Thegreatest failing of all the Batman games that I have ever played is, aside from just plain sucking, their inability to capture Batman's distinct style and mannerisms. Batman is unique in the superhero world in that he doesn't charge into a nest of enemies while bullets bounce off his chest, pummel his foes with grand displays of power, or use mindbending psychic abilities to solve mysteries. Nowhere to be found in the previous games is the subtle, predatory nature of the Bat, hiding in the shadows and pouncing on evildoers when they least expect it. Batman: Arkham Asylum, from relatively unknown developer Rocksteady Studios, is an attempt to change all that, to make the Batman experience more than just a straight brawlfest. Can they succeed where so many others have failed?
The button masher combat feel that I feared at the game's outset actually becomes an asset, as the "FreeFlow" combat system is a simple and intuitive setup that really helps combat feel streamlined and control smoothly. Batman can do one of three things to an enemy in hand-to-hand combat; attack, stun (through a cape wave), and a complete takedown under certain conditions such as sneaking up behind them. This simplicity, while a bit disconcerting at first, is a far better alternative to what would likely have been a jumbled attempt at emulating more complex combat systems found in other similar games and also allows for a very polished set of controls. And as Batman faces larger quantities and different types of enemies at the same time, using counters, takedowns, dodges, and Batman's other moves effectively becomes much more of a challenge, relieving most of my early hesitations. Hand-to-hand fighting also serves to compliment the stealth or "predatory" method of combat, which is thing single most defining element of the Batman gameplay experience.
For example, near the beginning of the game I was presented with a situation where I had to get past several armed enemies in order to unlock a door into the next area. Enemies armed with guns can make quick work of Batman despite all that armor, so they must be handled carefully. As I took out the guards one by one, they grew more agitated and started yelling things about how I wasn't human and such, adding to the aura of coolness that surrounds these incidents. There are a lot of these situations throughout the game, with each one getting more challenging than the last, be it due to more enemies, fewer hiding places, or enemies that have a tendency to look around a little more thoroughly. While the number of convenient hiding places for Batman can make things awkward at times, stalking and taking out enemies in this manner is immensely satisfying and central to the player's immersion in the Batman persona.
The game has a Metroid-esque feel to it, as Batman acquires various gadgets throughout the game that enable him to access more areas, and there are numerous times where I had to revisit certain areas either as part of the main game or looking for some of Riddler's hidden goodies. Batman's cowl visor also lends itself to the Metroidy feel, as it functions in a similar way to the visors in Metroid Prime, revealing hidden paths, presenting possible solutions to problems, and pinpointing enemy locations. However, the hint system I mentioned is a consistent problem throughout, as the game has an extremely annoying propensity for giving me the solutions to things I would rather figure out on my own.
That being said, there is less character development on the part of Batman himself than I would've hoped. Being stuck in Arkham with all his old adversaries is a excellent chance for both his and their histories and conflicts to be borne out, but I rarely saw this. The only cases where Batman really shows any insight is during segments with Joker and with Scarecrow, with everyone else being just an obstacle along the way. Each individual villain's portions of the game fit his personality well (Riddler's involvement is particularly appropriate), but this group presents little opportunity for any in-depth look at Batman's character. However, the biggest disappointment I have with the assortment of villains in the game is with Poison Ivy. To put it bluntly, Poison Ivy is one of the worst if not the worst villain in Batman's mainstay, as she really has no semblance of character beyond being a token female enemy with a deadly kiss. Poison Ivy's appearance in the game does nothing to change this, and encounters with her feel forced and unnecessary.
If Poison Ivy is the game's biggest strikeout, then Scarecrow is a towering, 500ft home run over the center field wall. His design looks like Gollum and The Pyro had some twisted love child, and the encounters with him provide the best look into Batman's character in the entire game. Batman is one of the most psychologically interesting superheroes ever created, and with the game being set entirely in an insane asylum this was an ample opportunity for a villain like Scarecrow to shine. I was afraid (no pun intended) that his appearances would be punted on in favor of more Joker segments, but they absolutely nailed Scarecrow's presentation. I certainly don't want to spoil one of the game's best moments, but let's just say that I was very, very satisfied with what they did with him. Ultimately, Batman's supporting cast is as essential in crafting a Batman game as the Dark Knight himself, and while the excellent performances of Joker and Scarecrow really help push the player into the Batman universe, everyone else falls a little flat.
