User blog:TheMightyTom99/Arkham Island - Game Idea

Arkham Island is my idea for the fourth or fifth installation in the Arkham game franchise, based two years after the events at the end of Arkham City.

Story
In the two years after Joker's death, Batman has continued his work as normal, albeit with a air of melancholy about him. The criminals of Gotham have also seemed to die away, not being as active as usual, whether out of respect of the Joker or not is unknown.

However, one day, Batman is summoned urgently to Arkham Island by Jim Gordon. When he arrives, however, he is too late: Harley Quinn has advanced upon the front door of the Asylum, taken control of Intensive Care and captured Jim Gordon, all, in her words: "Revenge for Mister J's death," With that, she slams the door shut and sends a small wave of thugs out to fight him.

As Batman progresses deeper into the Asylum, things are not as they seem. The plan seems far too intricate for Quinn to have concocted on her own. Specific inmates are set free, with certain cameras left on to keep watch. Eventually, when Batman reaches the lift, he is presented with Harley's new boyfriend: Joker.

Joker: "Greetings, Batman! I know it's a bit much springing this on you like this, but you have to admit it, the look on your face was all worth it!"

Joker: "I'm feeling fresher than ever Batman, and it's all thanks to you really!"

Batman: "But, you were dead! I carried you out of that theatre in my arms!"

Joker: "Yes, but now I'm all better! Oh don't pretend that you weren't hoping for this to happen, you wanted me alive, to complete our little feud! Well, consider the battle back on again, as I have big plans for this Halloween! See you then!"

With that, the lift hurtles back down into the Asylum, leaving Batman to deal with more thugs.

When Batman reaches a certain part in the Asylum, Alfred calls him once again, informing him that a large boat has been sighted off the shore from the Island. At this point Batman has a choice: either continue with the Joker campaign, or follow this new campaign.

Joker Campaign
Batman has to now reactivate the elevator in order to get down further into the Asylum. The electrical circuits lead into a power room, which Batman must enter in order to activate the lift. Travelling through the Asylum, he is facing off more thugs, until he finally reaches the power room.



As he approaches the generator, he hears two clicks behind him. He turns around and faces: Tweedledee and Tweedledum with a bunch or thugs.

Tweedledee: "Well, well, well, what 'ave we 'ere?"

Tweedledum: "Looks like the clown was right, Batman did come 'ere!"

Tweedledee: "Of course 'e was right you moron, 'e always bloody is!"

Tweedledum: "Alright, alright! Anyway, we 'ave more important things to deal with! Let's get this over with!"

The fight with Tweedledee and Tweddledum is more complicated than it first seems. The twins stand back to back, wielding shotguns. These guns do massive damage to you if get within range, so you cannot face either one, as they continually turn to protect eachother. Beat up their thugs while avoiding their grenades, before throwing a smoke grenade down and grappling to the vantage point high above.

Once up here, you can distract the twins by using the Remote Batclaw to pull fire extinguishers and other explosive items towards them or towards objects, drawing them near the noise. They will eventually look up if you take too long. The objective is draw one away from the other, so you can take them out individually.

Once this is done, you can glide back down and reactivate the generator, bringing up the lift. Going back into the room, you find the lift arriving, filled with thugs, some with body armour. After beating them up, you enter the lift and return to intensive treatment down at the bottom of the Asylum.

Once reaching there, you find wreckage across the whole room. Continuing

Penguin Campaign
Once you get back outside, you will be blasted by a blinding light high above, while a tannoy screeches in the characteristic voice of the Penguin:

"Ha! Ha! Batman, not looking so good for you is it, allllllllllll the way down there! While I'm up 'ere surrounded by my little army, and by little I mean abosolutely bloody enormous! Now, a little Halloween treat, show 'im boys!"

At this point, two missiles fire from the boat exploding near Batman. As the boat pulls away, Batman scans the shrapnel of the missile. He finds that the missile seems too expensive even for a villain such as Penguin, and that he too must have acquired some extra help.

Prometheus Campaign
The battle with Prometheus is extremely hard, as he is meant to represent Batman's equal, if not better. As you start fighting him, Alfred chimes in, stating worriedly:

"I have scanned the villain's armour and have discovered that it is made of a material that increases his natural strength and stamina, which are already at levels with rival your own! Facing him head on is suicide!"

Batman: "What do you suggest I do then?"

Alfred: "Find a way to get round it, and fast: the helmet he is wearing along with his intellect allow him to predict your movements if you take too long! He will be able to stop you with ease!"

This fight is similar in many ways to the Mr. Freeze boss fight from Arkham City. First Prometheus will hunt for you. His weapons include small rockets, wrist rifles and an energized bostaff, all of which can destroy all of your ballistic and combat armour, even at full upgrade, in one hit. There are many different combinations you can use against him, however, after each one, he will become immune to it, adapting to your fighting style. The combinations are: You must do at least at least eight of these combinations. The beat down after each combination is not a quick time event or button mashing. Instead, Prometheus' moves are randomly generated and you must respond in game (ie there is no quick time event mini-game, it is identical to normal gameplay). These moves are hard to combat, as you cannot simply attack him (he is similar to superpowered enemies). He will use his fists, his energized bostaff, and a katana sword, all of which can cause heavy damage. Then, once you have defeated his first encounter, he will pick you up and hurl you out the window, into a constructed arena.
 * REC then beat down.
 * REC then batarangs, then beat down.
 * REC then Sonic Batarang then beat down.
 * Remote Claw to wall.
 * Remote Claw to energized polearm.
 * Remote Batarang through electricity, then beat down.
 * Batclaw then any attack.
 * Glide Kick charged up then beat down.
 * Drop Attack then beat down.
 * Combat Takedown then beat down.

In a similar fashion to the Deathstroke battle, block and counter attack: timing is everything. The better your timing, the more damage is done. Missing the timing will cause him to break your block and cause severe damage to you. Avoid his Aerial Spin attack, which can send you flying, and his multiple blade swipe attack.

Once you have finally damaged him enough, he will pull out a Nightstick and begin a quicktime event to fight you. Once you complete this, you will have beaten Prometheus himself.

Side Missions
In a world as big as Gotham City, there are hundreds of side missions, with many different villains to catch.

Bosses
This list of bosses is divided into different sections: Three main sections for the different campaigns, one other for miscellaneous bosses and two separate ones for main and mini bosses.

Joker Bosses
Main -

Mad Hatter - Jervis Tetch

Black Spider - Derrick Coe

Wolf - Marvin Benedikt

Mini -

Tweedledee and Tweddledum

Prometheus Bosses
Main -

Dr. Phosphorous - Alex Sartorius

Deathstroke - Slade Wilson

Red Hood - Jason Peter Todd

Miscellaneous Bosses
The Ratcatcher - Otis Flannegan