Thursday, August 27, 2015

In the Beginning... (Part 2)

     Welcome back to Arkham Crusader. Last time we started off with the first three AR challenges in the Tutorial section. We got to see the new counter throw, and the terrifying Fear Multi-takedown. In these three you'll get acquainted with Batman's new agility in the air and his new and improved friend: the Batmobile.

#4 Grapnel Boost MKII

This fourth challenge should also seem familiar to those who played the glide AR missions in Arkham City and Origins. Those people should also have by now noticed the improvements to gliding. Now you can traverse farther alternating the dive button, and maneuver a lot easier. Start by using the enhanced grapnel boost (XXX after starting the grapple) The new boost can fire Batman like a cannonball. Once in the air the game will slow down and give you instructions when to dive, and when not to. Making it though the rings is easy. Finally you will be given a 60 second timer and told to stay in the air that long using gliding, diving, and the grapnel. This is pretty easy, especially with the new tweaks to the glide mechanic.  

#5: Summon, Eject & Glide
Finally we get to the big new feature, the Batmobile. Veterans will note that the Knight ( the Bat, not the other one) has gotten an upgrade to the classic looking one from Asylum. We will go more indepth with Batman's new wheels in a later post. For now all you need to know is that it is used for more that just holding spare gadgets. 

In this Challenge you start on the roof, call the car (L1) and then drive it though the indicated point. Then you use the eject function (XX) to launch yourself though the rings before calling it again. Fairly straightforward.

#6: Weapon Energy Diagnostics

Good think he can apparently craft detailed holographic models of his enemies on the fly

This is the first and only level of the tutorial to not be activated on the roof, and it is done during another part of the story. This is to introduce the player to the Batmobile's special weapons. The challenge is broken into three rounds. The first two simply involve destroying the spawned drone tanks till you reach a certain level of weapon energy, indicated by the four bars around the targeting reticule, then using that level of the missile barrage (admittedly the 1st level is more of a missile strike). Finally on the last round the drones are active and shooting back. Dodge their fire till you reach level 2 then let'em have it.

Alright now you have reached the end of the tutorial section. Later posts will explore the other groups of AR challenges.     


   

In the Beginning...(Part 1)

     Hello and welcome to Arkham Crusader. I ask you to note that this was created for a class, but the subject was up to me to pick.

     In these posts I will discuss the different AR missions in Arkham Knight. What you do, how to do it as well as I know, and other tips.

     Appropriately I will start this with the Tutorial "challenges". One thing to note about these is that they do not give you a rating. So these are essentially pass/fail. These are given after Batman receives the new suit early on in the game. One thing that happens to annoy me about this though is that he calls in the Batwing to drop the suit onto a roof, CHANGES HIS WHOLE SUIT while on the roof of a relatively short building (good thing nobody happened to be watching), and do these AR tutorials while a few feet from armed guys with a hostage.


                                      Apparently Bruce doesn't have time for this during the day


Recommended upgrades: None

# 1: Throw Counter
First on the list is the tutorial for a new combat option, the Throw Counter. This new move allows Batman to launch an enemy by countering an attack. You have to counter close to when the attack happens, and press in the direction you want to throw them. This is useful for getting a "two for one" if you can hit another enemy. Do it 5 times and you're one down on this list.

Numbers do not win battles, and against Batman they don't help

#2: Fear Multi-Takedown

Another new feature on this list, the Fear Multi-Takedown lets you quickly takeout 3 guys (can later be upgraded to 4 and then 5) by moving close to one while undetected. When you can initiate it all of the targets will be highlighted and you press proper button (square on PS4). When the first target is taken out the action will slow down and you can shift the camera to target and activate the next attack. 
Note: if you do not press it the game will not automatically do the next move and you may time out on it. This can leave you exposed surrounded by armed enemies.
For this tutorial challenge you will be tasked with eliminating 4 groups of three enemies. They spawn after you take out the group before, and if you are spotted, or fail to eliminate all three then you must restart that group. A fairly easy challenge, It might take you multiple tries just because you accidently get spotted. On the last group one guy moves so wait with in range of the one at the end and when the last guy is highlighted move in for the kill.

#3: Predator Fundamentals
This challenge should be fairly simple and straightforward to Arkham vets. Three armed enemies spawn on the roof. Take all three out in any way. You do not even fail this if you get spotted. Here is a list of possible moves to use:
  • Silent takedown (a classic)
  • Fear Multi-Takedown ( Wait for two or three to get close together)
  • Vents (be careful as alerted guys look down now...)
  • Glide kick/ground takedown (... but still don't look up)                                                                               
  • or if stealth isn't your style 
  • Straight Up combat  
All three spawn differently each time so this AR challenge is good for experimenting with different takedowns.



Next time we'll look at the next three