Batman: Arkham Asylum is a game that, at its beginning, seemed like it was daring me to hate it. The opening was dripping with things that I thought would make me give it a thrashing in this space, such as what I thought was a too-easy combat system and game hints that were far too eager to give away the game's secrets. But as I got further and further in, the game kept growing on me until I realized that I had become immersed in being Batman, and most of the little annoyances had ironed themselves out. Simply put, this game effectively captures the gameplay experience of being its main character better than any other comic-based title I have ever played, but surprisingly the character development side feels like a bit of a missed opportunity. Rating: 8.5 out of 10.
Parents: According to the ESRB, this game contains alcohol and tobacco reference, blood, mild language, suggestive themes, violence. Arkham is a very creepy place, and characters like Joker, Scarecrow, and Killer Croc can give the spooks to small children.
Having now played this game, I had a ball. There is nothing original at all (a little bit of zelda, splintercell and prince of persia), all the adventure trappings are present, but, its all done so well that you cant but help go along for the ride.
Yeah, sometimes my fond memories of playing these games as a kid can taint my opinion, but Batman on the Nes i have played recently and its fun and completely Brutal. (In hindsight you are completely right about batman and robin).
I definitely cant wait to pick this when it come out in a few days (australia). But there seems to be this opinion on the web that there has never been a good superhero / batman game. I am assuming this is because people have never played batman on the NES. That is an absolutely fantastic game and even worth a play through today.
The big black bat is back in his darkest adventure yet. With the Joker running amok and the inmates of Arkham Island escaped, Batman's got his work cut out for him. But remember, Batman doesn't leave the Batcave unprepared, which is why he arms himself with a copy of GameSpot's Game Guide before each mission.
Well would you look at that; Batman's finally captured the Joker. Looks like your job is already done! Go ahead and escort the police as they drag the Joker through the asylum. This is a pretty lengthy sequence, so try and enjoy the stroll.
Uh-oh, the Joker's broken-free (what a surprise, huh?). After Batman breaks through the window after him, you'll have to take on a group of escaped inmates. This is a good chance to become acquainted with the battle system. Basic attacks can be performed with the "Strike" button; pressing it multiple times will create chain-attacks. This will be the move you use most often. Whenever an enemy's about to attack, a blue 'action' symbol will appear above their head--this indicates they're vulnerable to a 'counter.' To counter, simply tap the respective button anytime the blue symbol is displayed, this will knock your opponent back before they can attack, stunning them briefly. However, it doesn't inflict any damage itself. Finally, you can stun enemies by pressing the "Cape Stun" button when nearby; this will render them helpless for several seconds, which can be extremely useful when battling groups of baddies. Finally, after knocking an inmate to the ground, try to perform a "Ground Takedown" on them to finish them off before they get back up!
With the inmates defeated, the electrified gate at the top of the ramp will be disabled, allowing you to continue onward. Proceed down the hall until you run into a couple of inmates. Take them down and follow the split path to the right, through a door, to find a pair of cops. Continue into the room beyond and up the staircase.
After climbing the stairs, you'll encounter two guards looking over the railing at their endangered buddy below. Activate 'detective mode' and look up to spot a pair of gargoyles you can grapple to. After grappling to either one, grapple to a second along the same wall. Now look down at the enemy below--there should be a 'bat' symbol above his head, indicating you can perform a 'gliding kick.' Simply tap the button shown on-screen to introduce his face to your foot, knocking him down. Now quickly perform a ground takedown before he can get back up.
With the officer freed, approach the vent cover in the nearby wall (use detective mode if you have trouble finding it) and rip it off by tapping the button shown on-screen. Crawl inside and kick out the cover at the far end to escape.
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