Batman: Arkham Asylum GOTY Edition

Batman: Arkham Asylum GOTY Edition

View Stats:
Rezilia Nov 22, 2016 @ 8:49am
Playing Asylum after other Arkham games is frustrating.
I played Asylum, then City, then Origins. Preparing myself to "complete" all 3 games before getting Knight, I decided to start with Asylum.

But the controls and everything are super unintuitive. Like how did no one ever come back and fix this ♥♥♥♥?
< >
Showing 1-15 of 42 comments
G-man Nov 22, 2016 @ 9:29am 
Well, they did. Twice, really. First called Arkham City, another Arkham Knight.
But on the point, what exactly is there to fix? Yes, controls are different, but so is the game. Given the option to set controls, I don't see, why you couldn't get really convenient with it.
Rezilia Nov 22, 2016 @ 10:24am 
It wasn't just that...

Counter never works when it's prompted. You have to counter after the prompt or else you'll counter "too early". And countering always creates a long delay that stops you from attacking or dodging even after the animation, which makes no sense.

You can't dive glide. Not too much of a problem but annoying due to lack of shockwave and high-speed glide kick.

Batclaw can't grab trophies.

The camera is too zoomed in.

Lack of ultra-stun.

You can't quickfire by double-tapping numbers, instead you have to keybind some random other part of the keyboard.

No grate takedown, or atleast it doesn't prompt.

No hanging ledge takedown, even though there are some hanging ledges in the game.

No quickfire gel, as far as I'm aware.

The map menu (Tab stuff) absolutely sucks compared to later games. They could have easily replaced that interface with the new one.

Boss fights are only more difficult due to duration. Granted, boss fights in Asylum are legitimately difficult compared to fighting normal mobs, but battles of duration should only be with mobs, not bosses. Bosses should have faster or keener versions of their mechanics instead.

Then there's the graphics. Sure, some stuff can't be changed or shouldn't due to time constraints, but they could atleast fix the lighting.

And lastly, weapons aren't in yellow. This makes fighting in Detective Vision a PITA since weapon attacks - which are faster than punches - blur into other enemies.


Like I said, unintuitive...compared to later games. Many things could have been updated without breaking the game or costing much money, but not even those things were fixed.
ShikenNuggets Nov 22, 2016 @ 10:53am 
It seems most of your problems are "this doesn't have a feature the later games had". Just because they did it in a later game doesn't mean they should go back and change stuff in this one. It's not perfect, but I like this game the way it is.

Originally posted by Rezilia:
Then there's the graphics. Sure, some stuff can't be changed or shouldn't due to time constraints, but they could atleast fix the lighting.

What's wrong with the graphics and the lighting?

Originally posted by Rezilia:
fighting in Detective Vision

Why the hell are you trying to fight in Detective Vision? There's your problem.
BloodyMares Nov 22, 2016 @ 11:02am 
Originally posted by Rezilia:
It wasn't just that...

Counter never works when it's prompted. You have to counter after the prompt or else you'll counter "too early". And countering always creates a long delay that stops you from attacking or dodging even after the animation, which makes no sense.

You can't dive glide. Not too much of a problem but annoying due to lack of shockwave and high-speed glide kick.

Batclaw can't grab trophies.

The camera is too zoomed in.

Lack of ultra-stun.

You can't quickfire by double-tapping numbers, instead you have to keybind some random other part of the keyboard.

No grate takedown, or atleast it doesn't prompt.

No hanging ledge takedown, even though there are some hanging ledges in the game.

No quickfire gel, as far as I'm aware.

The map menu (Tab stuff) absolutely sucks compared to later games. They could have easily replaced that interface with the new one.

Boss fights are only more difficult due to duration. Granted, boss fights in Asylum are legitimately difficult compared to fighting normal mobs, but battles of duration should only be with mobs, not bosses. Bosses should have faster or keener versions of their mechanics instead.

Then there's the graphics. Sure, some stuff can't be changed or shouldn't due to time constraints, but they could atleast fix the lighting.

And lastly, weapons aren't in yellow. This makes fighting in Detective Vision a PITA since weapon attacks - which are faster than punches - blur into other enemies.


