Arkham Asylum had fantastic gameplay, and a sequel has been announced. As impressed as I was with the game, I always felt that it was simply ground work. The very narrow spectrum of gameplay options was very polished and precise. In other words, they made it tight and responsive at the sacrifice of variety.
This isn't really a bad thing. I'd rather have a fun and focused game then one teeming with half baked ideas.
But the whole point of laying the ground work is to build upon it, and I'm hopeful of that AA2 will do just that. With the gameplay mechanics set, now they need to expand. A lot. Because for me, AA2's success (with me on a personal level, not sales) rides on its expansion of gameplay options.
Heres where we can discuss how AA2's gameplay can expand and improve.
For me, dodging and gadgets are a priority. Batman felt too slow for me. Countering incoming attacks, and flooring someone with a single strong hit seemed your only options for dealing with a man trying to hit you. The only dodge option you had was one that would take you clear out of a fight to give you space.
If there were enemies or attacks that were too quick, like the red suited, knife wielding enemies, the dodge button could be used to duck and weave out of the way. Three swings, three dodges, three quick button presses, Bats swishes and backsteps three times.
And why not give players the option to use the dodge button in place of the counter button? Let them duck a swinging pipe instead of grabbing it, for no other reason then to mix it up a bit. If I want to let three guys stumble and stagger around as they swing their fists at nothing but midair, before casually flooring one of them, I should be able to. It feels like the super heroish thing to do, and I could just see the training scenario for it matching up with interrogating a thug. Plus it could be a strategic option as well, as a good dodge could see an enemy tripping face first into a wall, or giving his friend a cheek full of lead pipe.
And then, theres the gadgets. They had very little use in combat. The Batclaw and Batarangs could be used, and I founded a charged multibatarang throw to be very useful, but there needs to be more then that. Just assigning a combat oriented gadget to a quick use button, and then unlocking it as the combo meter rises is a good start. Once Grab or Instant Takedown becomes available, tap the button assigned to your whip (I honestly have no clue whether or not he uses one, as I'm not too into comics, but I just love whips) and then lash it out at everyone in a 90 degree angle of the direction you point.
Another big thing is distructible environments. Go see Watchmen >.> That. Do some of that.