Herr Logan
Avenger
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Mini-launcher fires tracking devices and listening devices from reasonably long distances. If you're on a rooftop across the street from someone you want to listen in on (especially if the level they're on is lower than the one you're on), you can fire a bug and enjoy the show. Belt capacity = max.
Tracking device is a tiny transmitter that attaches to a surface (including clothing) transmits coordinates to the Batman's portal and GPS system (and the ones in the Batmobile and Batcave). You can place these by hand (good for planting them on people you've gotten close enough to touch) or launch them with the Mini-launcher. Belt capacity = 5-10 max.
Listening device is a tiny transmitter that attaches to a surface (including clothing) and transmits audio input to the Batman's Communications Hub (which can also be routed to his headset, car and cave). You can place these by hand (good for planting them on people you've gotten close enough to touch) or launch them with the Mini-launcher. The listening bug can record important conversations even if you aren't listening to them at the time they occur. Belt capacity = 5-10 max.
Basic Forensic Kit for impromptu examinations of crime scenes while he keeps a more larger and comprehensive one in the Batmobile (and an even larger one in the Batcave) for more intensive examinations. Includes zip-close plastic bags for samples, fingerprinting materials, luminol, etc. Belt capacity = 1 max.
Laser Torch is a strong miniaturized laser used as a cutting tool. Could be used to weld or seal metal. Belt Capacity = 1 max.
Miniature flashlight is tiny but very powerful and useful for when you'd rather not use night vision (which discolors your view and can be a hindrance if not strictly needed or in the presence of people you'd rather were kept in the dark). Belt capacity = 1-2 max. Mounted on the finger, the mini-light can be used while you perform other manual tasks.
Lock Picks are used to open locked doors. Each set includes a miniature rope-cutter (for if your primary cutter is confiscated with the rest of your gear and you're tied up with rope). Belt capacity = irrelevant; the Batman has several sets of picks stored in various places of his costume, so as long as your wearing the Batsuit, you'll never be out of lock picks. Keep that in mind if you get tied up or handcuffed and/or locked in a room with your stuff taken away.
Rope-cutter is diamond-reinforced, allowing the Batman to cut through any fiber rope and his own Bat cuffs. Useful for releasing hostages and prisoners (even you're own, but be careful who you let go), and cutting ropes to initiate context-specific operations. Belt capacity = 1-2 max; you might have to give one to someone else who's willing to help you.
Ninja claws are barbed add-ons to the gloves and boots that aid in climbing trees, scaling walls, etc. Belt capacity = 1 full set max.
Bat-Vehicle Remote Control allows the Batman to control his vehicles remotely. Stored in the buckle, you can remotely summon the Batmobile to pick you up. It can go through alleys and on off-road terrain to a reasonable degree, but it may be slow going if the car is parked far away from where you are and there's traffic out (which is why you park and get out of the car in the first place in many cases) Gotham City seldom sleeps, but some areas of the city are more busy than others at night, and at varying times. The Batmobile can go extremely fast, but it will not run over pedestrians or barrel through cars in its way.
Micro Camera records moving and still pictures and audio. Useful for gathering evidence and sharing info with the police during a case. Probably other reasons, too. Belt capacity = 1-2 max.
Miniaturized Tools for anything that would require standard tools. For example, if you were locked in a room with a heavy steel door with no visible lock and the room was filling with volatile gas, you couldn't use your laser torch or use a metal object to smash the hinges, so you'd have to unscrew a few screws to get out. Situations like that. Belt capacity = 1 max; more than one hidden throughout costume outside of the belt.
First-Aid Kit helps you make it through the night without returning to the cave. Includes sterile dressings to stop bleeding, cleansing agent/soap and antibiotic towelettes to disinfect, antibiotic ointment to prevent infection, burn ointment to prevent infection, adhesive bandages in a variety of sizes, eye wash solution to flush the eyes or as general decontaminant, prescription medications such as insulin, heart medicine and asthma inhalers, medical supplies such as glucose and blood pressure monitoring equipment and supplies, and anti-toxins. It's obvious that some of this stuff is of no use to the Batman (insulin, heart medication, etc.) but the supplies in the first-aid kit can be used on civilians. Imagine a hostage or crime victim with asthma or a heart condition having an attack during a stressful situation. Batman and his first-aid kit to the rescue! Only certain items are used per kit use, and different items have different amounts per kit. Odds are you won't use the whole thing up unless you wait until you have one of every kind of wound and have given aid to civilians (or even criminals) with health conditions. Belt capacity = 2 full kits max.