Like I said, unintuitive...compared to later games. Many things could have been updated without breaking the game or costing much money, but not even those things were fixed.
1) It works, you just do it wrong. The animation is slower and the reaction window is bigger. And unlike Origins, they can't hit you from afar which is good.
2) Why would you want to Dive Bomb? It makes sense in city because it's a large area but there's nowhere to glide in Asylum.
3) Because it's not supposed to...It's BatClaw, not BatMagnet. City screwed it up.
4) Why is that a problem? During a fight it zooms out.
5) What purpose would it serve? Unlike in City you can just Batarang Titan Thugs while they charge.
6) What's the downside? Q and C are closer to WASD than numbers.
7) I'll give you that but the move is loud in City and Origins so there's no point.
8) What's stopping to climb down and go for a Silent Takedown?
9) Quickfire Explosive Gel is BS and is physically impossible. But if you want to down several dudes, there's Ultra Batclaw for ya (which latter games robbed me of).
10) Now that's just childish. Oh no, menu's color scheme is different, what a shame.
11) Somewhat agree.
12) Buy Return to Arkham then.
13) The only guys with weapons are people with guns and high security henchmen. Guns show in red and high security henchmen wear red and wield 2 knives...

Why the hell would someone remake their game with new mechanics from a sequel? It's not easy and counter-productive. Whiners gonna whine.
BloodyMares Nov 22, 2016 @ 11:07am 
Originally posted by ShikenNuggets:
It seems most of your problems are "this doesn't have a feature the later games had". Just because they did it in a later game doesn't mean they should go back and change stuff in this one. It's not perfect, but I like this game the way it is.

Originally posted by Rezilia:
Then there's the graphics. Sure, some stuff can't be changed or shouldn't due to time constraints, but they could atleast fix the lighting.

What's wrong with the graphics and the lighting?

Originally posted by Rezilia:
fighting in Detective Vision

Why the hell are you trying to fight in Detective Vision? There's your problem.
Damn it Steam, make a like button already. But I gotta improvise so here's your cookie :2015cookie:
<< BATFINK >> Nov 22, 2016 @ 3:10pm 
I find going back to Asylum isn't so bad. Sure, it would be nice to have some of the newer features, but the play style suits the story and the surroundings. Just do what the Bat does, improvise and overcome :batarang:
Noss Nov 23, 2016 @ 12:27am 
i agree for the camera !! I hate Asylum camera omg >< and yep I miss grabbing trophie with the claw ><
but yeah, they fix all that in the next game... but yeah i'm kinda frustated too
Rezilia Nov 23, 2016 @ 2:36am 
Originally posted by BloodyMares:
1) It works, you just do it wrong. The animation is slower and the reaction window is bigger. And unlike Origins, they can't hit you from afar which is good.
2) Why would you want to Dive Bomb? It makes sense in city because it's a large area but there's nowhere to glide in Asylum.
3) Because it's not supposed to...It's BatClaw, not BatMagnet. City screwed it up.
4) Why is that a problem? During a fight it zooms out.
5) What purpose would it serve? Unlike in City you can just Batarang Titan Thugs while they charge.
6) What's the downside? Q and C are closer to WASD than numbers.
7) I'll give you that but the move is loud in City and Origins so there's no point.
8) What's stopping to climb down and go for a Silent Takedown?
9) Quickfire Explosive Gel is BS and is physically impossible. But if you want to down several dudes, there's Ultra Batclaw for ya (which latter games robbed me of).
10) Now that's just childish. Oh no, menu's color scheme is different, what a shame.
11) Somewhat agree.
12) Buy Return to Arkham then.
13) The only guys with weapons are people with guns and high security henchmen. Guns show in red and high security henchmen wear red and wield 2 knives...

Why the hell would someone remake their game with new mechanics from a sequel? It's not easy and counter-productive. Whiners gonna whine.

1) Having just played Origins, I guarantee you that enemies don't hit you "from afar", the animation is slower but has no reason to be, and the reaction window in Asylum is much smaller, not to mention the fact that crit flow distance is larger in Origins.

2) There are plenty of places to glide and dive bomb in Asylum. Outdoor areas and predator rooms, not to mention gas puzzle rooms.

3) City didn't "screw" it up. A claw grabs things, that's common sense. And you can grab enemies with the claw in Asylum, so grabbing items makes just as much (if not more) logical sense.

