This is a pretty good Q&A where they get into some of the mechanics, the kind of game it is, loads of new gameplay footage.
View: https://youtu.be/XepIXLSaGKs?si=BEyZyQHxlR9QMzUE
Nice tidbits:
The Arkham Asylum inspiration goes all out. You find voice recordings that expand the lore. You unlock new abilities that lets you return to previously inaccessible parts.
The hub area is as big as the one in Asylum and you use it to access the different "dungeons" which you can always go back to if you want to find collectables you missed earlier.
Cut-scenes are not 2D - they are in VR and you still retain control and sometimes there will be interactive elements.
The balance between combat, exploration, puzzles etc. is roughly the same as Asylum. Biggest portion is exploration.
Different difficulty modes: Also kill screens are same type as Asylum with a friend/enemy towering over you and gloating/lamenting your demise, but in VR.
Wear and tear on your suit as you progress. Enjoy your costume's demise in close detail!
Composer worked on Metal gear Solid 4. Was main composer on Halo 4, Halo 5, Iron Man VR.
Learning from other VR games' successes and mistakes was a big part. They had a weekly "book club" like thing where the team met to talk about a specific VR game they all played.
Takes place six months after Arkham Origins. Before Asylum.
Stuff shown:
The smoke bomb (you can have it be a button press or actually pick it up from a compartment in your gloves and do a real throw)
The slide tackle. Can be used on goons as well as to break through vertical grates.
Takedowns from below, while crawling around under grates in the floor.
Cape stun: You physically twirl the cape in goons' faces.
Grapplinghook traversal.
Cape glide traversal combined with grapplinghook.
Detective mode: activated by moving your hand up to your head.
Takedowns from above/gargoyle.
Batarang throw to stun.
Initial gameplay trailer:
View: https://youtu.be/ScM8ML79yYg?si=huPEJEGEeM1zeTMm
View: https://youtu.be/XepIXLSaGKs?si=BEyZyQHxlR9QMzUE
Nice tidbits:
The Arkham Asylum inspiration goes all out. You find voice recordings that expand the lore. You unlock new abilities that lets you return to previously inaccessible parts.
The hub area is as big as the one in Asylum and you use it to access the different "dungeons" which you can always go back to if you want to find collectables you missed earlier.
Cut-scenes are not 2D - they are in VR and you still retain control and sometimes there will be interactive elements.
The balance between combat, exploration, puzzles etc. is roughly the same as Asylum. Biggest portion is exploration.
Different difficulty modes: Also kill screens are same type as Asylum with a friend/enemy towering over you and gloating/lamenting your demise, but in VR.
Wear and tear on your suit as you progress. Enjoy your costume's demise in close detail!
Composer worked on Metal gear Solid 4. Was main composer on Halo 4, Halo 5, Iron Man VR.
Learning from other VR games' successes and mistakes was a big part. They had a weekly "book club" like thing where the team met to talk about a specific VR game they all played.
Takes place six months after Arkham Origins. Before Asylum.
Stuff shown:
The smoke bomb (you can have it be a button press or actually pick it up from a compartment in your gloves and do a real throw)
The slide tackle. Can be used on goons as well as to break through vertical grates.
Takedowns from below, while crawling around under grates in the floor.
Cape stun: You physically twirl the cape in goons' faces.
Grapplinghook traversal.
Cape glide traversal combined with grapplinghook.
Detective mode: activated by moving your hand up to your head.
Takedowns from above/gargoyle.
Batarang throw to stun.
Initial gameplay trailer:
View: https://youtu.be/ScM8ML79yYg?si=huPEJEGEeM1zeTMm
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