Communications device is the hub of all communication equipment used by the Batman while he's in the field. It reroutes many functions to the headset in the cowl such as the comm. link with Alfred and Robin, listening device recordings and the police scanner (turns on and off). It records information received through bugs even if you're not listening at the time, if there was anything worth recording while you were busy doing something else (you'd better have been busy or doing something as Bruce Wayne, or you shouldn't have turned off the audio feed). Belt capacity = 1 max.
That's all I can think of right at this moment, but I'm sure there's more.
Therefore, as you can see, you'll be well stocked whenever you go out to hunt and/or patrol. In addition, the Batmobile is well stocked with Bat-gear, so you can return to the car any time and reload. The car's supply is great but limited, so if you're out all night and keep running out and refilling expendable equipment, you can eventually run dry. You'd never run out of first aid kits, but then again there's only so much first aid kits can do for you. Once you return the Batmobile to the Batcave, the car will be completely restocked as well as your utility belt. No more of this scrimping and saving like previous Batman games. If you're being wasteful with the equipment, Bruce will either lecture himself (meaning you) until you concede to train at using the equipment some more, or he'll outright force you to complete the relevant gadget training before you can go out again.
The cave contains the training facilities, the Bat computer, your fully stocked crime lab, a first-aid center, and your armory and wardrobe nook.
Bat computer: Within this massive database, there are hundreds of case files and dossiers. Many of these will be straight from the comics. Individual cases that have either been solved or are still open. Not all of these files have involved the Batman directly, though. Everything you'd ever want to know about the Batman universe should be available in this computer, although you might have to do some digging. It's possible there will be a section of the computer that is catalogued by comic book issue number, but I want that to be an add-on to a more formalized database that contains the same information in the form of police reports (DD5s) and the Batman's own written files. For the police cases the Batman was involved in, there may simply be attached notes written by the Dark Knight that fill in the gaps. In any case, the dossiers and case files will come into play at several points in the game.
Here's something you may think is the coolest thing ever or the dumbest thing ever having to do with the game's detective work:
If you intervene in a street crime, (this includes home invasions and hold-ups in establishments) and somehow the perp(s) escape, the incident becomes an open case for the Batman. Variables in the game having to do with the hardcore detective work will load at the moment it's clear that at least one of the bad guys have gotten away or something else is unresolved about the crime. The criminals' faces will now match photos in the Batcomputer's files, or possibly even the Batman's own memory, and they will have names you can or may have to find in order to catch the bastard(s). Either the NPC criminal will automatically match the dossier that would correspond if the incident became an open case, or it would be a somewhat non-descript face when seen in game play that will become more distinct when the Batman "remembers" what he saw (if he in fact saw a face). The Batman remembers pretty much everything he sees or hears, so the game will provide a still-shot of the perp if you saw his face when going over the facts of the incident. Everything the Batman learns while he's out on patrol or a mission is recorded in a "contemporary facts" file you can access in the pause menu. Everything you'd need to know that was knowable at the time of the incident is recorded here, and it's automatically recorded officially in the Bat computer when you go back to the Batcave or maybe even the Batmobile. Fingerprints, visual identification and knowledge gleaned from talking to witnesses or nearby stool pigeons (or just loudmouths who don't realize a detective-type might be listening in on their discussions with other lowlifes; this is wear your audio equipment and your civilian disguises come into play).
Wardrobe: in addition to keeping an ample supply of spare Batsuits, this area contains everything you'd need to disguise yourself as another person, or perhaps apply makeup to cover up bruises incurred while fighting when Bruce Wayne must make an appearance the next day.
