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Yes, Mark Hamill is the voice of the Joker (and a pretty good choice)
Played it, enjoyed it. Inverted take-down is the tits
anybody else notice their using the voices (i'm not 100% on this but i'm pretty certain) from the animated series?
if i'm right this means that Mark Hamil (yes, luke.) is the voice of the joker
i think the physx effects are taken out of the games because nvidia probably pays or has incentives for developers to do that. It is not because the developers cant make it work for both. With that said, the fog is super cool as well as the other effects. I ran on physx high with no issues with 8600GT ded physx and GTX 275 @ 1680x1050.
Also, i saw a commercial last night that said you can play as the joker but only on the PS3 version. lame.
Cape stun, cape stun, attack, attack, throw.
I tore through the demo w/ this formula!
It's a big time button masher but it's a lot of fun. I'm kinda irked over the nVidia specific features (you're telling me that my 4870 can't use the game's AA filter??) but it ultimately doesn't matter b/c the game looks pretty slick on UE3. I just don't think that I could pay full price for a game like this. Batman Arkham Asylum is looking like a $30 or less pickup for me.
I was hoping for it be a bit more sandbox style, and it may very well be seeing as the demo is so short. Speaking of, what a huge download for such a short demo.
anybody else notice their using the voices (i'm not 100% on this but i'm pretty certain) from the animated series?
if i'm right this means that Mark Hamil (yes, luke.) is the voice of the joker
Yes, Mark Hamill is the voice of the Joker (and a pretty good choice)
Well I just checked out a video showing PhysX for this game. The ground breaking does look cool and it feels like a nice add-on for PhysX. Things like cloth banners and fog are just cheap, tacked on effects. If they were so important to the game they would be there for non-PhysX rendering. It almost seems like they take them out of the non-Physx version, just so they have something to add for the PhysX version. Games now days are quite capable of having software Physics rendered fog and cloth, so when you remove it, just to add it back for PhysX, it's obvious what they are trying to do.
I think PhysX technology is pretty cool and at least they are trying but they're going about it wrong. I still havn't seen a PhysX game where I feel like it actually adds something to the game that can't be done with software physics.
Well, however you want to put it, the effects are cool and for once they don't drag down the framerate on an otherwise already beautiful game. I like what I've seen so far. Hopefully it isn't fucked when it's released.
he's pretty much the best joker voice. the laugh is what's really killer.
yea kb+mouse wasn't bad at all
Actually, I wasn't expecting there to be much replay value with this title, but recently discovered all the different side missions, unlockables, and the fact that you can revisit every area you've already discovered.
Notice Zsasz's jail cell near where you take him down? Once you've found the explosives weapon unlock, you can revisit this area and blow the wall out to investigate.
I'm really pumped for this...
Just for reference, I'm running the game using Geforce GTX 280's in 3-Way SLI (minus one for PhysX) and my machine had no trouble maxing out the game at 2560x1600 and giving me smooth frame rates and a very good gaming experience. The game seems to work very nicely on the PC in general.
Yes they are. Well at least some of them are. The important ones are anyway. Kevin Conroy is Batman/Bruce Wayne, Mark Hamill is the Joker, and her name escapes me at the moment, but the woman who voices Harley Quinn is the same as in Batman the Animated Series as well. The writer for the game worked on many of the DC Animated Universe productions up until 2004.
Paul Dini was involved with the following shows:
Batman: The Animated Series (1992-1995)
Superman: The Animated Series (1996-2000)
The New Batman Adventures (1997-1999)
The New Batman/Superman Adventures (1997-2000)
Batman Beyond (1999-2001)
Static Shock (2000-2004)
The Zeta Project (2001-2002)
Justice League (2001-2004)
Batman: Mask of the Phantasm (1993)
Batman & Mr. Freeze: SubZero (1998)
Batman Beyond: Return of the Joker (2000)
Batman: Mystery of the Batwoman (2003)
Most of those films are pretty good (especially Batman Beyond: Return of the Joker), but the series I listed above are all excellent excluding Static Shock and The Zeta Project both of which were spin-offs of Batman Beyond.
