It wasn't until 72 hours later, when I flew home and resumed an old save file in Batman: Arkham Asylum that I truly appreciated the innate quality of brawling I experienced in Batman: Arkham City, a game I missed at E3 but, at long last, got my paws on at Comic-Con 2011.
In Arkham Asylum my thumb was married to the Y/triangle. I countered the crap out of everything coming to me, much like I resort to counter kills in Assassin's Creed I and II. With proper timing (and you are given a generous window) it's an undefendable attack, and in Arkham Asylum, where the goons practically line up to take their turn, you could theoretically dispose of a crowd of a hundred using nothing but it.
Arkham City doesn't nerf the counterattack but it does give you strong, and I mean strong, incentive to go for more robust takedowns and combinations, chiefly through the integration of gadgets into your fighting styles. As a cloud of baddies hovered about me, I leaned on the right trigger, tapped X (or square) and Batman cartwheeled out of the way, leaving explosive gel like a plop of deadly doggie doo for these numbskulls to step in. After a moment, the same button sequence set it off, sending anyone in the area flying. If it finished off the last guy in the group, this was done in close-up and slow-motion, to great comedic effect.
Same goes for the grappling line. Right trigger and triangle/Y snagged the baddie and dragged him toward me; laying on X/square delivered a clothesline elbow to the kisser that was immensely satisfying to witness as my compatriot from Rocksteady Studios, the game's developer, supplied excited over-the-shoulder commentary, like it was an MMA bout.
None of this is in Arkham Asylum which was a very good game in its own right. So much of the time, a sequel to a licensed IP like Batman is assumed to be more of the same. Arkham City isn't, and that's before we get to the more open-world qualities of the game.
In regular combat, Batman still acts and reacts with a preternatural skill which you'll see after a very short learning curve on the controls. There was a palpable sense of not knowing one's strength, but it didn't venture into invincibility the way I feel with the counterattack in Arkham Asylum. Taking down a group of eight foes felt like work, given that counterattacks, despite their visual impressiveness, didn't result in debilitating damage. To really finish someone you have to resort to the old-school right trigger-triangle/Y takedown, provided you had time or space, and that risks getting a baseball bat or a pipe in the head.
That said, conventional stand-up combat has its advantages, too. Batman, in Arkham City has a contextual dual takedown that is breathtaking to behold the first time you pull it off. If you catch two enemies in the same space when you strike, Batman will lean into both baddies, palms to their faces, and drive them into the pavement. The room where I was playing was filled with driving music, so I didn't hear the audio payoff, but I imagine it adds to the satisfaction.
The rest of the game shows a respectable expansion of its predecessors' principles. It's more open-world than Arkham Asylum, for starters, giving you the feel of prowling the night for trouble, on your terms. Early in the game, I began with a set piece involving Two-Face and Catwoman in a courthouse (half of which was trashed, the other pristine) and then moved immediately to continue the story at my leisure, running to the basement to encounter Calendar Man (who has a nice content unlockable tied to your system's clock) and then outside to pick fights with thugs, and then to put a stop to one of the Riddler's plans, which exist as evergreen pursuits outside the main narrative.
I was unable to firmly master two new controls, however. One is a zipwire-to-launch command, in which Batman grapples to a ledge and, soaring into the air, takes off and glides from the landing point. You pull that off by hitting RB or R1 to grapple and then, as soon as Batman is airborne, hitting A/X twice. For shorter grapples, the timing can be tough to master. I was told Batman can get around the city using nothing but this glide/launch mechanic but that might require several hours of play to master.
The second was a dive-bomb attack that I still can't clearly articulate. As Batman is gliding, you lay on a button (I forget, sorry) and then pull back on the stick. I had a hard time registering which stick and what button, but given some time alone with it, I'm sure I can pull it off.
Batman: Arkham Asylum won a lot of praise for making beat-em-up combat feel like a superhuman talent. Arkham City expands on this, in addition to opening the world around you for exploration. I'm still winding up that old savefile in Arkham Asylum, but it's mostly to tie off all the narrative loose ends before City arrives, so I can return my attention to what I learned of it at Comic-Con. I really can't wait for this game.
And here was I thinking that all the non-comics Batman spin-offs were doing their damndest to pretend that the dark knight detective wasn’t in the habit of dragging a boy along to his late-night soirees with angry street thugs. Robin has been resolutely absent from Christopher Nolan’s Batman movies and went without mention in the solid, tight Arkham Asylum. But the Boy Wonder has found his way into upcoming sequel Batman: Arkham City after all. How’re they going to reconcile the wee lad’s bright costume and cheery demeanour with something so grim? Let’s take a look…
We'll have plenty of time to scrimp, save and perhaps land a second job to afford the next generation of video game consoles. Avalanche Studios, creators of Just Cause and the forthcoming Renegade Ops, believe 2014 is when we'll get them.