I don't know how many recurring aliases the Batman has in the comics (I know his primary one is Matches Malone), but they'd all be stored as pre-set disguises to use when you want (or need, as the case may be at some points in the game) to hang around spots where possible sources or suspects frequent. Matches Malone listens in on crooks bragging and gossiping all the time, and so can the player in this game. If Matches or any other pre-set alias is "made" (meaning, someone knows you're not what you seem and could be a threat) during a recon mission, that disguise is no longer available for use in the game. There might be the possibility of continuing its use if you use the identity as bait for the people who "made" you, but if you don't restrict your appearance in this guise to only that purpose after having your cover blown, there will be some kind of negative consequences. I don't know what exactly.
Outside of Matches and the other pre-set disguises, you can build your own new face. It'll be similar to 'The Sims 2' in that eventuality. Alfred will assist you and make comments during this process.
To get from the cave to the city, you need to take the Batmobile. The Batwing aircraft may be necessary for certain missions in Gotham City, but will more likely be relegated to missions outside the city (R'as Al Ghul territory, perhaps?).
Ideally, I would like to make it so the Batmobile doesn't jump the curb and smash everything in sight like a GTA game, because this is supposed to be largely guided by the Batman's own skill and personality. Either way, the car will have these key features:
Durability is key, and the Batmobile is damn near indestructible in a lot of ways (but not completely). There's no real need to detail all the armoring the car has here (and I still can't find my damn copy of 'Batman: the Ultimate Guide to the Dark Knight'), but note that the tires can self-repair after a moment at rest.
Speed is another trait this car is known for. Faster than the average racing car, although you'll only get a few missions where you can cut loose at full speed. Gotham City is an urban environment and lots of people and property in the way, and once again, this isn't GTA.
Autopilot generally allows you to do two things: 1) select a location on the GPS and let the car take you there safely and efficiently, and 2) choose a path consisting of multiple points or a pattern. This could be for observational purposes on patrol or for evasive maneuvers. You can set the speed for this chosen course.
Weapons and defensive devices of various types. Rockets, smoke screens, oil slicks, tire-piercing sharp thingies, grappling hooks and other goodies. It has several layers of defense system to ward off or incapacitate intruders while it's parked including tasers, foam projectors, gas and even a self-destruct device.
On-board GPS system does everything the portable one does. In case you missed it before (skip this if you read it already):
gives you access to a full map of Gotham City. From here, you can check up on tracking devices, plan your travel route and search locations. The Batman already knows every square foot of Gotham City my heart. Through the pause menu, you can access his contemporary memory and you'll get a map almost as complete as the GPS can give you, but the difference is that you can only determine certain things from the Batman's "mental map." The mental map can tell you where you are in the city, the names of every street and landmark, the various gang territories (this is actually something you probably wouldn't see on the GPS, so it's good to check both), and the last known locations of several characters (namely your allies and characters you deal with during game play, as permanent residences and known hangouts for every character is listed in the Bat computer). The GPS is the link between your mental map and the Bat computer. It can mark an address you pick out of the database, it can tell you the exact distance between two points, the quickest route by car between two points (you might decide it's easier to go by car or to go on foot over rooftops or through back alleys), the distance and estimated time of a multi-point route, and other similar advanced functions. It also gives information about the z-axis, telling you how high up you are, how high a tracker is (telling you what floor its on as well, since the GPS knows the layout of all the building in Gotham). It can tell you how fast a tracker is moving in any direction as well. It's an awesome device.
