Thursday, November 28, 2013

Batman: Arkham Asylum

Uh oh, it’s comic book superhero time. I’ve never really been a comic book guy, and while I don’t really care as much for the DC variety of heroes in particular, at least the star of this story is one of the better ones out there, given his more believable and far less dependent on nuclear mutation or alien origin powers than natural physical ability and enough wealth to buy some cool toys for his utility belt. I’m speaking, of course, of Batman, which you should have guessed, being the title of the game and all.
 
Batman: Arkham Asylum is an example of a game done right. It’s a combination action adventure game with a focus on stealth combat, puzzle solving, and creatively navigating gothic structures with the use of cool tools like the Bat grapple. The premise of the game involves recapturing the Joker after his recent escape from Arkham Asylum, an island based mental institution that holds plenty of the more famous Batman villains. One does wonder about the notion of bringing someone who recently escaped back to the place he escaped from, especially when it lines up with a huge transfer of bad guys from Blackgate Prison. Could this all be part of a plan the Joker has brewing where he’ll escape, unleashing the villains there, and using some of Arkham’s darkest secrets to continue his goal of saving the city, mostly by destroying it?


Yeah…that sounds about right.
While your ultimate goal is to stop the Joker, which takes place in steps involving you hunting down and saving other individuals, like getting some doctor because she is the only one that has a key to this place you need to go, you’ll encounter some of the more memorable villains from the Batman franchise along the way. Killer Croc, Harley Quinn, Poison Ivy, and the Scarecrow are all enemies you’ll take on more directly, but they are not the only nemeses you’ll come across. There is a whole side mission going on where you uncover hidden collectibles, placed there by the Riddler, which reveal background information about many of the characters in the franchise, and generally fill out the experience so it feels much less focused on the Batman vs. Joker rivalry.

Encounters with major characters usually come in the form of boss fights, and generally mark some huge progress event whereby you got the item you needed to finish exploring an area, defeat the boss, and then unlock some new area. Really, think of the way the Zelda franchise works, and you’ve pretty much nailed it, only instead of getting the Mirror Shield or Bow and Arrow, you’re getting something called the Cryptographic Sequencer or Bat-Zipline. The rest of the time you’ll be fighting those Blackgate Prison goons that the Joker so elegantly got transferred. They come in several varieties, starting with unarmed, firearm equipped, stun baton wielding, and knife wielding. Each enemy requires a different method of attack, such as the stun baton enemies that cannot be attacked from the front, or the knife wielding enemies that must be stunned before they can be taken down. With the exception of the firearm equipped enemies, you’ll usually find yourself faced with a dozen or so bad guys at once. Here Batman’s gymnastic training and superior athletic ability really comes in handy.

You can’t just go around punching every enemy in the face, gliding from one to the other, when they start bringing knives and stun batons to a fist fight. Or they are mutated brutes. Though you can use one against the other.
You’ll have to flip over enemies to get behind them, snap your cape at them stun or disorient, and quickly Pow-Smash-Bang your way from one enemy to another to keep the lot of them on their toes enough that they do not attack you. Depending on the setting you pick when you start out the game, enemies will have a warning notification that they are about to attack. That is your cue to counter. Countering is less like Assassin’s Creed here, where it was instantaneous and somewhat overpowered, and more like Sleeping Dogs, where timing is incredibly important, as countering too early throws off your attack sequence, and countering too late means you get more than a little smacked around. Fighting in this game is very acrobatic, as you’ll have to dodge from one enemy to the other, spreading the pain about. If you’re good at doing this you’ll start a combo string.

Combos are good for a couple of things. The first is that the higher your combo score, the more XP you’ll gain at the end of the fight. Yep, this game has a leveling mechanic that is based on how smoothly you can handle yourself in a little melee. The second reason, which is related to the first, is how combos start to unlock the use of special abilities, which you unlock with a bit of XP. The ability to throw an enemy, or perform an instant takedown (as opposed to the longer, drawn out few hits, enemy falls, enemy gets back up, few more hits, etc.) to finish enemies faster. Upgrades from enough XP can even allow you to use combos earlier in the chain, which turns out to be really nice if you’ve found it difficult to time your counters or make sure you’re using the proper attack for the proper enemy.
Uninterrupted combos, variation, instant take downs - all good things for a higher score. Yay bonus XP!
The upgrades you can unlock from combat benefit more than just your combat abilities, though things like increased health are certainly useful in those situations. About 40% of your upgrades impact available Bat-Gadgets (is that the official term?). One of the earlier things you’ll gain access to is Explosive Gel. Mostly it’s used to take down weak sections of wall, giving you a new path to progress. It’s also a great tool when attempting to quietly take down a room full of bad guys, since you can put a little gel down in an enemy’s path and blow it up when they get near. Upgrading the Explosive Gel, or combining it with a few other abilities and other upgrades, makes it even better. For example, you can place multiple gels down at once, effectively placing many different traps. When upgraded, you can detonate each one individually, letting you take down one enemy, which will act as bait for a second or third. Add to this an additional upgrade that automatically detonates the gel when an enemy walks over it, and your work just got a lot easier.

