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You couldn't do that in Arkham most of the time, either. The shield guys, baton guys, ranged units, brutes, medics, knive-blokes, and so on made the combat more than just crushing 30 weak peons.
Regardless, what the Arkham games had that this one doesn't, especially in the late game, is COMBAT FLOW. It flowed. That's why it had a combo system. If you got into the right groove with gadgets and tactics, you could crush the nightmare swarm without getting hit once, countering and maneuvering with poise and brutal elegance. It was a great system. That's why they made AR challenges for it. It was good enough to be isolated, stood up on its own, and still hold up under such scrutiny. People engaged with it, not for new UBER LOOTZ or crafting materials, but because it was inherently fun and encouraged skill.
I don't think this game's combat system is "meatier and spicier." I find it more... "Ubisoft." It works well enough and it's not an utter disaster, but gadzooks can it get tedious in the somewhat poorly balanced late game. "Here's 4 feral talon champions and 1 talon hunter champion. All are utterly invulnerable to melee attacks until you do a charged ranged attack or use a momentum ability. They all have ranged attacks to throw at you, they all attack one after the other in quick succession to make getting one downed as annoying as possible, they all inflict an elemental damage (poison), and they all come back to life after death... so you get to fight 10 of them, effectively. Your reward will be a green crafting schematic you already own."
Or: "Here's a group of regulators. They have two drone master champions that each summon three drones. They'll dodge every melee attack and projectile until you use a ranged heavy or momentum ability, because why not? Oh, and we'll include two grenadiers, two marksmen, and four luchador-looking blokes. They will ALL dodge your base melee attacks, most will dodge your heavy melee attacks too, and they will almost all block / dodge your projectiles. Perfect evade / punish, ranged heavy, and momentum ability are now almost it for your effective tools. Hope you brought elemental darts to cheese this with."
They're easily doable, especially if you cheese elemental attacks as Nightwing / Robin, but they're also tedious. The late-game combat scenarios don't flow well. The combat system, which was a bit too easy at first but at least let you flit around the battlefield, becomes a bogged down mess. Well, until you get a decent set of gear and figure out a way to abuse and cheese the combat system. Personally, I favor: heavy ranged, modular frost dart to freeze target, grab and crush / heavy attack, and repeat until I have enough momentum to work with.
I don't fault the original poster for his stance. Until you learn to embrace the cheese, you're going to have a bad time once you get into Story Sequence 6+.
I do feel the stealth take downs take way too long animation wise.
I love how your first paragraph disagreed with me, and then the starting of your second paragraph agreed with me. So adorable
Okay, and? You're comparing a game made by different devs, no one said this game was going to be a sequel, it's just connected a bit by story/characters. Why are you expecting same combat or somehow "better" by a game trying to do something different. I agree the combat in Arkham was pretty good but if you can 1vs30 and not get hit by anything, it can get boring fast. In Gotham Knights you gotta keep an eye on different targets and decide how to fight the group, you get shot sometimes and that's cool, having 0 risk is a flaw in games. That being said, Idk how it is fighting as anyone but Batgirl, i'm having zero issues though the drone masters do make it so you kinda have to focus them first or they slow you down a lot. I 100% see why they're annoying.
Actually, I never agreed with you at all. You weren't "easily" crushing the nightmare swarm when you finally mastered the system. You were SKILLFULLY crushing the nightmare swarm. There is a massive difference there. That system was easy to learn, hard to master. If you took the time to master it, you could skillfully maneuver and get the job done flawlessly, but it wasn't easy. You had to think and plan your approach. You had to prioritize targets. All the while though, the combat flowed. it flowed elegantly.
At no point did I say it was easy to "crush the nightmare swarm without getting hit once, countering and maneuvering with poise and brutal elegance." You had to earn that, and you couldn't slack off if you wanted a high score.
@Ackooba: no. Sorry, no. The Arkham Series are the gold standard for Batman games. Making a Batman game (and this is, even if he is killed off He-Man style at the start) and expecting to not have them as your benchmark is wishful thinking at its finest. Know what you're getting into. Edit addition: and if, by some miracle, this game's combat system had turned out better and surpassed the Arkham series, you would be IMMEDIATELY jumping to use those games as benchmarks. You're only making this argument because it didn't turn out better.
This is coming from someone with 71 hours and all achievements in Gotham Knights, by the way. I've had my fun, but no. You hardcore fans are too much, dumping on the critically acclaimed Arkham series with one breath while decrying comparing this game to it in the next.
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No one is going to imitate the Gotham Knights combat system. It is not going to become the gold standard that gets cloned for four years (Assassin's Creed: Syndicate, Shadows of Mordor / War, Marvel's Spider-Man, etc.). It does its job, and its fine for what it is... but it falls apart in the late game. Utterly falls apart. Graceful brutality gives way to chiseling away at mob henchmen who have the dodging capabilities of League of Assassin members, the marksmanship of Deadshot, and a blocking prowess that beggars belief. Suddenly you're stacking cryo elemental buildup and cheesing to counter the absurdity, and it works... but it doesn't look pretty and it doesn't feel very good. It feels like a serviceable workhorse. Not a great ride, but you'll get there.
This seems like the place for it: I hate this game's combat camera. It hugs way too close to you and makes it hard to see where all the enemies are. The Arkham games and Marvel's Spider-Man pull the camera back during combat so you can get a feel for where all the enemies are. Plot out a course of action. I imagine that this game couldn't do that without crippling the frame-rate, so you get a camera hugging your backside with a 74 degree FOV. It's not great. Again, you learn to make it work... but the word "serviceable" comes to mind again.
What does spacebar do? I use xbox controlers
Harder doesn't mean better. The Arkham combat system was unique and dynamic, simple to learn and difficult to master. You may have "destroyed" those 30 goons, but did you look good doing it in one combo?
Gotham Knights combat is generic as it can be. Its Assassins Creed basically. Dodge, attack, attack, dodge, special attack...rinse and repeat. In Arkham I always felt in control of the situation, but in this game I'm just reacting to things happening.
If these games are enchiladas, GN is from Taco Bell while Arkham is from that delicious taco truck folks just can't stop raving about.