As I mentioned before, the stealth factor should be like the 'Splinter Cell' games, as should the lighting/shadow engine. The player's HUD (heads up display) will have a visibility meter that will tell you how likely it is someone will see you. You also might have a sound meter, but that will be less useful because the Batman moves silently most of the time in general. You know how he's always pulling his ninja routine with Commissioner Gordon? You'll get the chance to actually pull that off and earn Bat-style points. Yes, style will be a part of the game as well, which is where theatricality pays off. The more visible you are to people who you aren't directly dealing with (and even for those you are, if it loses you a tactical advantage), the less Bat-style points you earn. I don't know exactly how that directly how that will come into play as rewards and punishments, but it should be organic and smooth, with no numbers flashing on the screen or anything like that. Perhaps headlines will appear indicating that the Batman is becoming less of a mysterious legend and more of an attention-****ing clown (these are just the extremes), which will lessen the Batman's Fear factor against criminals. It would be a much more advanced and subtle Fear factor than was used in 'Batman Begins.' Criminals wouldn't automatically drop their weapons if they got scared, but their aim and balance would be decreased. The environmental factors you can use would be much more varied. You can throw your batarangs anywhere, not just at particular points specifically designed to set off a spectacle to scare all the bad guys. You can throw one at a wall behind an enemy and make him turn around. You can knock out lights like in 'Splinter Cell' and move in under cover of darkness. Unlike 'Splinter Cell,' however, you're not always breaking into places with alarms and it's okay if you leave evidence that you were there in many cases (not all, like if you broke into police facilities to look at hard-copy records or confiscated evidence, you don't want to leave any batarangs and so forth behind if you can help it), because you're the Batman, and the criminal underworld is supposed to know you exist. I keep referencing that game because there's so much in it that's perfect for a Batman game. While it may seem impossible to blend a fully free-roaming game with up-close spy work, I don't believe it is. It's just that only certain areas would require you to use delicate crime scene investigation (CSI) skills like sample collecting, fingerprints, etc. The thing is, if you make it so that any criminals that get away become open cases (and the Batman can't stand that, so he'll bug you until you get on it, unless there's something much more important that takes priority), then virtually anywhere in the city could become a workable site for CSI.
I'm telling you, they could truly make a game that captures every major aspect of the Batman mythos. The mobility of 'Spider-Man 2,' the crime-alerts and sprawling environments of 'True Crime' (although Gotham's buildings are probably closer to Spidey's New York), the stealth and gadgetry beyond Ubisoft's spy thrillers, the expansive scripting and city-wide personality of the 'Grand Theft Auto' games and detective work no doubt beyond whatever they've made so far. Throw in the atmospheric, psychological aspects of "The Suffering" and you've got everything you need.
I'd call it 'Batman: Dark Knight Detective'. What do you think?
By the way, this isn't everything that could be put into it; not nearly. I'm just tired for now.

Tracking device is a tiny transmitter that attaches to a surface (including clothing) transmits coordinates to the Batman's portal and GPS system (and the ones in the Batmobile and Batcave). You can place these by hand (good for planting them on people you've gotten close enough to touch) or launch them with the Mini-launcher. Belt capacity = 5-10 max.
Listening device is a tiny transmitter that attaches to a surface (including clothing) and transmits audio input to the Batman's Communications Hub (which can also be routed to his headset, car and cave). You can place these by hand (good for planting them on people you've gotten close enough to touch) or launch them with the Mini-launcher. The listening bug can record important conversations even if you aren't listening to them at the time they occur. Belt capacity = 5-10 max.
Basic Forensic Kit for impromptu examinations of crime scenes while he keeps a more larger and comprehensive one in the Batmobile (and an even larger one in the Batcave) for more intensive examinations. Includes zip-close plastic bags for samples, fingerprinting materials, luminol, etc. Belt capacity = 1 max.
Laser Torch is a strong miniaturized laser used as a cutting tool. Could be used to weld or seal metal. Belt Capacity = 1 max.
Miniature flashlight is tiny but very powerful and useful for when you'd rather not use night vision (which discolors your view and can be a hindrance if not strictly needed or in the presence of people you'd rather were kept in the dark). Belt capacity = 1-2 max. Mounted on the finger, the mini-light can be used while you perform other manual tasks.
Lock Picks are used to open locked doors. Each set includes a miniature rope-cutter (for if your primary cutter is confiscated with the rest of your gear and you're tied up with rope). Belt capacity = irrelevant; the Batman has several sets of picks stored in various places of his costume, so as long as your wearing the Batsuit, you'll never be out of lock picks. Keep that in mind if you get tied up or handcuffed and/or locked in a room with your stuff taken away.
