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They are in no way filler, they’re really great entertainment. We’ve spent as much time crafting the side missions as we’ve spent on the main story. Some of the villains are part of the main story, others are part of the side missions. The story is about this relationship between Batman and the supervillains. There was never an attempt to squeeze in extra characters for the sake of doing so we just wanted a really strong Batman story. From our point of view, though, we wanted to make the best story we possibly could. PSB: All the new villains are part of the main quest or from side quest? I fear too many characters and too little time to develop them (via think I understand that concern. Those are all important elements, and we have them all in Arkham City. PSB: Will the Bat Cave be returning in Arkham City, and will it be featured more prominently than it was in Arkham Asylum? (via don’t want to give away any spoilers! I can definitely say that we’re focusing on the key Batman elements: you have the action, but obviously the cerebral, the forensic, the psychological, being the world’s greatest detective and so forth. It gives you the feel of being Batman in Gotham City. What’s really nice is that you have to constantly be evaluating your surroundings like Batman would: where to dive, where to move as you weave through back alleyways and over the tops of buildings. And you can combine these two moves, the dive and grapple boost, to get around Gotham City without even touching the ground, if you get good enough.
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You can also get a grapple boost upgrade that boosts you off ledges and rooftops. And as you hurdle towards the ground you can build momentum to propel you around the city. We worked a lot on the glide system when you’re gliding you can pull R2 to throw Batman into a dive. The game is much bigger, a larger expanse but also much more vertical. The biggest thing we’ve focused on is his navigation and his ability to get around Gotham City, making that as exciting and fun as possible. PSB: What are the biggest refinements you’ve made to Batman’s controls, gameplay mechanics, and overall “feel” since Arkham Asylum? Our focus was to give the player as many options as possible. Freeze: it can freeze enemies in place, or you can use it to freeze an enemy’s weapon and take it out of action. Another new gadget is the Freeze Blast technology from Mr. The REC can also power machinery and create magnetic fields that work in some puzzles. It’s a projectile-taser weapon that you can fire into enemies to stun them or fire at their gun to make it go off and create a distraction. We have a number of new gadgets as well, such as the Remote Electrical Charge, called the REC for short. Overall, we’ve expanded the number of gadgets from eight to 12. And every single one of those gadgets has new features and improved useage. You start with five of the gadgets from Arkham Asylum: the Batarang, Bat Claw, Remote Batarang, Explosive Gel and Cryptographic Sequencer.
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PSB: Since you start with most of the gadgets from Arkham Asylum, will there be room for new gadgets? We’ve really expanded those options with Arkham City. Ultimately, it’s more about how you decide to use your skills. There’s not a massive skill tree, per se, though certain upgrades do unlock other upgrades. There are a lot of ways to develop your skills and use them in the game.
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We’ve certainly expanded the number of upgrades in the game – we had 20 upgrades in Arkham Asylum, and we now have 33 different upgrades in Arkham City. Does Arkham City bring more skill upgrades and more skill diversification, perhaps specialized character builds? PlayStation.Blog: In Arkham Asylum I was able to level up almost all of my skills by the end of the game. Before you dive into the Q&A, get into the spirit by watching the new “Rogue’s Gallery” video below. Hill to discuss a wide range of topics related to one of my most-anticipated games for 2011. I solicited some of your best questions from Twitter and hopped on the phone with Mr. Now, with Arkham City just days away from its October 21st PS3 release, I jumped at a rare chance to speak with Game Director Sefton Hill from Rocksteady Studios. It’s been mere months since I belatedly finished Batman: Arkham Asylum and learned what all the fuss was about.