If you are a fan of Batman and any other DC Universe characters and haven't seen these shows you really need to. Everything since Justice League: Unlimited has been dumbed down and is much less intelligent and is more focused toward younger viewers. These shows were ok for children to watch for the most part but they are certainly geared toward an older audience as well.
Actually, I wasn't expecting there to be much replay value with this title, but recently discovered all the different side missions, unlockables, and the fact that you can revisit every area you've already discovered.
Notice Zsasz's jail cell near where you take him down? Once you've found the explosives weapon unlock, you can revisit this area and blow the wall out to investigate.
Arleen Sorkin did Harely's voice in the animated series. People should also read some of the comics that Dini wrote, especially stuff with Harely. He is currently doing a comic staring Harely, Catwoma, and Posion Ivy. Just based on the first issue, its brilliant.
People should also look into the stuff Bruce Tim has done, especially the DC animated movies like Green Lantern: First Flight and the upcming Superman and Batman: Public Enemies.
PS: Dini is working on an adaption of Gatchaman. That'll either be interesting or suck massively.
Yeah Bruce Tim and Paul Dini are geniuses when it comes to the DC comics world. I wish they done more Batman Beyond. Was nice how they tied some of it into JLU later on.
Can't wait to see what Dini has in store for us in the game.
Oh and IMO Mark Hamill's best Joker laugh is at the end of the JL episode "Injustice for All" Part 1. I remember reading years ago when Batman: TAS first started that Hamill created 14 different laughs for Joker.
Batman Beyond sadly never got the respect it deserved. It had a mixed reception from fans. I didn't get into it much until after it ended. It came out a time when I wasn't watching cartoons a lot.
* There will be 240 Riddles left by The Riddler that are scattered around the island.
I don't agree about doing physics with a performance hit. Look at the ghostbusters game and star wars: both have great physics and work fine even on consoles.
Few Updates regarding BAA (taken directly from the official forums):
* There will be free-roaming after things are finished and there will also be no respawning of enemies after you've beaten them. After the game is finished, all power-ups and whatnot will not carry over to a new game (no New Game+).
* The game will be roughly 12 - 15 hours in length.
* There will be 240 Riddles left by The Riddler that are scattered around the island.
* The game will support 720p.
* The PS3 will require about 1.2GB of space to install B:AA.
* The 360 will require about 60KB of space to install B:AA.
* The Batarang included in the Collector's Edition is made of acrylonitrile butadiene styrene, a type of plastic. It is the same type of plastic that LEGOs are made out of.
* The PC versions will be enhanced for multi-core processors.
<snip>
240 riddles for the player to solve?...or 240 of those Riddles trophy bonus things to find?
This is maybe the first title i've seen that make a half decent argument for Physx, although I can't help but thinking that a lot of the effects are probably downplayed without Physx. That comparison video was very good thanks whoever made that.
But did anyone notice that things like the sparks, paper, and steam/smoke could probably run on a quad core CPU without too much problem, the only thing that looked even remotely taxing was the larger sections of cloth.
Back in the days of Cell factor it turned out that even mid range dual cores had little problem dealing with the physics at decent frame rates with the exception of cloth and liquid physics, which of course had no effect to the actual game logic (and therefore gameplay)
it seems like the developers + Nvidia are pulling a bit of a fast one with some of these effects, I'd be very interested in seeing someone emulating physx on to the cpu with multicore support, and also someone reporting on the general use of cores (how many specifically) for the game in general.
youre just mad because you have an ATI card.For the most part I think it's bullshit marketing.
This is maybe the first title i've seen that make a half decent argument for Physx, although I can't help but thinking that a lot of the effects are probably downplayed without Physx. That comparison video was very good thanks whoever made that.