Rope-cutter is diamond-reinforced, allowing the Batman to cut through any fiber rope and his own Bat cuffs. Useful for releasing hostages and prisoners (even you're own, but be careful who you let go), and cutting ropes to initiate context-specific operations. Belt capacity = 1-2 max; you might have to give one to someone else who's willing to help you.
Ninja claws are barbed add-ons to the gloves and boots that aid in climbing trees, scaling walls, etc. Belt capacity = 1 full set max.
Bat-Vehicle Remote Control allows the Batman to control his vehicles remotely. Stored in the buckle, you can remotely summon the Batmobile to pick you up. It can go through alleys and on off-road terrain to a reasonable degree, but it may be slow going if the car is parked far away from where you are and there's traffic out (which is why you park and get out of the car in the first place in many cases) Gotham City seldom sleeps, but some areas of the city are more busy than others at night, and at varying times. The Batmobile can go extremely fast, but it will not run over pedestrians or barrel through cars in its way.
Micro Camera records moving and still pictures and audio. Useful for gathering evidence and sharing info with the police during a case. Probably other reasons, too. Belt capacity = 1-2 max.
Miniaturized Tools for anything that would require standard tools. For example, if you were locked in a room with a heavy steel door with no visible lock and the room was filling with volatile gas, you couldn't use your laser torch or use a metal object to smash the hinges, so you'd have to unscrew a few screws to get out. Situations like that. Belt capacity = 1 max; more than one hidden throughout costume outside of the belt.
First-Aid Kit helps you make it through the night without returning to the cave. Includes sterile dressings to stop bleeding, cleansing agent/soap and antibiotic towelettes to disinfect, antibiotic ointment to prevent infection, burn ointment to prevent infection, adhesive bandages in a variety of sizes, eye wash solution to flush the eyes or as general decontaminant, prescription medications such as insulin, heart medicine and asthma inhalers, medical supplies such as glucose and blood pressure monitoring equipment and supplies, and anti-toxins. It's obvious that some of this stuff is of no use to the Batman (insulin, heart medication, etc.) but the supplies in the first-aid kit can be used on civilians. Imagine a hostage or crime victim with asthma or a heart condition having an attack during a stressful situation. Batman and his first-aid kit to the rescue! Only certain items are used per kit use, and different items have different amounts per kit. Odds are you won't use the whole thing up unless you wait until you have one of every kind of wound and have given aid to civilians (or even criminals) with health conditions. Belt capacity = 2 full kits max.
Communications device is the hub of all communication equipment used by the Batman while he's in the field. It reroutes many functions to the headset in the cowl such as the comm. link with Alfred and Robin, listening device recordings and the police scanner (turns on and off). It records information received through bugs even if you're not listening at the time, if there was anything worth recording while you were busy doing something else (you'd better have been busy or doing something as Bruce Wayne, or you shouldn't have turned off the audio feed). Belt capacity = 1 max.
That's all I can think of right at this moment, but I'm sure there's more.
Therefore, as you can see, you'll be well stocked whenever you go out to hunt and/or patrol. In addition, the Batmobile is well stocked with Bat-gear, so you can return to the car any time and reload. The car's supply is great but limited, so if you're out all night and keep running out and refilling expendable equipment, you can eventually run dry. You'd never run out of first aid kits, but then again there's only so much first aid kits can do for you. Once you return the Batmobile to the Batcave, the car will be completely restocked as well as your utility belt. No more of this scrimping and saving like previous Batman games. If you're being wasteful with the equipment, Bruce will either lecture himself (meaning you) until you concede to train at using the equipment some more, or he'll outright force you to complete the relevant gadget training before you can go out again.
The cave contains the training facilities, the Bat computer, your fully stocked crime lab, a first-aid center, and your armory and wardrobe nook.
Bat computer: Within this massive database, there are hundreds of case files and dossiers. Many of these will be straight from the comics. Individual cases that have either been solved or are still open. Not all of these files have involved the Batman directly, though. Everything you'd ever want to know about the Batman universe should be available in this computer, although you might have to do some digging. It's possible there will be a section of the computer that is catalogued by comic book issue number, but I want that to be an add-on to a more formalized database that contains the same information in the form of police reports (DD5s) and the Batman's own written files. For the police cases the Batman was involved in, there may simply be attached notes written by the Dark Knight that fill in the gaps. In any case, the dossiers and case files will come into play at several points in the game.
