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IGN Games.com have released a new Batman: Arkham Asylum trailer titled "Bane Breakout", showing loads of fighting sequences and Batman tackling both Killer Croc and Bane...
Also Sefton Hill talks to IGN about the principle behind the free flow combat featured in the above video.
IGN: What is FreeFlow Combat?
Sefton Hill: FreeFlow Combat is designed to let the player experience what it is like to be the master of hand-to-hand combat, allowing them to showdown with huge groups of the Joker's henchmen in brutal melee brawls while chaining together unlimited combos seamlessly.
The player is not limited by which animations can link together or by having to learn a series of button combinations to pull off a move. They are free to perform any move at any time and as long as this move is successful, the player can continue this flow until they have taken down all the villains!
The combat has a unique look and feel. All of the moves flow beautifully together because of the way that Batman reacts to his attackers based on their positions and attacks. Each fight session looks beautifully choreographed, however the player is in complete control at all times.
IGN: How does it work from the player's perspective?
Sefton Hill: The main moves from the start of the game are the strike, counter, cape stun, redirect and ground takedown.
The strike is self explanatory and allows Batman to attack in any direction. The counter button allows Batman to block and then counter incoming assailants. This is definitely one of the most satisfying moves to pull off, as Batman catches an incoming fist or grabs the leg as a thug tries to kick him and then exacts a swift, painful response.
The redirect move causes Batman to vault over incoming thugs or flip out of the way of attacks. This move gives players more space and time when surrounded, and the cape stun move uses the weighted tips of Batman's cape to temporarily stun all thugs within close proximity. Both of these moves become essential tactics for some of the more skilful and well armed thugs later in the game.
Finally, there is the ground takedown move. This is an immediate knockout move that can be pull off after knocking a thug to the ground, but it is risky to do as it leaves players vulnerable while they perform the knockout blow.
The key to successful and powerful combat in Batman: Arkham Asylum is chaining all these moves together. This is done by linking together three attacking moves in quick succession. When this is done, players enter FreeFlow and all moves become much more powerful and cover a much greater range. All of these moves can be used as part of the combo flow, with the long range ground takedown particularly spectacular as Batman summersaults and spins in the air before landing on his target and punching them out. As long as players continue to perform successful moves, this combo can continue indefinitely! However, if they make a mistake, they will lose their combo and leave themselves vulnerable to attack.
Once players have mastered the basics they can introduce Batarangs, the Batclaw, takedowns and throws into their combo flow, all of which increase strategic choices even further and must be used against tougher enemies further along in the game.
For the entire interview click here...
(Source - IGN Games.com)
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