Developer: Rocksteady Studios
Genre: Action
ESRB: Teens (13 +)
Platform: Xbox 360
2/25
5/25
2/25
Gameplay:
Creativity:
Fun Factor:
Batman Arkham Asylum starts off with the Joker being taken by Batman to the infamous Arkham Asylum, though Batman knows something is amiss. The Joker makes it painfully obvious from the start that he wanted to be caught, and as Batman walks him deeper into confinement his quips become more ominous. Its pretty straightforward from here, as the Joker escapes and begins sending villains from the Batman universe to attempt to get some revenge. You will fend off the likes of Bane, Poison Ivy, The Scarecrow and others on your way to the big man himself, The Joker. For what its worth, the story is pretty decent, but depending on the comic arcs you read you may not know who everyone is. Paying attention to the story itself isn't needed to enjoy the game, but it will simply become a pile of mindless tasks. Enjoying the story will help to immerse yourself into the game, and you won't regret it.
The play itself usually revolves around some sort of contextual element, meaning that if you see a pile of guys sitting around, it almost always means that there is some way of getting to them and taking them out without getting shot up or beat down. Rarely will the game force you to run headlong into scores enemies, and if you use the arsenal to its full potential, you will never have to. Batman is a character who relies on stealth, so its best to stick to those types of scenarios to play off of his strengths. The game also uses a great deal of detective play, though this feels somewhat guided as you are prompted to look for clues and using Detective Mode. During which, that mode will really only show the clues you are looking for. The combat is made significantly easier by the use of the Detective Mode. It lets Batman see enemies through walls, and even if they are carrying a weapon. Through this you can see all kinds of stuff that will help Batman, and some of which that won't help at all. The heart rate monitor is a fine addition but serves really no purpose other than to tell which NPCs are unconscious or very nervous, though this all lends to the feeling of connection to the already established Batman universe.
Batman's existence in this world is helped by his obvious connections to Wayne Tech. As you beat enemies to crimson pulps you gain experience. After enough is gained you will be allowed an upgrade from Wayne Tech. These range from weapons to the bat-suit itself, all allowing Batman to become more powerful in many different ways. Upgrading the suit will allow our hero to take more damage, while upgrading the weapons will allow him to deal more damage. I found that only a few of these upgrades were useless with the majority of them actually serving a purpose. If used properly, nearly everything upgradeable can be used in a combat or stealth situation, adding to the massive mythos that is Batman.
Enemies will react to Batman based on their experience with him. If you jump down into a bunch of inmates and beat a few of them down, only to swing away and out of sight, their heart rate will climb and they become nervous. If they have guns they will be more likely to shoot at random noises as well. This can make for entertaining show., though they are neither smart nor stupid, though they will come to your location based on noise. If they see you, they will forever be on the prowl for you afterwards, making them walk the surrounding areas more ready for action. Their weapons range from their fists to guns, with things like bats and pipes in between and Batman can tell which ones are armed, and with what types of guns.
Batman's attacks range from his martial arts training to Batarangs and a few upgrades. The hand to hand combat has been made into a fluid mini game almost, and simply hitting the attack button and moving the directional stick towards an enemy will have them eating fist and foot all day. Batman seems to have also adopted some sort of "bat sense" the same way Spiderman has his own. He can tell when enemies are about to attack, and with the push of the Y button, Bats can intercept the attack, and lay a smack down of his own. This all works very fluidly, and is surprisingly easy to use as taking on 10 enemies is really no problem.
For distance attacks Batman also carries an infinite amount of Batarangs to toss carelessly at criminals. Using them is easily accomplished by pulling the left trigger, which brings up an aiming reticle and the right trigger causes Batman to toss it. Aiming at inmates will automatically lock on to various body parts allowing you to knock away weapons or trip up enemies. Upgraded versions of this ability cause Batman to throw two to three at a time, and players can even unlock a remote control version of the beloved gadget which lets you control where it goes, or who it goes through. The Batarang is also a tool, with which you will have to hit many a control panel from a distance to advance gameplay. Using any weapon in the game is simple, easy, and will leave an impression on any inmate targeted they won't soon forget.
Fighting isn't all Batman has on the brain though. He's always got his trusty grapple gun on him, and with the use of the RB players can send themselves to places near the ceiling for high vantage points, though this is also contextual, meaning that if it isn't a registered "grapple point" it can't be used. Thankfully, there are a ton of these around, so rarely will there no be a way to get somewhere high. Using the Detective mode allows players to more clearly see grapple points, or other places of interest. Unlocking gear is one of the cooler parts of the game. In any other title, the main character simply get the upgrade in his inventory, right? In this title, Batman acquires it. Whether he gets it from his stash on the island, or he has the Batwing crash through the ceiling and deliver it, Batman gets these new gadgets in very believable ways. Unlocked gear comes in the form of tools, such as a claw tool used to pull down walls, or pull enemies over things, or a zip-line launcher and sonic Batarang. All will be used, and all will make you truly feel as though you are standing in the Dark Knight's boots. Now you know where he gets those wonderful toys.
