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.     


   

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