I Love Batman

I really, really do. Here’s some proof.

To reiterate, as I could only really skim over the topic in the Shelf article, Arkham Asylum is great. The control system is fantasic, giving you a real sense of jumping around kicking faces, you get to do all the cool Batman stuff like gliding, using gadgets etc, and you do all this in a Bioshock style techno-gothic Arkham, a combination of high-tech facility and crumbling ruin on it’s own craggy island.

It’s fab. I’ve finished the story mode, but there’s still plenty of Riddler riddles to work through. It’s really pushed my completism button, this one. There are some games where you just think ‘that’s too hard’, and give up on the harder to find secrets. But with Arkham, all these things are possible, and the control system is responsive enough to let you. You just need to be smart enough and observant enough to work it out. I’ve spent a couple of twenty minute, head-scratching sessions trying to work out some puzzle or other, and when I’ve worked it out the feeling is always one of relief and satisfaction, not frustration. The game challenges, and it rewards. Perfect, Bat-fans.

Mark

Screen shot nicked from… ooh, I think it was G4D or something. Sorry!

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October 12, 2009. Tags: , , , . Uncategorized.

2 Comments

  1. Steve Lavington replied:

    I've been thinking about Batman, and specifically the criticism along the lines of, 'why didn't they make it an open world game?' I think there's some very canny game design at work here. The control scheme simply wouldn't work in a totally open environment. Instead the player has to work within a specific context – specifically a context where no jump button is needed.It's a super game – especially the Scarecrow levels.

  2. Mark Clapham replied:

    I've read up a bit on this, and the island setting is to force an intimacy between Batman and the villains, the sense that the bad guys are constantly slightly out of reach, but always just around the corner cooking up the next nightmarish trap. I think it works admirably.Then again, a No Man's Land game which uses the Earthquake to artificially separate different environments, in a similar manner to Fallout 3 – that would be an awesome sequel to this. Reaching wildly, you could even impose a Crackdown type structure, as the villains they haven't used this time around include all the gang boss ones – the Penguin a the Iceberg lounge, Catwoman as a free agent, Black Mask…Mark

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