other time, Batarangs take one-way trips on their way to stun or disarm enemies. It’s also one of the most common items in Batman’s video-game toolbelt, appearing in nearly every game he’s been in.

Featured In: Batman, Batman: The Caped Crusader, LEGO Batman, Batman: Return of the Joker, Batman: The Animated Series, Batman Begins, Batman: Rise of Sin Tzu, Batman: Vengeance, Batman: Chaos in Gotham, Batman: Dark Tomorrow, Batman: Arkham Asylum, The Adventures of Batman & Robin, Batman Returns

 

Batlight

It’s a flashlight. There’s not much else to this gadget, though it’s pretty handy to have around.

Featured In: Batman: Dark Tomorrow, The Adventures of Batman & Robin

 

Bat Goo Gun

This device does what it sounds like; it fires a blast of sticky goo to contain Batman’s foes. Insert joke here. (Don’t confuse this with the Arkham Asylum’s explosive gel; this is just as viscous, but it doesn’t blow up.)

Featured In: Batman Forever

 

Grapple Gun

Batman’s grapple gun is another of the character’s calling cards. This gas-powered tool fires a hook that can be attached to objects high above, allowing Batman to scale walls, cross gaps, or rocket upward to safety. It’s a navigation tool that’s frequently used in games, too.

Featured In: Batman, LEGO Batman, Batman: The Animated Series, Batman Begins, Batman: Vengeance, Batman: Rise of Sin Tzu, Batman: Chaos in Gotham, Batman: Dark Tomorrow, Batman: Arkham Asylum, The Adventures of Batman & Robin

 

Miniature smoke grenades

Sometimes, even Batman has to make a hasty retreat. When he does, these portable smokescreens make it easy to disappear. They’re also great to drop into crowds of goons before attacking. Whether he uses them defensively or offensively, one thing’s for certain: Batman uses them.

Featured In: Batman Begins, Batman: Dark Tomorrow, Batman: Rise of Sin Tzu, Batman Forever

 

Stun grenades

Another trick up Batman’s rubberized Kevlar-reinforced woven steel mesh sleeve involves his stun grenades. They work just like they sound—pop one off in a crowd and watch the bad guys stagger around in a daze. At that point they’re easy marks for the Bat-cuffs or a few extra smacks.

Featured In: Batman Begins, Batman: Rise of Zin Tzu, Batman Forever

Night Vision Bat-Goggles

Batman may have modeled his appearance after a bat, but he lacks the flying mammals’ sonar abilities. Bruce Wayne doesn’t let things like that get in his way though, using his money to develop special glasses that allow him to see in the dark. Since he spends much of his time cloaked in night, it was probably a good investment.

Featured In: Batman: Arkham Asylum, Batman: Dark Tomorrow, The Adventures of Batman & Robin

 

Lock Pick

Batman isn’t always an invited guest, so sometimes he has to improvise.

Featured In: Batman Begins, Batman: Dark Tomorrow

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Arkham's Oddest Inmates

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Batman owes his enemies a debt of gratitude. His criminal counterparts are often so outlandishly ridiculous that a grown man who wears a cap and cowl seems almost normal in comparison. Aside from obvious offenders like Two-Face, The Joker, and Catwoman, Batman’s rogues gallery is filled with some of the weirdest, craziest, and just plain strange folks this side of Dick Tracy.

 

Here are some of Batman’s most bizarre enemies.

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Before being committed at Arkham Asylum, Warren White was a shady investor. While at the asylum, White was beaten up and thrown into a freezer, where frostbite destroyed his face and turned his skin white. The Great White Shark was born.

He looks nothing like a shark, great, white, or otherwise.

 

Rocksteady has their own interpretation of the character. Here's their version from Batman: Arkham Asylum's character-bio section, along with the asylum's psychological profile:

A crooked financier who stole millions of dollars, Warren White thought he'd scored a legal victory when his insanity plea went through. But when he got to Arkham Asylum, he realized his mistake; driven insane by the other inmates, he was also disfigured by an encounter with Mr. Freeze that left him without hair, a nose, ears, or lips. Calling himself the Great White Shark, he filed his teeth into fangs to more perfectly resemble his new namesake. Putting his financial skills to use, he has become a major player in Gotham's underground crime scene, in running a number of rackets from his cell in Arkham.