But did anyone notice that things like the sparks, paper, and steam/smoke could probably run on a quad core CPU without too much problem, the only thing that looked even remotely taxing was the larger sections of cloth.
Back in the days of Cell factor it turned out that even mid range dual cores had little problem dealing with the physics at decent frame rates with the exception of cloth and liquid physics, which of course had no effect to the actual game logic (and therefore gameplay)
it seems like the developers + Nvidia are pulling a bit of a fast one with some of these effects, I'd be very interested in seeing someone emulating physx on to the cpu with multicore support, and also someone reporting on the general use of cores (how many specifically) for the game in general.
I doubt they will get too crazy with the full version if those extra effects require even more processing power. people that have ran the demo will already have expectations on how the game should run on their hardware.Any one of the PhysX effects could be done on the CPU without too much of a hit I suspect. However when taken into account all at once I can see it being an issue. You have sparks, smoke/steam (quite a bit in at least one area), destructable tiles and glass, as well as the cloth effects. Oh and lets not forget all the paperwork on the floor that gets kicked up and flies around while you walk over it or fight. These are just the PhysX enabled effects seen in the demo. Who knows what the full version has in store for us? (Fire, water effects?) Ultimately it could have been done on the CPU but I suspect it could be done more frequently and done better off the GPU.
Jesus, people bitch that PhysX has never really been used much in games and now bitch because they didn't do it all on the CPU's.
I doubt they will get too crazy with the full version if those extra effects require even more processing power. people that have ran the demo will already have expectations on how the game should run on their hardware.
Any one of the PhysX effects could be done on the CPU without too much of a hit I suspect. However when taken into account all at once I can see it being an issue. You have sparks, smoke/steam (quite a bit in at least one area), destructable tiles and glass, as well as the cloth effects. Oh and lets not forget all the paperwork on the floor that gets kicked up and flies around while you walk over it or fight. These are just the PhysX enabled effects seen in the demo. Who knows what the full version has in store for us? (Fire, water effects?) Ultimately it could have been done on the CPU but I suspect it could be done more frequently and done better off the GPU.
Jesus, people bitch that PhysX has never really been used much in games and now bitch because they didn't do it all on the CPU's.
nobody is stopping you from running physx on the cpu but do you really want 5-10 fps?I dont see a modern quad core having any trouble handling the levels of smoke, floor paper, tiles and sparks we saw in the demo. Again maybe the cloth physics are probably the GPUs strong point and would need to be disabled.
But this whole "all or nothing argument" doesn't make any sense, lets calculate what we can with the spare CPU power we have, then move anything else thats more taxing on to the GPU/PPU.
I'm not a huge fan of using graphics accelerators for physics calculations anyway but if they want to make an argument for it they have to make an honest one, and that includes letting us test to see how well this runs on modern CPUs, I really hope this is possible via command line like it was in cell factor, I think the results would surprise a lot of you.
nobody is stopping you from running physx on the cpu but do you really want 5-10 fps?
okay I see what you are saying now. yeah I have been saying the same thing for quite a while too as these effects just dont seem like they should be taking this much power to run.You clearly don't understand what I've been saying. A lot of these effects simply aren't taxing enough to cause a modern day quad core drop to 5-10fps.
Some of them might, such as the cloth, however things like sparks and smoke which have traditionally been done on the CPU are perfectly do-able in games like this, especially small scale particle physics like sparks the fact they scaled them back down is laughable, it's such an obvious attempt at trying to make the physx hardware more attractive than it really is.
You clearly don't understand what I've been saying. A lot of these effects simply aren't taxing enough to cause a modern day quad core drop to 5-10fps.
Some of them might, such as the cloth, however things like sparks and smoke which have traditionally been done on the CPU are perfectly do-able in games like this, especially small scale particle physics like sparks the fact they scaled them back down is laughable, it's such an obvious attempt at trying to make the physx hardware more attractive than it really is.