|
Whenever a new licensed title is announced, it's easy to take premature
pot shots at how awful the game will be on release. As gamers, we've
had our fingers burnt so many times that it becomes hard to get
excited any more by the game tie-in of 'Brand X' or 'Product Y'.
The finished title is just that, another barcode; a lazy piece of
shovelware designed to make a ton of money, developed within a limited
timeframe with little room for innovation or dedication to the original
source material. Note to licensees: these fan bases are keen and
will see through your quickie-release tactics, not to mention the
horrible restraints you place on developers quash any chance they
may have of making a good name for themselves. We say it time and
time again, yet the cycle of lacklustre pap continues.
However,
Batman Arkham Asylum was announced with a great deal of well-due
fanfare. In Rocksteady, the Dark Knight had finally found a developer
that went back to the roots of what made the mysterious figure so
endearing to begin with. The studio promised a game that would let
players think and act like Batman in a world that captured the essence
of the comic series. Early hype is a common way of developers trying
to smooth over the cracks in their shoddy IP, but this time there
were no cracks to be found.
Without
a shred of exaggeration you can rest assured that this is the finest
comic book game ever made and a large part of this goes down to
the developer's passion for the series that is evident throughout
this exemplary title. Starting with Batman dragging the Joker (superbly
voiced by Mark Hamill) back to Arkham Asylum after apprehending
him once again, the opening credits play out as you walk alongside
a troupe of guards escorting him back to his cell. You can't help
but check out your surroundings as you go and marvel at the way
the crumbing, decaying interior bleeds dank and resonates character.
Much like Half-Life 2's City 17or Gears of War 2's Sera, there is
a lot of history here and it slowly unfurls throughout the game's
mammoth lifespan.
Considering
the Joker gave up without a fight, Batman smells a rat and soon
enough, the lunatic gives his guards the slip and starts running
riot in the Asylum with his goons and an army of series villains.
The entire place is under his control and naturally Batman is caught
right in the middle. The process of slowly learning exactly what
the bad guys are up to will keep you pressing forward, but of course,
a good story alone does not a game make, so you will be pleased
to know that everything else is solid. But what kind of game is
this exactly? Labelled as an 'Action-adventure', a term that might
as well be the classification people's equivalent of a confused
shrug and to be fair, this is a fluid mish-mash of genres and tricks
that together makes for an accomplished package that rarely feels
overbearing or stale.
Your
first task is to fend off a pack of the Joker's crew using an intuitive
contextual fighting mechanic that could be compared to Fable II's
three-button attack system, appearing simplistic at first, that
reveals a lot more power under its bonnet than it lets on over time.
Batman can let fly with a barrage of crushing punches and kicks
via the 'X' button, which is spiced up by a simple yet functional
counter system. Pressing 'Y' whenever you see a flashing indicator
above an enemy's head will unleash a brutal counter attack, giving
you room to breathe under the next assault. Stronger goons can be
incapacitated by hammering them with stun attacks using 'B' and
these become essential when Arkham's more ruthless psychos crawl
out of the rotting woodwork.
If
you find yourself having difficulty racking up big combos, take
a trip to the main menu and have a stab at the unlockable challenge
rooms that pit you against increasingly efficient waves of cronies.
It's a good way to get a feel for how the system works and after
a while you will be dispatching groups of around ten street punks
in one flowing combo. It's brutal, slick and fully captures the
quick fighting style Bruce Wayne was pulling off years before Jason
Bourne got a look in.
You
are also rewarded with experience points depending on how well you
fight. These can be spent in the Waynetech menu that lets you upgrade
your armour, move set and gadgets. Your combos never change however,
meaning you don't need to remember stupidly long attack chains to
reach the high scores. It all stays simple and effective throughout.
Skills such as guiding your batarangs with a neat after-touch mode
add scope for more tricks and ways to dispatch enemies.