 

From the files of Dr. Penelope Young

P.26-27

The Great White Shark

Real Name: Warren White

BIT A GUARD LAST WEEK!

 

Psychological Profile

At best a mild psychopath upon admittance to the asylum, White has graduated into a full-blown case of antisocial personality disorder, partly due to maltreatment at the hands of his fellow inmates. After severe facial disfigurements by Mr. Freeze left him without lips, nose, ears, or hair,* White filed down his teeth in an attempt to further differentiate himself from others. His sense of self is now completely dependent upon his identity as a dangerous criminal.

 

ADDITIONAL NOTES

Some of the guards are convinced that he is running criminal rackets out of the asylum. This has no bearing on his treatment and could provide valuable data regarding his condition.

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Karl Courtney was shunned by his family, so he wore a pirate outfit and caused trouble with a cutlass. He didn’t have any powers, and the most interesting things about him could fit on a coathanger. He died.

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Jervis Tetch was obsessed with Lewis Carroll, dressing like the Mad Hatter and creating a variety of hat-based mind-control devices. In his first appearance, he tried to steal a trophy from a yacht club. That’s probably the most dignified thing that he has ever done.

 

Rocksteady has their own interpretation of the character. Here's their version from Batman: Arkham Asylum's character-bio section, along with the asylum's psychological profile:

Obsessed from a young age with Lewis Carroll's book Alice's Adventures in Wonderland, Jervis Tetch, an expert hypnotist, embraced a delusion that he was in the incarnation of a character in the story, the Mad Hatter. Using his skills for mesmerism, the Mad Hatter has committed many crimes, often themed around the book that inspired him and his love of hats and headgear, going so far as to implant his hats with mind-control chips to amplify his hypnosis skills. Above all other headwear, however, he covets Batman's distinctive cowl, and will stop at nothing to acquire it.

 

From the files of Dr. Penelope Young

P.24-25

The Mad Hatter

Real Name: Jervis Tetch

DOSAGE SHOULD BE HEAVILY INCREASED.

 

Psychological Profile

Tetch is a classic delusional who also displays an obsessive ideation based on hats. He believes that he is the true-life incarnation of the Mad Hatter from Alice's Adventures in Wonderland. Tetch's skills as a hypnotist and his frankly inexplicable talent for inventions involving mind control make him at times a dangerous patient to treat, or they would for a less stable and insightful doctor than myself.

 

ADDITIONAL NOTES

Tetch is completely unmanageable when forced to bare his head, so the regulation of Arkham patient uniform rules have been relaxed in this area to facilitate his treatment.

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Superman has Bizarro, so it only makes sense that Batman has Batzarro. Wayne Bruce, the world’s worst detective, is first seen shooting couples walking down Crime Alley. Later, it’s revealed that Batzarro was created by the Joker. It figures.

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Arnold Wesker’s parents were killed by a truck carrying department-store dummies in front of young Wesker’s eyes. After being incarcerate for killing a man in a bar fight, the meek Wesker created a dummy named Scarface. The pair became powerful Gotham drug bosses who ran their operation from a nightclub called…The Ventriloquist Club. Eventually someone shot Wesker in the head and killed him, though he’s since been resurrected. Comics.

 

Rocksteady has their own interpretation of the character. Here's their version from Batman: Arkham Asylum's character-bio section, along with the asylum's psychological profile:

Arnold Wesker was a timid orphan whose deep repression erupted in a barroom brawl, resulting in him being sent to Blackgate Prison. There he encountered the puppet Scarface, and promptly murdered the man who'd carved the puppet. The two are now inseparable, with Scarface directing a series of criminal activities. While most believe that Wesker is simply acting out a second personality through the puppet, Wesker sees himself as a reluctant lackey who merely does his puppet's bidding.

 

From the files of Dr. Penelope Young

P.16-17

The Ventriloquist

Real Name: Arnold Wesker

HOW DOES HE MAKE THE BILABIAL SOUNDS? IT’S UNCANNY.

 

Psychological Profile

Wesker is a very special case; previously he was a classic example of avoidant personality disorder, which intensified into a violent outbreak that led to his incarceration at Blackgate Prison. While there, he graduated into a fully realized delusion that his ventriloquist dummy, "Scarface", is an independent personality exerting control over him. It is possible that Wesker is a legitimate example of multiple personality disorder. To probe this further, I've requested that he no longer be separated from his dummy during the treatment sessions.