4) Not enough.

5) Bataranging them during charge is cool, but the lack of triple stun makes the battle 5x slower. They could keep batarang and still add triple.

6) Not really. My 2 key is directly above my W key. If I need to quickfire batarang, it's easier for me to doubletap 3 than it is to stop moving in a direction, and then move my whole hand down to C. Yes, I could bind it to another key, but it's still a letter key and interferes with my ability to move.

7-8) Nothing. But it's more of a PITA to sneak up on an enemy for silent takedown when I could grate or hanging ledge take them down. In Asylum, enemy movement patterns are so finely configured that speed is everything, and you only have a VERY small window to take an enemy down before another enemy sees you, regardless of the number of enemies. It's far better to grate takedown and F or hanging ledge than having to completely change my position, slowly crawl, and wait for silent takedown's animation to end.

9) Wow, no wonder you hate later games if you can't do something as simple as quickfire gel. That's like, basic crowd control.

10) It's not the color, it's the controls. You have to click multiple times to get to the tab you want rather than Q-E, the map interface is not user-friendly, and the setup of bios is even wonky.

12) Wow, seriously? The lighting is massively bad in Asylum, to the point that it's hard to tell enemies from objects. Nothing the player can do on their side can fix lighting this bad.

13) In detective vision, enemies aren't in "red". And when orange enemies move, the weapon blurs into their movement, so it's hard to tell when they are aiming. I wouldn't NEED to use detective vision half the time if the lighting stopped blurring enemies into the ground and walls.

14) And yes, it's incredibly easy. These are the same devs. They could fix half of these issues in a week.
ShikenNuggets Nov 23, 2016 @ 11:26am 
Originally posted by Rezilia:
Not enough.

It doesn't need to zoom out as much because there aren't nearly as many enemies during fights as there are in the later games. Even in the bigger fights, it's zoomed out enough for you to see everything you need to see.

Originally posted by Rezilia:
Wow, no wonder you hate later games if you can't do something as simple as quickfire gel. That's like, basic crowd control.

I've played Arkham City and Knight quite a bit, and I barely ever use the explosive gel. It's a lot better in Knight, but in City it's difficult to use effectively.

Also, I don't think anyone said anything about hating the later games.

Originally posted by Rezilia:
Wow, seriously? The lighting is massively bad in Asylum, to the point that it's hard to tell enemies from objects. Nothing the player can do on their side can fix lighting this bad.

What the hell are you talking about? The lighting is fine. Show me a screenshot where you apparently can't tell the difference between objects and enemies. Also, what settings are you playing at (not that it should matter, even on the console versions there's nothing wrong with the lighting)?

Originally posted by Rezilia:
And yes, it's incredibly easy. These are the same devs. They could fix half of these issues in a week.

If you seriously believe this, then you know very little about how difficult game development is. And even if it was that easy, there's still the matter of whether they should or not. I don't think they should retroactively add random features from the later games to "fix" this one (especially since I think this game is fine the way it is).

If they were to completely remake the game, that would be another story, but they shouldn't come back and spend tons of time and money adding random new features to a game that, at best, might not add anything meaningful, and at worst, might break the game (and since they wouldn't be making much, if any, new profit from it, it'll never happen).
Last edited by ShikenNuggets; Nov 23, 2016 @ 11:28am
Rezilia Nov 23, 2016 @ 2:29pm 
Originally posted by ShikenNuggets:
Even in the bigger fights, it's zoomed out enough for you to see everything you need to see.

I've played Arkham City and Knight quite a bit, and I barely ever use the explosive gel. It's a lot better in Knight, but in City it's difficult to use effectively.

Also, what settings are you playing at (not that it should matter, even on the console versions there's nothing wrong with the lighting)?

If you seriously believe this, then you know very little about how difficult game development is.

I still get enemies hitting me from off-screen, so yes, it's not zoomed out enough. I had this problem in other Arkham games too, but it's the worst in Asylum.

It's never been difficult for me to use. The only thing that's difficult is managing to use it in a combo, since in later games combo can expire very quickly. And you probably haven't played NG+ on Hard, then, if you don't need crowd control.

Maximum Nvidia settings, running through dedicated GPU.

