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Batman: Arkham Origins

Arkham Origins gets muliplayer, built by Splash Damage

Brink developers working on 3 vs 3 vs 2 Invisible Predator mode.

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Splash Damage is working on a separate multiplayer component for Arkham Origins, using the franchise's Invisible Predator mode as inspiration.

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The MP will pit two teams of three players, working on behalf of Joker and Bane, fighting for territory over a range of maps... while two other players will control Batman & Robin, as the heroes try and take out the thugs to win the match.

Gangs earn points by clearing out the other team and capturing three areas around the map. Heroes need to build up a Intimidation meter through downing foes, while being creative in your takedowns charges the meter faster.

The dynamic duo will control much as they did in previous games (complete with gadgets such as explosive gels and bullet shields). Gang members are slower and heavier, have a short-term dash, are able to stick and roll between cover points, and have access to guns and a range of gradually unlocked special abilities to tackle the rival gang and vigilantes.

There's an upgrade and progression system built in for the gangs, based on XP earned during matches, that'll unlock new weapon load outs, outfits (with stat buffers) and one-off boosts. As default, gang members will also have optional enhanced vision similar to Batman's, letting them spot enemies easily, though as with the dash and special abilities, it's short term use with a recharge needed to use again.

Splash Damage have tinkered with the various in-game rules to balance out the three sets of players.

Gangs are stuck with a capped respawn number, but if a last remaining gang member kills a hero, his whole team are resurrected. Ammo is in short supply, and needs to be restocked from ammo crates (that are out in the open and have in-built sirens that go off to announce they're being tinkered with). Heroes can't perform takedowns if gang members are covering the corners or vents where they're skulking, but Batman or Robin can dizzy attackers with cape or fist, and can corrupt gang vision modes for a short while with a handy gadget stored in their utility belts.

Bane and Joker both make appearances as controllable characters, introduced at certain points during a match, and need to be let into the area via randomised door entrances. First gang to their respective door decides which villain's getting some game time, and it's only the player unlocking the door gets to control them. Each has special abilities - Bane has a charge and rocket launcher, Joker a one-shot kill pistol and group-downing rail gun. Neither have enhanced vision, nor can they use corner cover.

You can read our in-depth hands-on with all three sides of the multiplayer, as we played four rounds of the game during its inaugural UK showing, here.

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Batman: Arkham OriginsScore

Batman: Arkham Origins

REVIEW. Written by Rasmus Lund-Hansen

"Let's be clear: we like Arkham Origins. But in the twin shadows of Arkham Asylum and Arkham City, it's hard not to view the game as a disappointment."



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