 

ADDITIONAL NOTES

It can be very difficult to question Wesker due to constant interruptions from "Scarface".

 

Weskers delusion has led him to create a complicated backstory for "Scarface", whose personality Wesker seems to have created from poorly written, old-fashioned gangster films.

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Roscoe Chiara was an artist commissioned to paint a portrait of a chemical-plant owner. The newly developed paints used rendered Chiara colorblind. As revenge, Chiara stole art from his patron. Batman caught him.

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Accidents happen in Gotham City, particularly those that leave their victims able to take on the form of others. Several people have suffered from various maladies that left their features malleable and taken on the name of Clayface.

 

Rocksteady has their own interpretation of the character. Here's their version from Batman: Arkham Asylum's character-bio section, along with the asylum's psychological profile:

Initially an actor in horror films, Karlo went mad when he learned a classic film of his was to be remade with a different actor in the lead role. He took on the mask of the film's villain, Clayface, and killed several of the remake's cast and crew before being stopped by Batman and Robin. Later, Karlo joined the Mud Pack, an alliance of shape-changing, mutated villains who had subsequently used the name Clayface. While that group was defeated, Karlo tricked his allies and injected himself with the essences of several of them, becoming a superhuman imbued with the abilities to change shape, melt others into protoplasm with a touch, and mimic the powers of heroes or villains he copies.

 

From the files of Dr. Penelope Young

P.20-21

Clayface

Real Name: Basil Karlo

STRONG ESCAPE RISK!

 

Psychological Profile

While his bizarre ability to shape-change opens him up to the obvious-if controversial-diagnosis of multiple personality disorder, Karlo seems instead to be suffering from borderline personality disorder, with a special emphasis on identity disturbance. He is difficult to pin down on any subject, and defends his wild changes in affect as evidence of his dramatic abilities, which he considers to be wildly underrated. Rarely does he take his own shape, but frequently mimics me when I attempt to interview him.

 

ADDITIONAL NOTES

His identity is at risk of splintering, due to the growing frequency of his adopting the identities of others to the exclusion of taking on his own.

 

I find his imitation of me to be especially unflattering; I am most certainly not the bitter, calculating academic he attempts to portray me as.

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As a kid, Charles Brown was obsessed with kites, and he took that obsession with him in his criminal career. He dazzled his enemies with swarms of tiny kites. Yeah.

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With a name like Humphry Dumpler, it’s easy to say that this guy’s fate was sealed. Dumpler was obsessed with figuring out how things worked, though his attempts at repairs usually left things worse off than before. He was sentenced to Arkham Asylum after police discovered that he had torn his abusive grandmother to pieces and was trying to put her back together.

 

Rocksteady has their own interpretation of the character. Here's their version from Batman: Arkham Asylum's character-bio section, along with the asylum's psychological profile:

An obese, bald man, nicknamed "Humpty Dumpty" for his egg-like form, Humphry Dumpler is obsessed with taking things apart and putting them back together. His crimes at first were minor break-ins, leading to small mechanical items to no longer functioning due to Dumpler's inability to adequately reassemble them after taking them apart. But soon his obsession grew to the point that major disasters occurred in Gotham, and Dumpler's crimes also extended to a gruesome attempt to "fix" his abusive grandmother by dismembering her and then attempting a Frankenstein-like reassembly. At Arkham he is a model inmate, his quiet nature and imposing physique inuring him to the madness surrounding him.

 

From the files of Dr. Penelope Young

P.32-33

Humpty Dumpty

Real Name: Humphry Dumpler

ALL CELL FURNITURE NEEDS EXTRA REINFORCEMENT

 

Psychological Profile

Developmentally disabled, with an IQ of just under 70 and symptoms of emotional retardation and regression, Dumpler is also extremely obese. Dumpler's most intriguing mental disorder is his obsessive-compulsive fixation on fixing broken items. This manifested itself most notably in a fascinating (albeit horrific) attempt to "fix" an abusive relative through dismemberment and reassembly.

 

ADDITIONAL NOTES

His imposing physique intimidates many orderlies, guards, and inmates, but his simple mental state makes him easy to manipulate and control, so I find no reason to be afraid of him.

