A Shadow of Mordor style nemesis system for Arkham Knight: named captains who remember you, adapt, climb the ranks and hunt you.
A nemesis system for Batman: Arkham Knight, inspired by Middle-earth: Shadow of Mordor.
Four crews, about 50 captains. The Arkham Knight's Militia, Penguin's Crew, Two-Face's Gang and Riddler's Hired Muscle each have a hierarchy of 12 named captains with a rank, a power level, a personality, a strength and a weakness.
Captains out on the streets. A few at a time stand with the city's own thug groups around you, each with a marker showing who he is and how far away. Hunt them down: get close or hit him and he and his men come for you. Others ambush you while you roam.
Captains who introduce themselves. When a captain faces you, the camera cuts to him in slow motion with a name card: his rank, his taunt, and what he remembers about you ("He put you down", "Broke out of lockup", "Adapted"). In the fight he has a nameplate with his level and health.
No cheese. A captain isn't a street thug: takedowns only wound him (unless takedowns are his weakness) and he can't be taken down again for a while. He breaks a long combo and is untouchable for a moment, and won't be cape-stunned twice in a row. Captains and their men run from the Batmobile, and get away if you stay in it.
Power level matters. A stronger captain has more health, breaks your combo sooner, recovers from stuns faster, loses less to a takedown and brings more men. His dossier shows exactly how tough he is.
Strengths, weaknesses and intel. 18 strengths and 14 weaknesses: armour, shields, knives and bats; immunity to batarangs, the Batclaw, gel, shocks, gas, counters, the Batmobile, aerial attacks or takedowns; or one hit from the right gadget and he's down. His weakness is hidden until you knock out his men for intel, or find it the hard way.
They remember, and they learn. Lock a captain up and he may break out, scarred. If you beat him with his weakness, he comes back immune to it. Some slip their cuffs before GCPD arrives.
Titles that tell his story. 170 titles, each earned once per world, for beating you, avenging a brother, breaking out, adapting, getting away, cheating lockup, winning a duel, reaching the top or facing you five times. They say how he did it: a knife man who beats you becomes "the Bat-Carver". New recruits get nicknames for what they're good at from over 140 names and 140 nicknames, and no two captains share a name.
Personalities and relationships. The Gambler flips a coin for how tough he is tonight, the Survivor keeps escaping, the Hunter keeps coming for you, the Backup calls in more men. Lock up a captain and his blood brother swears vengeance. Crew bosses bring a bodyguard.
A city that moves without you. Crews fight over Gotham's three islands, duel for rank, recruit, and announce power struggles you can crash if you're on that island in time.
The army screen. Pauses the game: each crew's hierarchy, a dossier on every captain with his record, toughness, relations and memories of you, the islands, your worst nemeses and the chronicle. Mark a captain as your target and he'll come for you. Keyboard: F4. Controller: hold View/Back (a tap still opens the map), D-pad to select, LB/RB to switch crews, A to mark, B to close.
Single player. Steam version of the game. Your world is saved in %LOCALAPPDATA%\GothamNemesis\world.json; delete it to start over. Runs on BmSDK (Team-BmSDK, MIT), included.