Showing posts with label Batman: Arkham Asylum. Show all posts
Showing posts with label Batman: Arkham Asylum. Show all posts

Thursday, December 16, 2010

A Second Run at the Best Video Game Ever

I love Batman. I love Batman a lot. Batman is, in my mind, one of the greatest fictional characters of all time. I mean, right up there with Hamlet. I think Bruce Wayne, and his masked persona, are a pool of character elements that are rife with potential and can be exploited in myriad ways.

I really think this is part of the reason that Batman has, by my admittedly possibly wrong memory, been exploited in other media more than any other superhero character. Seven feature films, a live-action television show, and 4 animated series, not to mention several attempts at a video game version. The character, I think, just feels more realistic, and the motivations are easily understood.

 So many super heroes have had games attempted. Some work better than others, but, in general, the track record has been miserable. Most games are slapped together monstrosities designed only to cash in on a movie, or other media. The hardly ever capture the feel of the characters, even remotely. This is especially true of Batman, where you have so many disparate elements.

Batman is a powerful fighter, a honed martial arts expert and fighting machine. He's also a creature of stealth and darkness, emerging from the shadows to eliminate enemies, and then sliding back into the night. He's equipped with an arsenal of gadgets and weapons, which he can wield with expert precision. Add to that his brilliant mind and incomparable detective skills.

Any of those elements can fulfill a complete gaming experience. Most games would only tackle one of them, and most games, lets be honest, wouldn't even exploit that one element to the fullest. (The shelves are filled with games that fit that description.) The idea that one game could encompass all of those parts of the character, execute them in an excellent manner, and balance the experiences against each other to make a well-rounded game is almost a miracle.

It's a miracle that Batman: Arkham Asylum pulls off with style, wit, and a storyline that feels completely organic to Batman and the world he inhabits. It's simply the best Batman game, ever, and I'd even call it the best superhero game ever.

I've finished the game once, on "normal" difficulty, probably about a year ago. I just loved the experience, and knew that I would play the game again. Likely several times, honestly, but I wanted to put it away for a while, so as to make the experience fresh again. So, a week, or so, ago I popped the disk in and started in on "hard" difficulty. I can honestly say this is a game that simply does not wear out it's welcome with me.

It's a matter of feel. I start playing, and I feel, immediately, like Batman. The game play is an exercise in total immersion in a world that, as a fan of the character, always feels exactly right. There's a neat trick the designers of this game pulled off, in that their Batman, and his world, feel like an amalgamation and extension of  all of the versions that have appeared in various media over the last couple decades. A fan of the Christopher Nolan movies? This feels connected to that. The Tim Burton films? Ditto. The Bruce Timm animated series? Fits in there, as well.

The latter version, Batman: The Animated Series, is probably the closest connection. The wonderful voice actors for Batman (Kevin Conroy), Harley Quinn (Arleen Sorkin), and the incomparable Mark Hamill version of The Joker are a part of this game. We also have a story and script by the wonderful Paul Dini, who worked on that show.

Batman: TAS is likely the best adaptation of the Batman comics that will ever exist, capturing all the facets of the character, from the most juvenile and outlandish, to the most serious and noir-derived. What the game does so well is take that version, and make the visuals a bit more realistic. The version of the Batsuit in this game is probably the most "realistic" looking ever presented, outside of the Nolan films. It also makes the action and tone a bit more adult. The series had numerous network censor problems involving physical violence and fight scenes. Notably, Batman could never punch a crook in the face.

(Amusing side bit...When The Animated Series crew were tasked to create a feature film from their series, without network censors, the result was Batman: Mask of the Phantasm (so far, the only animated Batman film to actually appear in theatres). I was always amused that the very first time Batman strikes a crook in that film, it's a close-up of his gloved fist slamming into the poor sap's face. Take that Fox network censors!!)

Having Conroy and Hamill, especially, doing the voices is a real boon to the game, it attaches an immediate familiarity, and, again, helps with immersion into the world. Your avatar certainly looks like Batman, it moves like Batman, and does all the things you expect Batman to do, that it also sounds like a Batman you're familiar with is the cherry on top.

Dini's plot is pure Batman. The Joker is captured yet again, and we join Batman in the midst of transporting him back to Arkham Asylum. Of course, it's not all as it seems. Joker manages to manipulate the situation to have his gang moved to the asylum from Blackgate prison, and then take violent control of the island where Arkham is situated. It's a nod to Nolan's Batman Begins, where Arkham was situated in "The Narrows," which was some sort of island portion of Gotham. The game takes it further, with the institution being an entire island, much like Alcatraz, in the middle of Gotham Bay.