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Peter Merkel wasn’t just double jointed, he was triple jointed. This allowed him to sneak into small spaces and rob stores and banks while they were closed. Eventually he disguised himself as a large doll and pushed the Flash into an aquarium with an octopus. This really happened.

Gameinformer.com

 

 

Batman's Gaming History

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Arkham Asylum may have blown gamers away last year, but to call the Caped Crusader’s video game history spotty would be generous. While we’re all eagerly awaiting Arkham City, let’s take a look at the road Batman has traveled in an effort to get his video game justice.

 

Batman: The Video Game

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Publisher: SunSoft

Developer: SunSoft

Platform: NES

Year of Release: 1990

 

This early Batman game shows off a side of the character we’re not accustomed to. Batman hopped across platforms with the grace and ease of a ninja, wall jumping his way through a loose interpretation of Tim Burton’s film. Batman punches his arm silly as he battles guys on jetpacks, guys with flamethrowers, and robots. Also, Batman is purple.

 

Batman

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Publisher: Atari

Developer: Numega

Platform: Arcade

Year of Release: 1990

 

The arcade version of Tim Burton’s first Batman game is probably the most faithful way to play through the story. The plot follows that of the film (though with considerably more punching), and digitized stills tell the story. It’s primitive by today’s standards, but it’s effective in its own old-school way. The gameplay is pretty stiff, and the platforming sections only serve to highlight just how rigid Batman moves. Still, at the time of its release it made console players envious for its impossibly large and detailed sprites and scratchy voice samples.

 

Batman: Revenge of the Joker

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Publisher: Sunsoft

Developer: Sunsoft

Platform: Genesis

Year of Release: 1992

 

Batman put on his concrete boots when he suited up for this Genesis game. If Sunsoft erred by making Batman a tad too nimble in his NES outing, this Genesis follow up is a plodding attempt at course correction. The Dark Knight battles generic goons with the help of an arm-mounted weapon, which shoots a variety of odd-trajectoried beams and other energy attacks. This is one of the reasons players voiced skepticism when Rocksteady announced their intentions to make a new Batman game. We’ve been burned before, you see…

 

Batman Returns

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Publisher: Konami

Developer: Konami

Platform: SNES

Year of Release: 1993

 

Fans of Final Fight style brawlers found plenty to like with the Super Nintendo version of Batman Returns. Loosely telling the story of the film, players controlled Batman as he punched, kicked and Bataranged his way toward his final battle against the fiendish Penguin. Highlights included jump-kicking clowns off of motorcycles, throwing enemies into background elements like shop windows, and grabbing two enemies simultaneously and smacking their heads together. (Interestingly enough, that last move makes a return in Batman: Arkham City. Hmmm…) Sega published Genesis and Sega CD versions of the game, though they were more platform oriented. This was an era in which license holders would sell rights on a platform by platform basis, so it wasn’t uncommon for Nintendo fans to play completely different versions of games with the same title as their Sega counterparts.

 

The Adventures of Batman & Robin

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Publisher: Konami

Developer: Konami

Platform: SNES

Year of Release: 1994

 

Based on Batman: The Animated Series, The Adventures of Batman & Robin did a fantastic job of bringing the television show’s interpretation of the character to gaming. While it followed a side-scrolling format, the game added some clever puzzles and plenty of opportunities for the Caped Crusader to draw from his impressive arsenal of gadgets. Just about everyone from Batman’s rogues gallery showed up in the game, including Clayface, Man-Bat, and the Riddler. The Joker is one of the first enemies Batman battles, in a Mode 7-filled roller coaster clash. Genesis and Sega CD versions of the game were developed by Clockwork Tortoise and released a year later. Those versions added co-op, with the second player taking control of Robin. There were also side-scrolling Batwing sections, which are basically straight-up shooters.

 

Batman Forever: The Arcade Game

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Developer: Iguana

Publisher: Acclaim

Platforms: Playstation, Saturn, Arcade

Year of release: 1996

 

Acclaim was never known for putting out AAA titles, and Batman Forever: The Arcade Game definitely didn’t change their reputation. It was a sidescrolling brawler in the vein of Final Fight, only way more incomprehensible. Everything moved way too fast, attack animations typically consisted of two or three frames, Batman would occasionally shrink or gain lightning powers, and the announcer sounded like the Mortal Kombat guy with a mouthful of marbles. Arcade beat-em-ups are usually a blast, but this one just had way too much going on at once.