I actually know quite a bit. I said that half of my points could be implemented in a week. Half of my points are about controls, such as adding double-tap options for quickfire, and basic X=Y action registry like the targeting of an item with batclaw and auto-get from doing so...as well as making 3 stuns in a row register a disorientation on larger enemies. These are just values.
ShikenNuggets Nov 23, 2016 @ 5:40pm 
Originally posted by Rezilia:
I still get enemies hitting me from off-screen, so yes, it's not zoomed out enough. I had this problem in other Arkham games too, but it's the worst in Asylum.

I've never had this problem in any of the games. You just have to keep rotating around to keep an eye on what's going on around you.

Originally posted by Rezilia:
It's never been difficult for me to use. The only thing that's difficult is managing to use it in a combo, since in later games combo can expire very quickly. And you probably haven't played NG+ on Hard, then, if you don't need crowd control.

I can't seem to find a good place/time to use it with my playstyle. I've played through NG+ multiple times for all the later games, and I've never once felt like I needed it. There are plenty of other crowd control methods (though, you don't even really need crowd control except in some of the larger fights in Knight).

It's also worth noting that the fights in this game are never as complex as they get in the later games on NG+, so crowd control really isn't necessary.

Originally posted by Rezilia:
Maximum Nvidia settings, running through dedicated GPU.

Okay, so can you show an example of where the lighting is so incredibly broken that you can't tell the difference between objects and enemies?

Originally posted by Rezilia:
Half of my points are about controls, such as adding double-tap options for quickfire, and basic X=Y action registry like the targeting of an item with batclaw and auto-get from doing so...as well as making 3 stuns in a row register a disorientation on larger enemies. These are just values.

Implementing quickfire gadgets is a lot more complicated than just adding a double-tap control. They also have to add in the new animation (which might not work immediately, they'd probably have to tweak it) and the effect of it (as well as the on-screen UI telling you how many enemies it'll affect). Bat-claw grabbing the Riddler trophies is a lot easier since they already have those mechanics in place for grabbing grate covers, though this could have minor effect on gameplay (there would be certain Riddler trophies you could now get relatively easily which you wouldn't have been able to normally). As for the triple stun, having it affect the TITANs would completely change how you fight them, and implementing it for regular thugs would again require the new animation and the effect that it has.

And after all that is done, they spend at least a week testing all the new features and making sure they work properly and that they didn't accidentally break something else (which they almost definitely did, so then they spend another week or two fixing it). So, no, they wouldn't be able to implement all those things in just one week.

And even all that aside, I still don't see why they should retroactively add features that are completely unecessary (and in some cases may even break the game) to a 7 year old game.
Rezilia Nov 24, 2016 @ 1:00am 
Originally posted by ShikenNuggets:
Okay, so can you show an example of where the lighting is so incredibly broken that you can't tell the difference between objects and enemies?

Originally posted by Rezilia:
Half of my points are about controls, such as adding double-tap options for quickfire, and basic X=Y action registry like the targeting of an item with batclaw and auto-get from doing so...as well as making 3 stuns in a row register a disorientation on larger enemies. These are just values.

Implementing quickfire gadgets is a lot more complicated than just adding a double-tap control. They also have to add in the new animation (which might not work immediately, they'd probably have to tweak it) and the effect of it (as well as the on-screen UI telling you how many enemies it'll affect). Bat-claw grabbing the Riddler trophies is a lot easier since they already have those mechanics in place for grabbing grate covers, though this could have minor effect on gameplay (there would be certain Riddler trophies you could now get relatively easily which you wouldn't have been able to normally). As for the triple stun, having it affect the TITANs would completely change how you fight them, and implementing it for regular thugs would again require the new animation and the effect that it has.

And after all that is done, they spend at least a week testing all the new features and making sure they work properly and that they didn't accidentally break something else (which they almost definitely did, so then they spend another week or two fixing it). So, no, they wouldn't be able to implement all those things in just one week.

And even all that aside, I still don't see why they should retroactively add features that are completely unecessary (and in some cases may even break the game) to a 7 year old game.

Basically everywhere. The floors and clothing of enemies have a similar color scheme. That in itself isn't bad, but the lighting and shadows "distort" outlines for me, as in I can't tell where an enemy ends and the floor begins, since it's the same color blurring into the same color.