That geography is unique to the game, and honestly, it something that might be really cool to use in the comics. It effectively places Batman in a "Die Hard" situation, he's trapped in a (relatively) confined space with dangerous criminals and psychopaths on the loose, and innocents (guards, doctors, Commissioner Gordon) to protect. It's a pressure cooker plot, and as you travel around the grounds, you're more than aware that you're completely outnumbered.

The location being Arkham Asylum also allows many of the classic rogues gallery to be used at will, as well as some of the not-so-classic (*sigh* Bane). The game makes liberal use of Harley Quinn (almost a given with Joker and Paul Dini involved), Killer Croc, Poison Ivy, and Scarface (no Ventriloquist, however). Special notice must be given to the clever sequences involving The Scarecrow, which, in a lovely little meta touch, have a moment that simulates a "3 rings of death" XBOX meltdown (really scary, believe me). The Riddler is also very prominent in the game, but never appears on screen, having scattered various riddles and prizes about the island for Batman to collect, he taunts you repeatedly as you progress.

I was sad that my personal favorite, Two-Face, was nowhere to be found, well, aside from a couple of riddles. Although, he's already announced as part of the sequel, due next Fall, Arkham City. Kudos to that.

The action beats of the game fall into two basic types, straight hand-to-hand combat, where Batman will square off against a bunch, sometimes dozens, of the Joker's goon squad, and "predator" sections, where you use stealth and strategy to take out your enemies one by one. Both are highly compelling, and the game mechanics are smoother than most.

The hand-to-hand sections have simple mechanics. One button to punch and kick, one to counter blows, and one to evade. It can drive you toward a simple "button mashing" style, but you learn pretty quickly that just jabbing the controller only gets you so far. There is some strategy involved, like knowing when to counter an oncoming hood, or just take a swing. The best thing I can say is that this strategy, the quick decision, becomes pretty much instinctive. You're making the move before you even realize you need to. This makes for very fast-paced fun combat, and the game also offers some really cool, slow motion takedown animations for Batman. It really drives home the physical power of the character.

The "predator" sections can move quickly, or be very methodical. One of the game's strengths in these sections is a real sense, as it would be in "real life," that Batman is controlling the environment and determining the pace of his work. You can rely on physical force, or set traps using elements in the rooms. What's also nice, for a character who's whole gimmick is based on the idea that criminals are "a cowardly and superstitious lot," is that you can get heartbeat readings on your prey. You see them get more and more terrified as you take out their compatriots. There's a real sense of grim victory as you watch the last guy freak out when he realizes he's all alone.

I should say there are also non-plotline "challenge" levels for each type of action beat outlines above. You can compete in score for the hand-to-hand sections, and speed in the predator levels. The challenge levels are a ton of fun, and satisfy my need foe some quick action if I don't want to drop back fully into the game, proper.

I'm solidly back into the storyline, now. I'm just as enthralled as I was the first time. This game is set to have a long shelf life, for me. I can completely see myself pulling it out every six months and running through the story. I can't say that about a lot of games. As a Batman fan, it's just too much damn fun to play a game that gets so much of the character exactly right. There's even sections, admittedly limited, that dive into detective work, where you need to find clues and use them to hunt your quarry.

In my book, this is the best video game I've ever played. It's been out for at least a year, at this point, so I'm sure, if you have interest, you've played it. If you haven't, however, it's too much fun not to encourage you to check it out.

Wednesday, September 2, 2009

New Comic Day 9/2/2009

I knew I said this would be a weekly feature, but the last couple of weeks have been really busy.

However, I really feel I'm going to have to re-evaluate my current pull list. I had to pick up two weeks worth of books last week, and it was a pretty big hit. I blame this mainly on the price increase from $2.99 to $3.99 of some DC titles, and, it appears, most of the Marvel line. (at least the popular books)

Anyway, this week's pull...

Batman #690

Written by Judd Winick
Art by Mark Bagley and Rob Hunter
Cover by Tony Daniel

Mark Bagley is my favorite modern artist, hands down. I'm really of the opinion that the man is the most skilled monthly artist working today. His layouts are dynamic as hell, his work detailed, but cartoony enough to simply be fun to look at, but, and this is what really makes him unique, HE GETS THE WORK DONE ON TIME. No one is as fast, and good, as Bagley. Winick can be hit-or-miss as far as writing, but I generally like his Batman work, and he seems to be right on top of this "Batman Reborn" arc, with the apparently dead Bruce Wayne replaced by former Robin/Nightwing Dick Grayson. Winick seems to understand Dick, and the weight he's carrying, quite well.