Explosive Gel is one of my favorite items to use when stealth is critical. The game feels like it’s split about 2-1 between melee heavy combat, since Batman is a boy scout that never uses lethal weapons, and stealth heavy silent take downs. The way the stealth portions of the game work is actually kind of cool. You’ll enter a large room, such as the asylum’s library, and discover that there are a half dozen armed prisoners patrolling the area. While, in a one on one scenario, you can take out one of these goons, if you actually attempt that with multiple enemies nearby you’ll find yourself pretty quickly mowed down by everyone you’re not actively punching in the face. This means it’s time for a little one on one stealth action.
 
Gargoyles inside a building. Sure, nothing seems off about that architectural choice.
As you glide from one gargoyle to another, or slink through vents or grates in the floor, looking for that lone guard and the perfect time to strike, you’ll find you have more than a few options to silently take down an enemy. Explosive Gel works, as I’ve already covered, and while it’s a good trap setting method, you might want to consider some of these other strategies. Hang from the underside of a gargoyle, and when an enemy passes beneath you, quickly zip down, grab him, and leave him strung up for all his buddies to see. If you haven’t unlocked that ability yet, maybe you just want to sneak up behind someone, either gliding around where they won’t see you or by popping out of a vent, and perform a silent take down via strangulation. If you want to get a little louder, you can always glide kick someone, and then move in while he is down to knock him out. It all sounds easy, right?

Of course, the Joker knows how you work, and he’s gotten his hand on some of the toys and tools stockpiled around the asylum. The most common thing you’ll run into is a prisoner with a collar on. That collar makes a bunch of noise if the prisoner wearing it is knocked out, which will very, very quickly draw the attention of anyone else in the room, meaning you’ll have to make a series of hit and runs if you don’t want to be immediately discovered and shot to death, which most people would agree is generally a bad thing. If you do get discovered, you’ll want to head between different gargoyles as fast as you can to lose the prisoners. However, that’s not always a viable option either, as sometimes the gargoyles get rigged with explosives that will blow up anytime you land on one, relegating you to crawl through vents and sneak through hallways, maybe trying to time an explosive on the floor so you fall onto an enemy bellow, which you can see with the proper scanner.

Detective Mode gives you a ton of information you otherwise wouldn’t have, such as unlocking an X-Ray like view of your surroundings or allowing you to track a specific individual’s handprints so you know exactly where they’ve been.
Now, if you’ll allow me the time, I’d like to go on a brief, anti-Batman rant, because that guy has got some seriously misplaced priorities. When you think about it, with the amount of guards and other innocents that died as a result of Batman’s unwillingness to kill, or at the very least, allow an unfortunate accident like falling off the top of a building, thus removing Joker as a threat is a bit of a major flaw. Sure, you can scream about Batman adhering to his principles, or the idea that no one should be judge, jury, and executioner, but try telling that to generic guard number 43’s family? Can such platitudes heal the loss of a father, husband, and friend? Besides, utilizing the utilitarian school of ethics, the small amount of pain suffered by the Joker, or even Batman with his own internal struggles, is superseded by the gain experienced by everyone else by simply being, you know, alive. Sorry, just something I’ve wanted to get off my mind ever since playing the game, or perhaps since seeing Heath Ledger dangling from a building at the end of The Dark Knight. Plus, I kind of wanted to make sure I could plant the word utilitarian in this review somewhere, after thinking about Batman's belt for a few pages.

Back to the game. Batman: Arkham Asylum makes for a great time. It is a well-crafted balance between the more time consuming stealth parts, the melee heavy sections that toss in a few extra obstacles like electric floors or gigantic Bane like enemies, varied boss fights, and a pretty large island to explore. Once again, the Zelda comparison feels pretty apt, particularly if I were to point to Ocarina of Time, which works, because I kind of love that whole style of game where you can make your progress in noticeable chunks as you access new areas, yet still need the new gear you found in those areas to go back and unlock the last few secrets in previous places. I put 15 hours into the game, and while I did manage a 100% completion on the story side (take that Riddler, you and your stupid hidden items), that only amounted to 84% completion over all, given the additional challenges this game has, at least in the GOTY edition, which is pretty much what you’ll be getting at this point. Overall, this Batman game is a worthy investment, with plenty for the action adventure fan to enjoy. You can probably pick it up on sale for $5 or so, but even $10 wouldn’t be a bad deal (just not the best), because in the end, all those gadgets, secrets, upgrades, and enemies, even the ones that feel a bit redundant at times, make this game an 9 out of 10.


So, the final breakdown:
Score: 9/10
Suggested Price: $5-10




*****
For more Batman: Arkham Asylum, check out this collection of screenshots otherwise unused in this review. Click on any one for a large image.





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