Here's something you may think is the coolest thing ever or the dumbest thing ever having to do with the game's detective work:
If you intervene in a street crime, (this includes home invasions and hold-ups in establishments) and somehow the perp(s) escape, the incident becomes an open case for the Batman. Variables in the game having to do with the hardcore detective work will load at the moment it's clear that at least one of the bad guys have gotten away or something else is unresolved about the crime. The criminals' faces will now match photos in the Batcomputer's files, or possibly even the Batman's own memory, and they will have names you can or may have to find in order to catch the bastard(s). Either the NPC criminal will automatically match the dossier that would correspond if the incident became an open case, or it would be a somewhat non-descript face when seen in game play that will become more distinct when the Batman "remembers" what he saw (if he in fact saw a face). The Batman remembers pretty much everything he sees or hears, so the game will provide a still-shot of the perp if you saw his face when going over the facts of the incident. Everything the Batman learns while he's out on patrol or a mission is recorded in a "contemporary facts" file you can access in the pause menu. Everything you'd need to know that was knowable at the time of the incident is recorded here, and it's automatically recorded officially in the Bat computer when you go back to the Batcave or maybe even the Batmobile. Fingerprints, visual identification and knowledge gleaned from talking to witnesses or nearby stool pigeons (or just loudmouths who don't realize a detective-type might be listening in on their discussions with other lowlifes; this is wear your audio equipment and your civilian disguises come into play).
Wardrobe: in addition to keeping an ample supply of spare Batsuits, this area contains everything you'd need to disguise yourself as another person, or perhaps apply makeup to cover up bruises incurred while fighting when Bruce Wayne must make an appearance the next day.
I don't know how many recurring aliases the Batman has in the comics (I know his primary one is Matches Malone), but they'd all be stored as pre-set disguises to use when you want (or need, as the case may be at some points in the game) to hang around spots where possible sources or suspects frequent. Matches Malone listens in on crooks bragging and gossiping all the time, and so can the player in this game. If Matches or any other pre-set alias is "made" (meaning, someone knows you're not what you seem and could be a threat) during a recon mission, that disguise is no longer available for use in the game. There might be the possibility of continuing its use if you use the identity as bait for the people who "made" you, but if you don't restrict your appearance in this guise to only that purpose after having your cover blown, there will be some kind of negative consequences. I don't know what exactly.
Outside of Matches and the other pre-set disguises, you can build your own new face. It'll be similar to 'The Sims 2' in that eventuality. Alfred will assist you and make comments during this process.
To get from the cave to the city, you need to take the Batmobile. The Batwing aircraft may be necessary for certain missions in Gotham City, but will more likely be relegated to missions outside the city (R'as Al Ghul territory, perhaps?).
Ideally, I would like to make it so the Batmobile doesn't jump the curb and smash everything in sight like a GTA game, because this is supposed to be largely guided by the Batman's own skill and personality. Either way, the car will have these key features:
Durability is key, and the Batmobile is damn near indestructible in a lot of ways (but not completely). There's no real need to detail all the armoring the car has here (and I still can't find my damn copy of 'Batman: the Ultimate Guide to the Dark Knight'), but note that the tires can self-repair after a moment at rest.
Speed is another trait this car is known for. Faster than the average racing car, although you'll only get a few missions where you can cut loose at full speed. Gotham City is an urban environment and lots of people and property in the way, and once again, this isn't GTA.
Autopilot generally allows you to do two things: 1) select a location on the GPS and let the car take you there safely and efficiently, and 2) choose a path consisting of multiple points or a pattern. This could be for observational purposes on patrol or for evasive maneuvers. You can set the speed for this chosen course.
Weapons and defensive devices of various types. Rockets, smoke screens, oil slicks, tire-piercing sharp thingies, grappling hooks and other goodies. It has several layers of defense system to ward off or incapacitate intruders while it's parked including tasers, foam projectors, gas and even a self-destruct device.