 

Batman & Robin

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Developer: Probe

Publisher: Acclaim

Platform: Playstation

Year of release: 1998

 

This game is based on the second of two neon-soaked Joel Schumacher Batman films, which is widely regarded as one of the worst movies ever made. Based on how it turned out, it seems that the game was trying to be the video game version of its source material. If Resident Evil controlled like a tank on the PSone, Batman & Robin controls like a tugboat in molasses. It featured an incredibly cumbersome control scheme that required the player to switch between an exploration and fighting modes, as well as laughably bad vehicle sections. There have been many bad Batman games, but this one is a definite contender for the absolute worst. At least it does its namesake proud.

 

Batman: Vengeance

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Developer: Ubisoft Montreal

Publisher: Ubisoft

Platforms: Playstation 2, Gamecube, Xbox

Year of release: 2001

 

Released in 2001, this PS2 title was based on the animated series The New Batman Adventures. While it wasn’t as abysmal as the Dark Knight’s PSone titles, it was nothing to write home about either. Blending third-person exploration and combat with a first-person aiming mode, Vengeance was at least trying to do something new with the license. Despite having access to the grappling hook, you could only connect to the occasional point marked by a specific insignia, denying gamers any feeling of real freedom. It’s far from the worst Batman game, but it certainly isn’t the best.

 

Batman: Rise of Sin Tzu

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Developer: Ubisoft Montreal

Publisher: Ubisoft

Platforms: Playstation 2, Gamecube, Xbox

Year of release: 2003

 

Two years after Vengeance, this title extended the roster and omitted the awkward first-person feature from its predecessor. Not only limited to Batman this time around, players were given access to Robin, Batgirl, and Nightwing as well. Rise of Sin Tzu operated as a standard beat-em-up, resembling titles like Fighting Force and Final Fight more than Batman: Vengeance. While the character options were expanded, they all felt very similar, with speed and strength being the only differing stats. Co-op play and upgradable movesets did little to remedy the monotony of this cookie cutter beat-em-up.

 

Batman: Dark Tomorrow

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Developer: HotGen

Publisher: Kemco

Platforms: Gamecube, Xbox

Year released: 2005

 

Batman Begins

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Developer: Eurocom

Publisher: Electronic Arts

Systems: Playstation 2, Gamecube, Xbox

Year released: 2005

 

Based on Christopher Nolan’s 2005 reboot of the film franchise, Batman Begins managed to rise above the quality of the previous Playstation titles, but that doesn’t say a whole lot. It's an average game, with much of the gameplay resembling the Splinter Cell series. At the outset, you’re navigating through a burning building and learning how to stealthily take out guards, just like Sam Fisher’s first outing. Batman is even equipped with optic cables that can be used to peer under doorways. It tries to emulate the feel of being the Caped Crusader by encouraging the use of fear and the environment to defeat your enemies, but this attempt falls flat. By blatantly showing the player what environmental elements can be utilized, any feeling of discovery is stripped from this game. The ideas presented in Batman Begins sound fun on paper, but the end product doesn’t live up to what it could have been.

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Multiplayer is coming to Batman: Arkham City according to the latest issue of UK magazine PSM3, in which there's a feature claiming that "multiplayer is a certainty, but no details on this yet".

 

What shape the multiplayer aspect of Rocksteady's next bite of the Batman cherry will take is unknown, but rumours abound that Catwoman might take the role of Bats' co-op partner in crime. Imagine that! And with no word on the boy wonder, Robin or alter-ego Nightwing, it's certainly possible.

 

Personally, we think something like the stealth challenge rooms could be tailored to accomodate some sort of competitive multiplayer, in which someone is randomly selected to play Batman hunting a gang of goons. It could work... Maybe.

 

In case you missed them, 20 Batman: Arkham City screenshots popped up earlier today from an anonymous Flickr account. Check them out in the gallery.

 

Batman: Arkham City is slated for autumn 2011.

 

[Via ArkhamCity.co.uk. Thanks, Menzeldinho]

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Will There Be Playable Vehicles In Batman: Arkham City?

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Could gamers be jumping behind the wheel of the Batmobile? Will they take to the skies in the Batplane?

 

No! In an interview with GamesTM (issue 103), Batman: Arkham City art director Sefton Hill says that "there aren't any playable vehicles in the game. What we've really focused on is Batman himself. We see him as the ultimate vehicle."