So says David Grijns, the man heading Avalanche's new New York City-based studios. He tells Edge that the developers "have some intelligence to go on that, by early 2014, we're pretty sure there'll be at least one next-generation console on the market." Based on Grijns' wording, that next generation excludes the Wii U, which is expected to be slightly more powerful than the Xbox 360 and PS3.
That release window jibes with information Kotaku has heard, which targeted Sony and Microsoft's next-gen efforts for 2014.
Avalanche's new U.S. studio is working on "large-scale, online-enabled original IP"—so, not that rumored Mad Max game?—for PC and other still unannounced platforms.
Avalanche "pretty sure" of new hardware in 2014 [Edge]
Just Cause, a game series starring a swarthy man bathed in tight shirts and explosions, was always going to get a film adaptation. Thankfully, that adaptation sounds faithful to the games. Well, as faithful as you could get.
The game's racial stereotypes will never make the big screen, nor the specifics from a pair of stories so awful you forget them while you're playing the games, but the important stuff, that's there. Like star Rico. And his grappling hook. And that's it!
The Just Cause movie, which is being written by Michael Ross, will be an origin story, telling the tale of a man who transforms into the international gun for hire known as "The Scorpion".
The movie's production team is hoping to capture a "Casino Royale" vibe, full of "hyper real" fight sequences. Or, as "hyper real" as a man with a magic grappling hook and a salsa dancer's outfit can manage, at least.
Just Cause movie is an origin story [Eurogamer]
A Just Cause movie, which we got wind of a year ago, now has a screenwriter and another producing partner, signaling that we're a step closer to an action-movie video game adapted into a video game action movie.
Michael Ross, whose credits include the 2006 horror flick "Turistas," has been brought aboard to write the script. Joining in the production is L+E Pictures, helmed by Eric Eisner, the son of former Disney chief Michael Eisner. Adrian Askarieh, of Prime Universe Productions, is still aboard. Askarieh has ties to Eidos games, as the producer involved with the Hitman movie and the ongoing Kane & Lynch adaptation.
The Eisner/Askarieh alliance is working to develop the film before shopping for a studio to start filming it.
L+E Finds 'Just Cause' For Pic [Variety, via ComingSoon.net. Thanks Dadud]
These twenty new screen shots of Rocksteady Studios' Batman: Arkham City are so impressive, so easy on the eyes that more cynical gamers might cry "Bullshot!" But if you played Arkham Asylum, you know Batman games can look this good.
Batman looks tough. Catwoman looks super sexy. As does the much improved Harley Quinn. Two Face looks revoltingly charred and the thugs roaming the streets of the new Arkham are loaded with creepy personality. What's not to like?
I suppose Batman: Arkham City's far off release date—it hits in the fall of 2011—could be filed under unlikable.
Rocksteady Studios' Batman: Arkham Asylum was surprisingly excellent, but not without its "mistakes," including one that made the game's art director "want to cry a little bit." It's a mistake that will be corrected in the sequel.
Rocksteady's David Hego, responsible for the game's exaggerated aesthetic, said at this week's Develop conference that Arkham Asylum's x-ray-like "Detective Mode" visuals were just too "powerful." That some players sped through the game using Detective Vision throughout is what reportedly rubbed Hego the wrong way, according to GameSpot's account of the Develop talk.
"We're going to try not to do that mistake again," Hego said, Rocksteady will design the next game's Detective Vision "more like augmented reality next time" so that players can enjoy the sequel's art design.
While we don't know much about what Rocksteady's next Batman game will be—What will it be called? Will Robin really be in it?—we're definitely looking forward to it. Perhaps we'll hear more at Comic-Con next week...
Arkham Asylum art director talks mistakes [GameSpot]
It's no secret Warner Bros. Interactive Entertainment is working on a follow-up to the smash hit Batman: Arkham Asylum, but what will it be called? Perhaps one of fifteen newly-registered Arkham-themed website domains contains a clue?
Supper Annuation has dug up fifteen separate Arkham-flavored domain records, each created on July 7, each pointing to Warner Bros. name servers. While some seem more geared towards viral websites surrounding the game, like stopmayorsharp.com and wheresbrucewayne.com, others seem like they could definitely be contenders for the game's official name.
I'd buy Batman: Arkham City or Batman: Ashes of Gotham in a heartbeat, though I am particularly fond of Batman: Siege of Gotham. Most of the titles seem to point towards a Gotham City overrun by Arkham inmates. It would fit with the teaser trailer that came out of last year's Spike Video Game Awards.
Here's the full list of registrations:
There's still the possibility that these domains have nothing to do with the sequel whatsoever, but as Giant Bomb points out, Mayor Sharp sounds like a reference to Quincy Sharp, the Arkham warden created specifically for Arkham Asylum. Unless he's making a movie cross-over, it looks like Warner Bros. has big plans for Arkham's sequel on the internet.
Arkham Asylum Website Domains [Super Annuation via Giant Bomb - Thanks Ursas-Veritas!]