On-board GPS system does everything the portable one does. In case you missed it before (skip this if you read it already):
gives you access to a full map of Gotham City. From here, you can check up on tracking devices, plan your travel route and search locations. The Batman already knows every square foot of Gotham City my heart. Through the pause menu, you can access his contemporary memory and you'll get a map almost as complete as the GPS can give you, but the difference is that you can only determine certain things from the Batman's "mental map." The mental map can tell you where you are in the city, the names of every street and landmark, the various gang territories (this is actually something you probably wouldn't see on the GPS, so it's good to check both), and the last known locations of several characters (namely your allies and characters you deal with during game play, as permanent residences and known hangouts for every character is listed in the Bat computer). The GPS is the link between your mental map and the Bat computer. It can mark an address you pick out of the database, it can tell you the exact distance between two points, the quickest route by car between two points (you might decide it's easier to go by car or to go on foot over rooftops or through back alleys), the distance and estimated time of a multi-point route, and other similar advanced functions. It also gives information about the z-axis, telling you how high up you are, how high a tracker is (telling you what floor its on as well, since the GPS knows the layout of all the building in Gotham). It can tell you how fast a tracker is moving in any direction as well. It's an awesome device.
As I mentioned before, the stealth factor should be like the 'Splinter Cell' games, as should the lighting/shadow engine. The player's HUD (heads up display) will have a visibility meter that will tell you how likely it is someone will see you. You also might have a sound meter, but that will be less useful because the Batman moves silently most of the time in general. You know how he's always pulling his ninja routine with Commissioner Gordon? You'll get the chance to actually pull that off and earn Bat-style points. Yes, style will be a part of the game as well, which is where theatricality pays off. The more visible you are to people who you aren't directly dealing with (and even for those you are, if it loses you a tactical advantage), the less Bat-style points you earn. I don't know exactly how that directly how that will come into play as rewards and punishments, but it should be organic and smooth, with no numbers flashing on the screen or anything like that. Perhaps headlines will appear indicating that the Batman is becoming less of a mysterious legend and more of an attention-****ing clown (these are just the extremes), which will lessen the Batman's Fear factor against criminals. It would be a much more advanced and subtle Fear factor than was used in 'Batman Begins.' Criminals wouldn't automatically drop their weapons if they got scared, but their aim and balance would be decreased. The environmental factors you can use would be much more varied. You can throw your batarangs anywhere, not just at particular points specifically designed to set off a spectacle to scare all the bad guys. You can throw one at a wall behind an enemy and make him turn around. You can knock out lights like in 'Splinter Cell' and move in under cover of darkness. Unlike 'Splinter Cell,' however, you're not always breaking into places with alarms and it's okay if you leave evidence that you were there in many cases (not all, like if you broke into police facilities to look at hard-copy records or confiscated evidence, you don't want to leave any batarangs and so forth behind if you can help it), because you're the Batman, and the criminal underworld is supposed to know you exist. I keep referencing that game because there's so much in it that's perfect for a Batman game. While it may seem impossible to blend a fully free-roaming game with up-close spy work, I don't believe it is. It's just that only certain areas would require you to use delicate crime scene investigation (CSI) skills like sample collecting, fingerprints, etc. The thing is, if you make it so that any criminals that get away become open cases (and the Batman can't stand that, so he'll bug you until you get on it, unless there's something much more important that takes priority), then virtually anywhere in the city could become a workable site for CSI.
I'm telling you, they could truly make a game that captures every major aspect of the Batman mythos. The mobility of 'Spider-Man 2,' the crime-alerts and sprawling environments of 'True Crime' (although Gotham's buildings are probably closer to Spidey's New York), the stealth and gadgetry beyond Ubisoft's spy thrillers, the expansive scripting and city-wide personality of the 'Grand Theft Auto' games and detective work no doubt beyond whatever they've made so far. Throw in the atmospheric, psychological aspects of "The Suffering" and you've got everything you need.
I'd call it 'Batman: Dark Knight Detective'. What do you think?
By the way, this isn't everything that could be put into it; not nearly. I'm just tired for now.

