To be honest, I didn't read your massive ramble about God Hand, because I could see that you had already missed the point when you first started talking. You can get through the story with a minimum of skill. You can even get three 'stars' on all of the combat challenges without anything too amazing. But when it comes to topping the leaderboards, that's where it get's really fun.kanada514 said:It's in fact the worst I have seen actually. It looked nice, sure, but you weren't really playing.Geo Da Sponge said:I'm sorry, you appear to have forgotten the THE GOD DAMN BATMAN.
Seriously though, Arkham Asylum is probably the best hand to hand combat game ever.
If the hand to hand combat system was so great in Arkham Asylum, how then did I make my way across the game by mashing a single button?
You just hold the analog stick in the enemy's direction and you press the attack button while Batman will do all these crazy looking contextual moves.
*Mega Uber Snip*
Arkham Asylum isn't about intricate, self constructed combos. It isn't about any of the traditional qualities of hand to hand fighting games. It's based on a very simple control scheme for a reason; topping the charts is all about spatial awareness, maneouvering yourself to be in the right place at the right time, always aware of that extra goon who's runoff to pickup a stun baton, getting the most out of every enemy in terms of points.
The very fact that you complain about Batman's 'choreography' shows this better than anything else. The very beauty of the always flowing combat is what makes the game so very rewarding; while 'God Hand' is rewarding due to being brutally difficult, Arkham Asylum achieves this without having to punish the player. This is not a sign of weakness, it is a sign of quality. Anyone can make a game rewarding by making it hard.
Overall, Arkham Asylum is not about singly controlling every jab, block or kick. It is about controlling the fight itself and using a combination of quick thinking, reflexes and experience to get the most out of every fight. It's not deep or complex, and is all the better for it. And if your view of what makes a good fighting game is so narrow that you can't see this, then I truly pity you.