Similar
titles often fall into the trap of making you traverse an platform
area, then perhaps a puzzle, engage in a fight, then repeat the
process ad nauseam. The flip side of combat is the impressive and
tense stealth encounters. Rather than take on a large pack of thugs
armed with firearms in a fist-fight, Batman falls back on his fear
tactics and picks them off one by one. By using his zip line to
reach high ground you can swoop across the rafters, picking out
your next target and spooking enemies to make them break away from
their patrol routes and split off from the pack, making them an
easy target.
From
a high point you can string enemies up using your grapple hook,
batter them with a swooping dropkick, knock them out with batarangs
or use well-placed explosives to set up proximity detonations. The
scope on offer here is remarkable, with every encounter playing
out differently from the last. The only slight irritation is that
there is a bit of dialogue repetition from the rent-a-goons but
the acting is superb throughout so it's certainly a fleeting gripe.
By
tapping ''LB' you can enter the cowl's Detective Mode that heightens
your vision in the dark and gives you x-ray vision that lets you
see hidden threats, collectibles, clues and areas of scenery you
can interact with. You might spend a lot of time in this mode as
you search for forensic evidence. For example, one section of the
game sees you tracking down a captive commissioner Gordon by following
a trail consisting of tobacco flakes from his pipe. Not just a pretty
face and rock hard abs, he's a genius to boot. There are also 240
Riddler Challenges scattered throughout each of Arkham islands sprawling
compounds and outdoor areas. These range from picking up hidden
trophies to analysing cryptic items with the cowl's scanner. Much
less tedious than the tried and tested 'hidden package' we're sure
you will agree.
Aesthetically
this perfectly captures the essence of Gotham's grimy underbelly.
You can almost smell the rusted and dilapidated corridors of Arkham,
as you stalk enemies from the shadows, pressed against a crumbling
tiled wall marred by the unreadable scrawling of psychotic inmates.
At times, this is downright freaky too, with the lead up to one
boss battle in particular in the opening third of the game that
really putting the frighteners on you, with some fiendish use of
camera tricks, distorted visuals and a grinding metal on metal soundtrack
worthy of Silent Hill. Elsewhere the visuals are gorgeous in a nightmarish,
certainly rustic kind of way, but you get the drift. Plus the rousing
superhero orchestral score we've come to expect from the series
is present and correct, making you feel badass in the process.
Then
there is the acting and characterisation, which is bang on perfect
here. From the Joker's maniacal nonsense -chatter to the Dark Knight's
steely resolve, you feel like you already know these characters
and can identify with their past as laid out previously in comic
book lore. The script is water tight and the pacing is superb, with
the action reaching adrenaline-fuelled peaks then sharply dropping
to tense troughs. It's a rollercoaster from menacing finish to satisfying
and most important gratifying end. You feel like you really have
had your money's worth and then some by the finale.
Even
once you've waded confidently through the expansive 15-20 hour campaign,
the game keeps on giving, with a series of neat challenge rooms
in both the combat and stealth variety. Combat rooms pits you against
four waves of increasingly tough enemies with points awarded for
taking them down with flair, or in one long and seamless combo.
It's tricky but again helps you understand the nuances of the battle
system. Stealth is a tricky beast as you have to dispatch heavily-armed
foes silently. While there are no penalties for breaking stealth,
the hail of gunfire will cut you to ribbons in seconds. There are
also three special takedowns per room that you have to discover
to earn rewards, from knocking out a guard with explosion shrapnel
to demolishing the floor below their feet. These are tricky to execute
but keep you replaying.
Rocksteady
really have delivered here in the authenticity stakes. The game
is entirely self-referential, with lots of fan-baiting namedrops
and a slew of villain profiles and inmate recordings to be found,
you will be on fanboy cloud nine here. If going toe-to-toe with
other villains such as Killer Croc, Bane and Poison Ivy doesn't
melt your butter than we don't know what will, but even if you don't
know your Two-Faces from your Oracles (no, that's the Matrix you're
thinking of) you still owe it to yourself to try this game and discover
a real labour of love from the developer. Easily the biggest title
launch of the year with a solid and groundbreaking title to back
it up. Absolutely essential.
Reviewed by Dave Cook for AceGamez (All Rights Reserved).
|