 

Given the design of the game, no vehicles make sense to me, but saying he's the "ultimate vehicle" is a bit of stretch, especially since vehicles have been a staple in Batman's lore since his inception. If this series of games keeps going, you'd think that a vehicle would be added to the mix sooner or later.

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Na ten ne sam fisheris vien is balso tai suprantam, o tesiog kazkoks vietos apzvalgininkas :D

Kaip matoma si karta turesim net ir pries pacius copus eit ? :D

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Well there it is. A little late but the teaser trailer for Batman: Arkham City has finally landed. Although a little short it's still oh so sweet. It seems the Tyger Mercenaries are fully equipped to take on Bats but like that's going to stop him. Enjoy the trailer in HD below. Click images for a more high-resolution screenshot.

 

Teaser Dialogue

Tyger 1: "I thought we had him trapped"

Tyger 2: "Target insight Tyger 1"

Tyger 1: "But he was waiting for us"

 

Does the dialogue suggest they were trapping someone other than Batman? Considering Bats took them by surprise it doesn't seem that Batman "was in sight". If that's the case then the question should be raised; who was Batman protecting?

 

So who are Tyger?

Quincy Sharp, former warden of Arkham Asylum, has taken credit for stopping the Joker, and used that notoriety to become mayor of Gotham City. As neither Arkham nor Blackgate Prison are in any condition to hold inmates, Sharp buys out a large section of Gotham's slums and arms the perimeter with mercenaries from a group called Tyger in order to create "Arkham City".

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Siužeto prasme tai retarded, kad didžiausi priešai kartu kovoja prieš krūvą bezdukų, bet šiaip tai gerai atrodo.

 

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Beje, prie related video radau šitą klasiką, ne ką mažiau intriguojantis :)

