GL1 said:
Dude... the whole bluish ghostly memories for emotional content, or maybe Sepia images overlayed into the environment for the old times feel...
The FMVs that unlock based on what peices of the relevant case you've unlocked is ALSO quite awesome...
But I think I read something about no third person view? I can definitely feel that for the grapple, bataranging or for detective walkthroughs or even interrogation, but fighting from first person is... I can't quite conceive of a way for it to work because First-person doesn't give you the peripheral vision necessary to be an effective hand to hand fighter... nor cool karate moves to look at... would you consider a OTShoulder cameras for hand to hand combat situations, much like MGS?
Thanks for speaking up, GL1.
I must have misspoke (mistyped) before when I said that, because I certainly didn't mean that your actual on-screen view would be first-person. That would be the most idiotic thing you could ever do with a Batman video game. I mean really! That's one thing that was extremely wrong with most James Bond games; the fact that a fully functional action hero who jumps, falls, and fights hand-to-hand was stuck in a first person shooter format. You could never get away with that with a Batman game and still call yourself a rational human being. The Batman should be seen in all his glory.
What I actually meant was that in terms of story progression, you would only see story content that was reasonably accessible to the character you're playing. The only points of view you see from are the Batman, Alfred, Robin, possibly Nightwing and possibly other characters on the side of "good" (like Commissioner Gordon, Sgt. Harvey Bullock or Detective Montoya). You wouldn't see the villains plotting in secret like you would while watching the TV show, a movie or reading the comics. You would see those elements once you'd gathered enough clues or been given enough information that you could reasonably estimate what's going on behind the scenes. That is, the stylistic elements of the scenes will be basically the villains being villains (entertaining and extremely eccentric), but what they say theyre doing, going to do or have already done depends on how much the Batman has learned, so thats why youd have to wait.
Hey, I just got another idea!
My concept has been that, as you gather clues and receive information through any source, you see FMVs and/or memory and image flashes that demonstrate the parties responsible for the problem being investigated and the exchanges and actions that are taking place, have taken place recently or will soon take place.
Now I'm thinking that maybe you could see multiple versions of these scenarios, signifying the Batman considering his options and extrapolating according to what he knows about crime in Gotham. If a crime or suspicious act has been committed that seems bizarre or indicative of involvement by a member of the Batman's rogues gallery and concrete proof isn't readily available, several consecutive FMVs featuring different suspects could play with accompanying narration by the Batman. This could happen automatically or it could be prompted by a list of suspects generated by the Batman, with each one showing a different villain performing essentially the same act via different means.
As more evidence and hearsay is observed, the FMVs will become replay with more detail and content and the current case log (an information menu under the umbrella menu of the Batman's personal memory) will change in accordance with the facts. The most direct fact-to-FMV progression would be if the Batman records conversations and/or video recordings with his surveillance equipment. I had forgotten I wanted to use something similar to Splinter Cells sticky cameras, so I forgot to list those in addition to listening devices and tracking devices. Im thinking that there would be a very limited supply of those, though. Id prefer the player observe exchanges personally with binoculars and the directional microphones in his cowl and use listening devices from which he can hear the audio feed while hes moving around at night or during the day while hes in the Cave or operating as Bruce Wayne. As much as I was absolutely blown away with the sticky camera idea when I got into the Splinter Cell games, I have to concede that the Batman doesnt use that very often. Perhaps they can be special items that are available at a certain point in the game, like the cape glider.
Other things you could do to gather information without directly involving yourself in a verbal exchange to is hack computers for e-mails and documents and also confiscate hard-copy letters, memos and documents and/or scan them with a miniature camera. By scanning incriminating documents, you gain the information without necessarily arousing suspicion by the suspects that youre on their trail (I say necessarily because there are many other ways to leave evidence that youre meddling in their affairs). One of the downsides to that is that theres a chance youll never see the hard copy again, which means you can give it to the police as incriminating evidence pursuant to a conviction. Im not entirely clear on what will or will not hold up in court if delivered by an anonymous informant, but for the time being, Im assuming that the hard copy of a document is worth more than a digital picture of it (which could have been fabricated). That doesnt mean it would work that way, necessarily.
You can also disguise yourself as a civilian (usually a lowlife) and listen in on people, sometimes even joining in a conversation. This is a risky situation, but not only can it be very rewarding, but also you would be required to do it several times in the game.
Hearsay is not hard evidence, though, so merely listening in or being told information does not seal the deal for a conviction in court.
As you might guess from the previous section, securing convictions is one of the goals of the game. The Batman can beat up crooks all day and still have to do it again the following week. He works with the law to keep criminals behind bars if he can. The primary goal is to prevent the bad guys from hurting people, but preventing a crime in the first place is a priority as well as making sure the perps get locked up after they do it. There should be a set of guidelines in the Bat-computer database (in the game) describing criminal investigations procedures and the law. Obviously, youre not expected to follow procedure like the police are, but the evidence you give them has to be useable in court, or else your detective skills can only get you so far. The Batman does his own investigating so hell know who did what, but after he gets that far and then confronts the criminal, he has to do something with them. Usually, the suspect is stupid or crazy enough to try to defeat you with force, and after you put them down, you cant simply leave them tied up for the police and expect that to be the end of it.
Merely stopping a crime and defeating a criminal earns you credit as an urban legend (the thing youre constantly trying to maintain), but it is not as effective as securing a conviction on top of that and it also wont earn you any points with the police, as theyll just be frustrated that they cant keep the criminal locked up.
Fortunately, for many crooks, you dont have to go the distance and gather overwhelming amounts of evidence for the police to charge them and for the D.A. to present in court. A large portion of the enemies you will encounter will be:
a. Wanted felons with outstanding warrants who will be charged on one or more counts independently of whatever you caught them doing, and/or
b) Part of the superstitious and cowardly lot that, with the proper encouragement, will be scared to death of you and will actually turn themselves in if you ask them nicely, rather than face more of your wrath, and/or
c) Parolees who need precious little incriminating evidence to throw back in prison if they are caught consorting with known felons, in possession of a firearm, or otherwise involved in illegal activity. Many of the people youll be facing will have a prior record, which means theyre on parole at best or at least in the Bat-computer database (which means you have information on them to work with).
There are other options for those low-level crooks as well. However, there are many criminals out there, insane or not, who do not fear the Batman enough to simply fold under pressure, even after a beating. His rogues gallery is pretty much all composed of people who need to be beaten into submission or otherwise incapacitated as well as incriminated by evidence beyond a reasonable doubt. There are exceptions, though. The Ventriloquist would be a good example. If you successfully destroy the dummy (which would require you to take out all his goons and traps first), youre just left with Arnold Wesker, a criminally insane person who has a weak will without Scarface and would likely be either on parole or an escaped fugitive. To balance out the ease with which you could send Wesker right back to Arkham Asylum, the mystery and physical labors challenge up to his capture would have to be substantial. The Ventriloquists alternate personality is a criminal genius, after all.