Jonah Hex #47

Written by Jimmy Palmiotti and Justin Gray
Art and cover by Cristiano Cucina

I will say this over and over until more people start buying this book; the most consistently good monthly book on the shelf. It also rises to excellent quite often, usually depending on what artist in on the job. The title has been known for single-issue tales since it's inception, but "The 6 Gun War" brings us the first multi-part epic from Palmiotti and Gray, who've been on the title from issue #1. I wish I could say this tale lived up to the one-offs, but it doesn't. It's good, definitely worth reading, but I think the writers are struggling a bit with pacing. I quite like Cucina's art, but he doesn't reach where, say, Jordi Bernet or Darwyn Cooke have with Hex.

Justice League: Cry for Justice #3 (of 7)

Written by James Robinson
Art and cover by Mauro Cascioli

*sigh* I cannot for the life of me tell where this mini-series is headed after the first 2 issues. Other than to Robinson's run with the aforementioned Mark Bagley on the regular Justice League title. I think I'm still buying this with the idea that it's going to inform their run on the regular title. There's much to like, the heroes involved are a really odd mix (Congorilla, really?), and the artwork is pleasing to the eye. However, on the flip side, Robinson's dialogue is a bit simplistic (which is really odd for him), and Cascioli art, while pretty, also suffers the problem with all painted art, it feels a bit stagnant and undynamic. A $3.99 price point, without the back-up feature that DC has, smartly, offered (Learn something, Marvel) with their other $3.99 books, doesn't help.

Wednesday Comics #9 (of 12)

Various Writers and Artists.

Three more to go. I'm so torn on this series. I'm, flat-out, in love with the format, and I accept that there will be serials I love (Jimmy Palmiotti and Amanda Connor's Supergirl -Adam and Joe Kubert's Sgt. Rock), mixed with those I hate (Eddie Berganza and Sean Galloway's Teen Titans), or just do not work at all (Ben Caldwell's Wonder Woman, where the main sin is ambition. The art is finely detailed with many, many panels on the one page. The coloring on the newsprint muddies the entire thing. I have no idea where the story is going anymore, because I simply cannot read it.) It's a turkey shoot. Some work, some don't, but the art is almost always stunning. The problem is, at $3.99 every, single week for 12 weeks. It's an expensive Turkey shoot. I hope DC continues this exploration, but I would really suggest a lower price point.

Ultimate Comics Spider-Man #2

WRITER: Brian Michael Bendis
PENCILS: David LaFuente
INKS: David Lafuente Garcia
COVER BY: David LaFuente

I know, I know, I said I was getting off this train. The Ultimatum crossover, and it's path of wanton destruction bored me, and the restart with new numbering, along with the price jump to $3.99 (with no content to compensate...MARVEL, LOOK AT WHAT DC IS DOING!), had left me bitter and angry. Then I read the first "new" issue. Damn you Brian Michael Bendis, once again your utter magic with these characters has sucked me in. Plus, the art by David LaFuente is far more suited to this title that what Stuart Immonen was doing. I'm in, Brian, as long as you keep this kind of quality up....even at $3.99.

Tuesday, September 1, 2009

"Batman: Arkham Asylum" at about 20%

Short version of my thoughts:

I FRAKIN' LOVE THIS GAME!!!!

Longer version:

I'm at about the 20% point, as far as getting through the game, and I'm not rushing. I am savoring the game, and already excited to go back and collect some of the Riddler's, well....riddles that I couldn't get to, or figure out the first time.

The mechanics of the game are top notch, the controls are fluid, and responsive. The camera work is well handled. I rarely feel like I can't see what's going on, or that one of the baddies got the drop on me because of the game. Because I mess up? Oh, hell yeah.

The graphics are excellent, and Batman looks as he ought too. A little too big, for my tastes, but I'm a guy who thinks most superheros ought to look like gymnasts, rather than weightlifters. The Joker is a little odd and plastic looking, but also very creepy and evocative. I'll roll with it.

The one area of gameplay where I can pick a few nits is in terms of figuring out how things work. Specifically, in regards to the Riddler's challenges, I only recently realized I missed solving a lot of them because it wasn't really made clear how to do so. (Essentially lining up day-glo question marks correctly in the "detective" mode.) I'm also curious about messages I see that say "every weapon has a special view, have you figured it out?" Puzzles, clues within the game? I'm A-OK with working those out, even the question mark thing is "fair," but game features really ought to be self-explanitory.

Where the game excels, beyond all my hopes is in the "feel." I feel like Batman when I play, and the game has mastered the multiple elements that make up Batman's skill set. Detective work, searching for clues? Check. Utterly brutal, dominating hand-to-hand combat? Check. Strategy? Laying in wait, planning stealth attacks from above and below? Check. Much like the recent Ghostbusters game, the victory here is in allowing the player to really feel immersed in the world presented. When Keven Conroy and Mark Hamill (from the AWESOME 90's Batman: The Animated Series) spar as Batman and The Joker, you feel like these are the real deal.

Good work. I want a sequel that leaves Arkham Island and goes into Gotham City proper...