They don't need to add in a new animation for batarang and batclaw. Those two already have quickfire animations. And I'm not saying there has to be a quickfire gel, which would need a new animation, but it would be nice.

The difference between getting a trophy with batclaw and using the current methods is minimal. For example, in the elevator shaft there's this one trophy you can only get to by jumping a gap and hoping/praying that your character actually grabs onto the vent; the controls are iffy at this part, and the jumping of the gap is not necessary at all, so it would be better just to batclaw it.

There's already a triple stun animation. There just isn't a triple stun effect. And it wouldn't change how Titans are fought - you could still fight them the old way if you want, triple stun just adds an additional crowd control option.

I always see games like this as a series. If the series is still relevent, then the game is relevent. If someone wants to try out the series and see if they like it, and they want to start with the first game made, Aslyum could turn them off. Or conversely, they could play Origins first and then Asylum would "ruin" the series for them.
ShikenNuggets Nov 24, 2016 @ 8:58am 
Originally posted by Rezilia:
Basically everywhere. The floors and clothing of enemies have a similar color scheme. That in itself isn't bad, but the lighting and shadows "distort" outlines for me, as in I can't tell where an enemy ends and the floor begins, since it's the same color blurring into the same color.

I've never had this problem. The colours are similar, but they're different enough that you should be able to tell the difference between the floor and enemies. I've never heard of anyone having this problem (it's also strange that you only noticed it after playing the other games).

Originally posted by Rezilia:
They don't need to add in a new animation for batarang and batclaw. Those two already have quickfire animations.

I know, I was specifically talking about adding quickfire explosive gel.

Originally posted by Rezilia:
If the series is still relevent, then the game is relevent.

It doesn't matter if the game is still relevant, it's done. It's been done for a while. It isn't perfect, but that doesn't mean they should waste valuable resources (resources that could instead be used to make a new game) to go back and add random features to a relatively old game that you think it "needs" (and only thought it needed after you played the other games in the series).

Originally posted by Rezilia:
Aslyum could turn them off.

I've seen very few people who didn't enjoy Asylum but then liked City (and the few that did liked City because it was more open, not because it was a better game).

Originally posted by Rezilia:
Or conversely, they could play Origins first and then Asylum would "ruin" the series for them.

That's an inevitable problem with playing a newer game in a series/franchise before playing the older games.
Rezilia Nov 24, 2016 @ 9:04am 
Originally posted by ShikenNuggets:
It isn't perfect, but that doesn't mean they should waste valuable resources (resources that could instead be used to make a new game)


I've seen very few people who didn't enjoy Asylum but then liked City (and the few that did liked City because it was more open, not because it was a better game).

The Arkham series is finished. Like, done. Done and over with. They aren't going to make a "new" game in the series.


I liked Asylum when I first played it, probably because of the "well, this is new" vibe. But after playing the other Arkham games, I can objectively see problems that should have been fixed at some point, but weren't because the game was originally made for consoles (one and done mentality) rather than PCs (constant update mentality).
ShikenNuggets Nov 24, 2016 @ 9:13am 
Originally posted by Rezilia:
The Arkham series is finished. Like, done. Done and over with. They aren't going to make a "new" game in the series.

Correction, Rocksteady's done with it. WB could still get other developers (such as the guys who made Origins) to make another game.

And besides, I wasn't just talking about the Arkham series. Rocksteady could go make a brand new game.

Originally posted by Rezilia:
I can objectively see problems that should have been fixed at some point, but weren't because the game was originally made for consoles (one and done mentality) rather than PCs (constant update mentality).

What platform the game was made for doesn't have that direct of an impact on the development mentality. There are plenty of PC games made with the "one and done" mentality, as you put it.

Also, as I originally mentioned, a lot of your "objective problems" are simply that this game doesn't have a feature that the later games do.

But those aside, even if they were working with the "constant update mentality", the game is 7 years old. They've moved on, as they should. The game isn't perfect, but I'd rather they leave it as it is and instead move on to making new games.
< >
Showing 1-15 of 42 comments
Per page: 1530 50

Date Posted: Nov 22, 2016 @ 8:49am
Posts: 42