Review: Batman: Arkham CIty
By jorok_goldblade 0 Comments
This entry was originally posted on Saturday on my blog/webcomic site at http://www.cockroachman.com/ . Now that power is back in Massachusetts, I can post it here:
The year was 2009, and relatively unknown British game developer Rocksteady Studios was on the verge of releasing Batman: Arkham Asylum. Batman games were nothing new, as the caped crusader had cranked out as many games as any other prolific comic property. But there was something different about this one. It looked like it could be good. Then it came out, and it wasn’t merely good- it was amazing. Like Rare’s Goldeneye twelve years prior, Arkham Asylum had harnessed some dark alchemy to create a licensed title that was actually a contender for the following winter’s Game of the Year discussions. So when a sequel was announced to be in development just a few months later, everyone wondered- could they capture that magic again, or would it fall back into the realm of just another quick cash in comic book game?
In short, it delivers. Just as the title implies, Arkham City is everything Arkham Asylum was, taken to a grander scale.
Arkham City opens six months after the end of Asylum. A section of Gotham City has been condemned and walled off, and the entire populations of Arkham Asylum and Blackgate Penitentiary have been released within it’s borders. Seeing how this could potentially be a bad thing, Bruce Wayne is campaigning for it’s closure before he’s snatched up by soldiers working for Arkham’s warden, Hugo Strange. Inside, he finds a collection of his most notable enemies engaged in a turf war, with leading factions led by the Joker, Two-Face, and Penguin. All the while, the clock is counting down to Strange’s mysterious “Protocol 10,” and Batman has one more potentially lethal shadow hanging over his head thanks to interference from the clown prince of crime.
Arkham City’s story was written by DC animated universe veteran Paul Dini, so it’s no surprise that it comes off stronger than most game writing. Dini brings with him two of the key voice talents from Batman: The Animated Series- Kevin Conroy as Batman and Mark Hamill as the Joker. For those of us who spent any part of our childhood in the nineties, Kevin Conroy is the definitive Batman. He brings that same iconic performance to his role here. Batman newcomer and video game vocal veteran Nolan North, best known as the voice of Uncharted’s Nathan Drake, shows a range that he rarely gets to display in the role of the Penguin. Rather than aping Burgess Meredith’s 1966 version of Batman’s pudgy foe, North pulls together a “high class, no class” cockney accented persona for Cobblepot that makes it one of the standout performances within this title.
Of course, when the subject of voice acting in the Arkham series is brought up, Hamill’s Joker is the true standout. As anyone who has been watching other actors try their hand, especially in Young Justice, can tell you- many have tried to surpass Hamill, all have failed. Hamill brings to the role a sense of glee and creepiness, and his laughter ins so varied and nuanced that it could be a language unto itself. This title was meant to be his exit from the role, and with the material Dini gave him to work with and the performance he handed in, you couldn’t ask for a stronger sendoff.
One of the shining mechanics of the Arkham series is the “Free Flow” combat system. This system based fights around attack and counter buttons, and tasks the player with managing the fight by bouncing from enemy to enemy to rack up giant combos while avoiding taking damage. Playing as Batman, the player feels powerful, but unlike in other games this power does not come from physical superiority. Rather, you get the sense that Batman is simply much more skilled than his foes. The number of gadgets in Batman’s arsenal that can be quick-fired in combat has more than doubled, adding another layer. Finally, there are thugs with shields, blades, and body armor who require special tactics to take down, making sure the battles are never dull and always retain the signature “Batman” feel that pervades this game.
Another area of improvement was Batman’s detective vision. This was a mode that allowed Batman to scan for clues, spot explode-able walls and doors, and track enemies, even through walls and cover. There was certainly a degree of complaint over the fact that detective mode was too useful, causing players to leave it on and not enjoy the game’s stunning visuals. Some changes have been made to make it more of a tradeoff, including limiting Batman’s compass and health meter to normal vision. Also, with the complexity of the outdoor city areas, being able to see through walls while gliding makes navigating the city a little more cumbersome, meaning you will pop into detective mode to check for clues, and then go right back to viewing the sights of the city.
Batman isn’t all about fisticuffs. Unlike his friend in red and blue, Bruce can’t bounce bullets off of his chest. When armed enemies enter the picture, it’s time for a more nuanced approach. Batman must hide in the gutters and the rafters, picking off enemies one by one. The enemies are intelligent, so if you use the same hiding place or tactic, they will find you and mow you down with heavy gunfire. When you’re doing it right, there’s no greater joy than watching henchmen freak out as they find their friends knocked out, until there is only one left.
Gliding from rooftop to rooftop is one of those rare joys where traversal can be a distraction all its own rather than a chore between good parts. The combination of grappling and gliding has a great flow to it, and it only gets better when you unlock the optional Grapnel Boost upgrade.
One of the other interesting new additions is the introduction of a second playable character. Though you only play as her for a short period of the game (and only if you bought the game new or paid extra for the DLC), Catwoman certainly adds a different feel to the game. Though not as developed as Bruce’s areas, Selina’s areas fill in the story nicely and make fans salivate over the prospect of their own favorite side character getting some playtime in a sequel.
For those who like to explore every inch of a game world, Rocksteady has you covered. A disembodied voice over your radio in Asylum, the Riddler returns in Arkham City with an actual physical presence. Once again, he has hidden trophies and riddles for the more obsessive players to track down, this time with bundles and trophies leading up to missions where Batman must rescue hostages from Nigma’s nefarious deathtraps.
It’s a testament to this game’s quality that the graphics are only being brought up over a thousand words into this review. Rocksteady uses Epic’s Unreal engine, which has become sort of the default middleware for this generation. While they certainly make use of the graphics capabilities of their hardware and software tools, it would all be for nothing if the art wasn’t there. Arkham City is a grungy, dirty place filled with costumed maniacs whose individual lairs capture the personas of their madmen perfectly. Joker has carnival memorabilia, Penguin’s trophy collection, Riddler’s question marks, and more touches that would spoil the game to mention here. The rogue’s gallery’s design is oozing with pure character. Mr. Freeze is as cold on the inside as he is on the outside, the pock marks from Joker’s illness really bring forward how sick he actually is, and Penguin’s coke-bottle monocle tells you everything you need to know about who he is.
Batman: Arkham City is an amazing game that combines top notch storytelling and voice talent with excellent art and mechanics that make you feel like you really are the dark knight detective. If you consider yourself a fan of Batman, or simply of good games, you owe it to yourself to take a trip to Arkham City.
FINAL SCORE:
Log in to comment