Batman: Arkham Asylum - other glitches & observations

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I: if you begin the old storage method, then go to visiting room, the Gel turns invisible in Batman's hands. After that it looks like Batman is spraying gel from his finger... maybe the power to shoot Gel was inside him all along?

II: doing the Gel loophole in a low space at the same time you try to enter a floor vent causes a floor vent break-out. Like in City, the floor hatch opens but no one goes in.

III: some more footage of the elusive Gel Claw, including breaking down a wall with it.

IV: if you time a buffered quick rang to start simultaneously with another action you get some strange effects. The most known effect is likely standing batarang aim storage (can be done with any non-standard rang), but it looks like spraying Gel at this time can also cause some odd effects. On a few of my attempts I managed to spray an amorphous blob instead of the tidy bat-shaped gel Batman usually sprays. This worked on both wall and floor.

V: doing Gel loophole inside a floor vent causes Batman to briefly stand up in the vent, making him lift his head through the floor.

VI: just a random "broken goon".

VII: in this game it's pretty easy to get your gear stuck on Batman's hands. In this clip I managed to do that with multi-rang. It's just a graphical glitch, though, and becomes fixed soon.

VIII: you can buffer quick claw and a rang throw simultaneously. This makes Batman throw a cinematic rang and shoot a Claw at the exact same spot at the same time. That's some pretty awesome aiming right there from Batman.

IX: a small, harmless text prompt glitch. If you grapple on a gargoyle when a text prompt about climbing in on the screen (and you maybe had to try to activate the prompt at the same time), afterwards whenever you aim on the gargoyle the climbing text prompt appears although it doesn't make sense anymore.

X: a cool little momentum glitch that can happen when Batman lands on sloped collision.

XI: if you talk to someone while covering, the game will softlock. What a dumb glitch!

XII: an oddity that works in every Arkham-game so far. If you walk forward and start holding X as you begin aiming with a batarang, the batarang will turn invisible. In other games this has another side effect too, but in Asylum that's all it does.

XIII: falling into water and then aiming with a batarang also results in an invisible rang. (You may have to release a storage while in water for this glitch to happen, not 100% sure. But it doesn't matter too much anyway since it's another harmless glitch.)







Tags:
Arkham Asylum (Fictional Setting)
glitch
trick
batman
bug
gel
storage



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