Other aspects of the combat revolve around contextual markers, such as Batman's ability to take down an enemy from above. In doing so, Batman flies down from above, grabs an inmate and while holding him by the neck ties a line around his feet from the grapple point just before letting the enemy go. Anyone within earshot will come running to see their helpless friend upside down screaming before passing out as they sway above them. Batman can also cut the line sending the helpless man to the ground. If they hadn't already passed out, the drop to the floor will certainly finish that job and injure anyone standing immediately below. Mastering these predatory skills will help immerse you into the game, and help you fill that cowl.
The Caped Crusader can also take out opponents silently from behind. Simply use the sneak mode activated by pulling the right trigger, and as you approach them, tap the Y button. Our hero will engage in one of several animations that all end with the inmate on the ground and Batman ready for more. More than once the game will force you to pass an area this way, as a direct attack is suicide.
Batman's other more basic abilities come in the form of the tried and true glide and run. Running isn't terribly fast which can make traversing larger areas of the asylum rather lengthy. Gliding is accomplished by holding down the A button after a jump from a high place. Players can greatly control the path of flight as Batman can make very sharp turns in the air. It can also he used as an attack when above an enemy. A contextual prompt will pop up when an inmate can be hit this way, and if chosen, Batman will glide down, kicking the enemy in the chest, allowing for a single hit take down, in which our hero punches them once, though very, very hard. This animation can be made all the funnier when the body of the inmate is facing the wrong way, and Batman appears to bash the opponent in the crotch to knock them out(happens rarely).
The missions will lead you all over Arkham, and across the paths of villains we all know and despise. Most of the fighting consists of mere thugs though, the actual villains themselves remaining the bosses. You will also be instructed over the radio to solved riddles from none other that the Riddler, as actually finding him is impossible. He will hack into Batman's radio and begin teasing him with puzzles. Completing these is up to the player as they have no effect on the game. You can choose to get a few extra hours of game play in the from of finding Riddle Trophies, and running about looking for sights which are the answers to puzzles though. The scarecrow also has a huge part in the game, and you won't just fight him on Batman's terms either. To truly beat him you will have to enter his world of fear. Batman will face his own fears, giving the player a sizable look into the history of who Batman really is. The scarecrow segments themselves also switch to a side-scroller of sorts, changing the gameplay dynamics considerably, adding to the already huge variety you have in the game.
Arkham is pretty big. There are three main outdoor areas, all with several buildings which cover a network of tunnels below and on the outer edges of the island. Total exploration of the island can take a while, though it can add a good deal of time to the game, and its pretty fun. The look and feel of Arkham truly will drag any Batman fan right in, and they will no doubt feel as though they are in a real place. Also included in the Riddler's challenge is the story of Arkham's creator himself. Lots of back-story to help the player feel more at home in the universe? Check.
The game looks very good as well, with only a few minor gripes. Texture and shader work are both done great, and at times can help the game look almost real. Fabrics, and water effects look amazing, as do the brick and tile work throughout. The physics in the game are also spot on, with explosions kicking enemies away at just the right force. The sole gripe? Anti aliasing is nearly non existent on any character close up. The jagged lines along the edges of the characters is noticeable, and looks terrible. But understand that even this is not enough to truly mar the otherwise fantastic appearance of the game in general. There is also very minimal screen tearing from turning the character too fast, and the variety of scenery is huge. Any environment aside from a city, or the surface of the moon is accounted for here. You will travel through dusty attics, dank sewers, and glide through the cool night breeze high above the heads of enemies, and it will all feel real and fantastic. Character models are done with only the utmost love and care as well, as they all look amazing. Some players might not really care for the costume Batman is wearing (any fan has their favorite), but it will grow on you over time.
And finally, the collection system. Like many Japanese RPGs, this game has a decently sized library of goodies you can collect. They will do nothing for you as a game character, but finding them will lengthen the game time considerably. There are character figures, character bios, and patient audio logs. The figurines are cool, as you can rotate them and zoom in on them, but thats about it. They give you a three dimensional look at any of the main characters in the game. The bios will help players understand any of the characters they don't know from the series, and the patient audio logs will give an inside look at the psychological treatment of the villains. Some trophies unlock challenge rooms for you to play outside the main story. These are essentially just large areas that send forces of enemies at you that get harder as the rounds progress. Some focus on combat, some on stealth. I found these to be a weak supplement, and played only a few, wanting the more massive areas of the island itself.
Batman Arkham Asylum is a pretty sizable game. It should keep you entertained for around 12 hours. If you add in things like the Riddler's challenges, expect another 2 or 3, and if you like to explore, add another few. The length and depth of this title will surprise any Batman game veteran, as will the quality. Everything from the sight of Gotham in the distance, to the writings on the walls will ooze with time and love. A product like this will tell anyone who looks carefully enough that it was made by true fans, and as we all know, only the true fans know what the other fans will like, and I love this game.
Published by Kymberlie/Grayson
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