DrCosmic
Professor of Power
- Joined
- Jun 17, 2011
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- 8,743
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Why would a partner hitting someone break you mutliplier because it would break your freeflow, the combat in Batman is designed to be totally fluid. Each move flows into the next, I really don't see how "back to back" fighting would work in that context. Say you hit a thug with a move and just as that animation is finishing your teammate grapples the final two or three thugs, you've got no one to hit no where for your next move to flow into, combo gone.
So... the issue is... when the fight is over, there's no one else to fight? Or am I missing something here. Yes, in multiplayer, you won't always be the last person to hit someone.
Or are you saying, that you not hitting someone while your partner is hitting someone would/should mean that the combo goes away? If that's your design idea, what happens when there's only one more person? It's literally impossible to finish with a multiplier, or perhaps just really difficult if there's team up moves. If so, that's a really bad design for a co-op game. If WB:Montreal is that daft, Single Player doesn't stand a chance anyway.
But to be more serious, the actual issue I think you're getting at is what happens when both you and a partner attack someone at the same time. You don't want to lose that animation. The answer, I think, is that game would have to sync up and if your partner is striking at someone and that animation is locked it, that person becomes 'down' for you. That could cause a problem if that's the only bad guy in that direction. Your multiplier wouldn't go away, or at least, not the team multiplier, but you could be thrown off of your personal flow. That is an issue. It could be best solved by making that the trigger of a 'combo move' if I attack someone you're already attacking. That's a technical and animation challenge, but it seems doable, and it would turn that relatively common 'problem' into awesomesauce.
And you're right, it'd be back to back in spirit only.
I just see mulitplayer in the Arkham series as a great way for players to be running into each other and getting in each others way. I mean, I'll buy the game regardless of multiplayer or not, I just wish developers didn't feel it's needed in every game these days. I really respect the Bioshock team for realizing they didn't need a multiplayer component for Infinite.
I see co-op multiplayer as an entirely different endeavor than the deathmatch multiplayer that you're talking about here. Batman doesn't need a deathmatch mode anymore than Bioshock does, but the story of Batman is about multiple heroes taking on the dark city, and co-op multiplayer is a natural extension of that, or they have to keep coming up with more and more reasons why Batman's teammates have to stay away.
Totally different from the multiplayer added onto, say, Tomb Raider, which, didn't hurt that game at all either.
It's so interesting to me, people who dislike multiplayer always seem to imagine that if implemented it will be done in the dumbest most evil way possible. No wonder they don't want it!