So I started playing Arkham Origins yesterday to see if the criticisms levelled against it are justified. I haven't got far enough in yet to make an overall judgement but I have noticed (or possibly imagined) a few minor changes to the general combat system which have been frustrating me hugely. I looked it up and found this post on the Warner Bros. Games forum by 'EarthOne' which summarises the issue excellently:
Initially I thought maybe I had just gotten worse at the game, having not played in a while, and assumed I was falsely blaming the game however having found a few other people who've found the same issues I'm now curious: Has anyone else noticed these changes and if so have they been as irritating for you as they have for me?
"Before I start I want to say that I don't think this is a bad game at all. Just that unfortunately a lot of bad ideas came from WBM while developing this game. I'm all for making it more challenging, but this isn't, this is just ridiculous.
For God knows what reason, Warner Brothers Montreal though it would be a great idea to add unnecessary and plain stupid tweaks to the Freeflow combat system. I will only be talking about the combat here, as all of you probably already know about everything else that's been butchered in this game.
I've written some of this as a reply in a thread before, but this way an admin/dev might actually see this and pay some attention.
With the combat, I feel absolutely forced to counter all the time. When trying to maximise combo and points, countering is a waste of time unless it's too late and there is no other option.
However for some reason roughly every 7/10 times I evade, peform an arial attack or ultra-stun, I still get hit by an attacking thug while in mid-movement anyway... How is that logical? I'm basically being stopped ever getting great combos unless I make myself paranoid and hold my finger over the Triangle button the whole time, and half the time the counter doesn't even register and I get hit anyway.
Sometimes when countering a martial artist thug, it will just end my combo, even though I successfully countered him. Really.
Batman can no longer cancel his own hit animations anymore, so you're basically screwed if you're attacking someone or performing a move and then someone goes for you.
As well, sometimes when I'm in Freeflow Focus on a nice combo, I'll go to hit a thug who's a distance behind me, and Batman won't fly over and hit him, he just punches the air behind himself ending my streak.
On the flip side of that, the enemies are faster than Batman himself and for some reason can use their own form of Freeflow! If an enemy is going to attack me, the only things I can do are counter or evade assuming the counter actually registers and the off chance Batman actually evades without being hit. If an enemy is standing a distance away from you but is trying to hit you, they fly across the floor at you and hit you anyway. Realistic isn't it.
It is extremely unlikely that you will hit an enemy that is already going for you, even when you're in Freeflow Focus which is really stupid because you're basically being punished for having a good reaction time. Batman hits in almost slow motion half the time, while the enemies straight up smack you at quicker than normal speed.
Literally all the enimies you're confronting take shots at you one after the other straight away simultaneously. This just defeats the purpose of the whole Freeflow system which is designed to let you use the space around you to string a nice, smooth, flowing combo together. Yeah, that's pretty much removed from this game.
When trying to complete challenges like the Shadow Vigilante 15, it is extremely frustrating when your combo is ended by a thug either having quicker speed than the Flash, or them hitting you through every defence you have. Not to mention Batman just being an idiot and not hitting anyone while in Freeflow... /facepalm.
None of this ever happened in Arkham City, it was so much more smooth and logical.
On a side-rant as this has quite a big effect on the combat, why did they feel it necessary to swap L1 and L2's functions around, as well as R1 and R2's functions while aiming? That was such a stupid move.
Why when making the third game in a series would you think it's a good idea to alter the control scheme that everyone is used to, and not even provide an option to revert back?
I know it's not a huge change, but honestly it makes a huge difference. The PS3's triggers aren't great as it is, which just adds to the frustration. It maks it hard to string combos together when trying to use quick-fire gadgets, and I often flick into detective mode rather than using a gadget out of habit which instantly kills my combo.
Hopefully someone with the power the change this game will pay some attention to this and take it into consideration."
Initially I thought maybe I had just gotten worse at the game, having not played in a while, and assumed I was falsely blaming the game however having found a few other people who've found the same issues I'm now curious: Has anyone else noticed these changes and if so have they been as irritating for you as they have for me?