
Originally Posted by
yabab
Another thing is this: let's say you have 14 thugs, divided among three different rooms. These rooms are linear and separated by only one entrance. The first is a corridor, the second is a balcony and the third is the courtyard below. So you have a scheme like this:
CORRIDOR <- WINDOW -> BALCONY <- RAILING -> COURTYARD
So let's say you're engaging 6 enemies in the corridor, all fine and dandy, and let's also assume you're pretty decent at the game, therefore you keep your combo up all the way to the end! Now let's say you want to move into the balcony area and start to raining hell on the 3 enemies in there without losing your combo. Well, you're out of luck - walking, running towards the window, or simply jumping the window and trying to attack the other group will probably make you lose your combo. Same goes if you were in the balcony, just knocked out the three thugs and want to jump down onto the courtyard to finish off the fight by attacking the 5 enemies below, you'd lose the combo.
Want to see a practical example of this, load up Arkham Asylum and try playing the combat challenge map Shock 'n Awe. Thugs will run for the gun rack, forcing you to pursue them - you lose your combo by disengaging and jumping over the railing onto the next platform. Same thing when Harley starts electrifying the platform you're on: you either end the round quickly or lose the combo. It's binary, there's no other possible outcome.
Both the game's level design and/or combat design never fully support this gameplay flow.