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    • Na xbox po truputi tampa ne konsoline, servisu. o kaip zinia kompanijos pinigus uzdirba butent is parduodamo softo bei zaidimu, o ne is gelezies. microsoftas susipirko developerius ir dabar tampa vienu is stambiausiu leideju. xbox tampa prieinamas visur: telefone, tv, amazon fire stick. bet kas kas turi prieiga prie interneto tampa xbox. zaidimu biblioteka? kokia jei beveik visi zaidimai skaitmeniniai. diskai tampa tik kaip raktas, kad galetum atsisiust zaidima. diske dabar tik dalis zaidimo arba tokia jo versija kurios be patcho nepazaisi. baigsis zaidimo licenzija, jis dings is online parduotuviu ir tas diskas taps bevertis. Kitas dalykas del gamepass. cia gi tas pats netflix tik skirtas zaidima. tai stabilios pinigines iplaukos microsoftui. vien kaip padidejo prenumeratoriu skaicius isejus naujam COD. plius MS nepamirso ir konsoliu, nors tai jau nera prioritetas. MS dirba ties kazkokiu nintendo switch "konkurentu". kas del series s. taip visi supranta, kad tai sioks toks stabdis, bet vistiek zaidimai ganetinai gerai sukas ant jo. didziausia problema, kad si konsoliu karta lyginant su praejusia yra labai labai silpna. tiek hardwaro patobulejimu tiek exlusivu atzvilgiu. tas pats ps5 kiek jau jis gavo tu exlusivu? tikru, o ne ps4 remasteriu? sony beveik nebeturi jokiu pranasumu tik savo varda ir zaideju prisirisima. tas pats sony zingsnis i PC rinka. tai labiau desperacija norint uzdirbti. playstationui 30 metu ir jie niekad neleido zaidimu ant pc. o dabar kaip viskas pasikeite. atsirado gamepass analogas, zaidimai ant pc. beveik nera exlusivu. o dar prisiminkim kaip visais budais sony stengesi pamaisyti MS isigyti Activision. kiek teismu, apeliaciju.... o paziurim i zaidimu kieki kuris iseis is MS.. ir jie iseis ant visu konsoliu. MS jau ruosias kastuveliu pinigeliam srebti.. ir kaip patys ms sneka, tai dar ne pabaiga su developeriu pirkimais... p.s. sorry, bet nenaudoju as lietuvisku raidziu
    • ne nu aisku paziurejus traileri iskart gi galima pasakyt ar zaidimas bus hitas ar failas
    • Apie žaidimą: „BLACKFROST: The Long Dark 2“ yra populiaraus išlikimo žaidimo THE LONG DARK tęsinys, pasirodęs ankstyvojoje prieigoje ir tobulintas daugiau nei 10 metų. Tai išgyvenimo smėlio dėžės evoliucija, kurioje patobulintas kiekvienas originalo aspektas ir į formulę įtrauktas bendradarbiavimas. Jį sugalvojo ir sukūrė „Hinterland“, ta pati kūrybinė komanda, kuri sukūrė originalųjį žaidimą. Drąsus naujas pasaulis   Patirkite tyliąją apokalipsę kaip išgyvenusieji šiauriniame pramoniniame Harmonto mieste ir didžiulėse jo apylinkėse. Praėjo metai nuo tada, kai danguje pirmą kartą pasirodė Aurora, dėl kurios visos technologijos tapo neveiksmingos, o išgyvenusieji tik pradeda kilti ir susidurti su nauja realybe po jos. Didingos, atšiaurios dykumos apsuptyje susidurkite su izoliuotos visuomenės likučiais, kurie vis dar bando susitaikyti su tuo, kad pasaulis ką tik visiems laikams pasikeitė. Kaip nuspręsite išgyventi? Gyvenkite kartu. Mirkite vieni   Išgyvenkite kaip vienišas klajoklis šioje užšalusioje miesto, miestelio, miško ir fermos dykvietėje arba susiburkite į išgyvenusiųjų būrį, kad ir kokią pastogę sau pasistatytumėte. Kaip solo žaidėjai, nuspręskite, kiek mokėsite gyventi kartu su NPC išgyvenusiųjų bendruomenėmis, kurios stengiasi rasti savo kelią šiame atšiauriame pasaulyje. Kaip kooperatyviniai žaidėjai, remkitės vieni kitais ir bendromis jėgomis bei įgūdžiais bandykite išgyventi dar vieną dieną priešiškoje aplinkoje. Vieni ar kartu pasirinkite savo išlikimo kelią. Naujos kartos išgyvenimo RPG Sukurtas ant THE LONG DARK per daugiau nei 10 metų kurto ir tobulinto išlikimo žaidimo pagrindo, BLACKFROST plėtoja kiekvieną išlikimo žaidimo formulės aspektą iki 2.0 iteracijos, sukurdamas naujos kartos išlikimo žaidimų pagrindą. Sukurkite savo išgyvenusįjį, pritaikykite savybes ir įgūdžius, rinkite randus ir istorijas ir patirkite išgyvenusiojo gyvenimą šiame gražiame, bet pavojingame pasaulyje. Daugelis žaidimų bandė pritaikyti išlikimo mechaniką atviro pasaulio RPG žaidimuose, tačiau BLACKFROST yra pirmasis išlikimo žaidimas, sukurtas kaip išlikimo RPG. Išgyvenimas mieste   Patirkite fantaziją apie išgyvenimą laukinėje gamtoje XIX a. technologijų lygiu dėl auroros poveikio pasauliui ir jo gyventojams ir mėgaukitės tuo pačiu giliu išgyvenimo gamtoje modeliavimu iš „THE LONG DARK“, tačiau su nauju posūkiu. Miestai ir miesteliai suteikia naujų galimybių ir naujų pavojų jūsų išgyvenimui, įvesdami naują požiūrį į nusistovėjusią išgyvenimo formulę. Laukinė gamta yra pavojinga, tačiau kartais tikrosios grėsmės slypi mieste. Noras gyventi Išgyvenimas priklauso ne tik nuo to, kas yra jūsų galvoje, bet ir nuo to, kas yra jūsų kuprinėje. Su BLACKFROST jūsų sėkmė nebepriklauso tik nuo jūsų fizinės būklės. Naujoji BLACKFROST „Will to Live“ sistema į žaidimą įtraukia psichologinio išgyvenimo elementų, o į nusistovėjusią mechaniką įtraukia atsparumą ir jo substatus. Jei norite išgyventi, valdykite savo abejones ir baimes, ieškokite paguodos smulkmenose. Nauji pavojai   Rizika miestuose. Intensyvios šiaurinės žiemos gilus įšalas. Ekstremalūs orų reiškiniai. Auroros audros. Ir horizonte tvyrantis bauginantis radioaktyvusis juodasis šaltis, kurį skleidžia reaktorių kompleksas. Sluoksniuojamas su laukinių gyvūnų ir kitų pakeliui sutiktų išgyvenusiųjų keliamais pavojais, BLACKFROST į išgyvenimo smėlio dėžę įveda daugybę naujų pavojų. Amžinas gyvenimas Naujoviška „Permalife“ sistema kiekvieną mirtį paverčia nauju nuotykiu. Keliaudami per pasaulį ir pasiduodami įvairiems pavojams, kaupkite naujus pavojus ir baimes savo išgyvenusiajam. Susidurkite su savo baimėmis, įveikite jų minusus ir sustiprinkite savo išgyvenusiojo istoriją pasaulyje. Palikite savo pėdsaką. (Klasikinė Permadeath vis dar yra galimybė!) Ankstyvoji prieiga BLACKFROST kuriamas naudojant ankstyvąją prieigą, kad kuo labiau padidėtų žaidėjų grįžtamojo ryšio ciklas ir komandos gebėjimas nuolat tobulėti. Tai remiasi ilgamete „Hinterland“, kaip ankstyvosios prieigos modelio pradininkės, reputacija, nes THE LONG DARK buvo pirmasis žaidimas, vienu metu egzistavęs keliose ankstyvosios prieigos platformose, taip pat asmeniniame kompiuteryje ir konsolėje (Xbox Game Preview startinis žaidimas 2015 m.). Panašiai ir BLACKFROST bus kuriamas po gabalėlį, o startuos dar neturėdamas viso suplanuoto žaidimo pasaulio ar funkcijų rinkinio. Manome, kad tai yra idealus požiūris, leidžiantis siekti stiprybės bendruomenės informuotoje iteracijoje ir kūrime, tačiau jis tinka ne visiems, todėl prieš įsitraukdami į žaidimą įsitikinkite, kad jums toks požiūris yra patogus! Daugiau informacijos apie tai, kaip komanda planuoja tvarkyti veiksmų planus, terminus ir žaidėjų atsiliepimus, bus paskelbta arčiau 2026 m. starto.        
    • Apie žaidimą: Iš „Solasta“ kūrėjų: Išleido dar vieną intriguojantį taktinį RPG žaidimą, ištikimą populiariausio pasaulyje TTRPG taisyklių rinkiniui.   Sukurkite ir vadovaukite 4 nuotykių ieškotojų partijai, kuri keliauja į tolimąjį Neokos žemyną ir vykdo šeimos palikimo nulemtą užduotį. Kokius sprendimus priimsite senovės ir paslaptingojo Šadvino grėsmės akivaizdoje, kad sustabdytumėte artėjančią korupcijos bangą? „Solasta II“ yra didingas ‚Solasta‘ tęsinys: Tai buvo labai mėgstamas taktinis RPG, garsėjantis ištikimybe stalo žaidimo patirčiai. Praėjus dešimtmečiams po to, kai buvo nugalėta Sorakų grėsmė, nauja flegdlingų didvyrių partija keliauja į tolimus kraštus ieškoti atpirkimo.   „Solasta II“ išlieka ištikimas savo pažadui pristatyti populiariausiu pasaulyje TTRPG paremtą žaidimą. Paruoškite burtus, surenkite slaptą ataką, užmuškite šią pabaisą - maudykitės pažįstamoje „Tabletop“ patirtyje. Tačiau tai dar ne viskas, ką pasiūlys „Solasta II“. Šis naujasis opusas taip pat leis jums laisvai klajoti po Neokos žemes, tyrinėti ir atskleisti žemėlapį taip, kaip jums patinka. Nesvarbu, ar laikysitės gerai pažįstamų kelių, ar leisitės į dykumą... Pasirinkimas priklauso nuo jūsų. Tik būkite atsargūs, nes, kaip visada sakydavome... Jūs renkatės, kauliukai lemia jūsų likimą.      
  • 32 Dizainas

    1. 1. Ar patinka naujasis PlayManija.lt dizainas?


      • Taip
      • Ne
    2. 2. Kurį dizainą nuo šiol naudosite?


      • PlayManija.lt 4.0
      • PlayManija.lt 3.5 Reboot
      • RetroManija
      • Laukiu PlayManija.lt 4.0 „dark mode“

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