Batman: Arkham Asylum

Finding an Even Better Brawl in Batman's CityIt 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.



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Batman: Arkham Asylum - contact@rockpapershotgun.com (Alec Meer)

Batman: Arkham City gets closer and closer, and we get exciteder and excitider, and in the heat of our anticipation become less gramatickly accurate. After what feels like years of teasing, concept art and pre-order incentives, finally we get to take a long, lingering look at what it’s really like in action. Below: 12 minutes of the game, including playable funtimes from both Batman and Catwoman, good acting, awful acting, Two-Face’s disgusting head and many many many goons and hi-tech shenanigans.
(more…)

Batman: Arkham Asylum - contact@rockpapershotgun.com (Alec Meer)

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…
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Batman: Arkham Asylum

New Batman: Arkham City Screens Almost Look Too Good To Be TrueThese 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.



Batman: Arkham Asylum

The Way You Played Batman: Arkham Asylum Made One Man Very SadRocksteady 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]


Batman: Arkham Asylum

Fifteen Potential Names For The Batman: Arkham Asylum Sequel 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:


  • http://whois.domaintools.com/arkhamcity.com
  • http://whois.domaintools.com/batmanarkhamcity.com
  • http://whois.domaintools.com/batmanashesofgotham.com
  • http://whois.domaintools.com/batmanbrokenground.com
  • http://whois.domaintools.com/batmannewarkham.com
  • http://whois.domaintools.com/batmangranddelusion.com
  • http://whois.domaintools.com/batmanriseofarkham.com
  • http://whois.domaintools.com/batmansiegeofgotham.com
  • http://whois.domaintools.com/batmanstateofvillainy.com
  • http://whois.domaintools.com/cityofarkham.com
  • http://whois.domaintools.com/closearkhamcity.com
  • http://whois.domaintools.com/peopleforgotham.com
  • http://whois.domaintools.com/stopmayorsharp.com
  • http://whois.domaintools.com/waringothamcity.com
  • http://whois.domaintools.com/wheresbrucewayne.com

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!]


Batman: Arkham Asylum

No More Joker For Luke Skywalker?Okay, Mark Hamill isn't just Luke Skywalker, star of Star Wars. He's also Luke Skywalker, star of Empire Strikes Back and Return of the Jedi.


Video game Wing Commander, too! He's also in World War II movie The Big Red One and 1970s comedy Corvette Summer. To be fair, the man has done a buncha stuff!


And he's done a bunch of voice acting, like the Joker in venerated program Batman: The Animated Series. He returned to the role for Batman: Arkham Asylum and will once again for the sequel Arkham Asylum 2. But after that, he's apparently done with the character.


"This will be my last, there's no question about that. But it's the last hurrah."


Smart money says he'll be back and will be voicing the character in one way or another.


Mark Hamill Batman: Arkham Aslyum 2 Interview [IGN via VG247] [Pic]


Batman: Arkham Asylum

Two Voice Actors Out Arkham Asylum 2 VillainsMister Freeze and Talia al Ghul, daughter of Ra's (Ra?) will be foes in Batman: Arkham Asylum, according to two voice actors' comments on a podcast and via Twitter.


First up, Talia. Stana Katic, who stars on ABC's Castle, tweeted on Friday that she'd "Just recorded a character voice on the next Batman video game," and found water and pineapple slices to be plenty of help. The character? "I'm voicing Talia al Ghul, the daughter of Ra al Ghul (played by Liam Neeson in 'Batman Begins')" Katic very quickly took down these tweets but plenty of folks found them cached through the magic of Google.


Next up, Maurice LaMarche, best known as the voice of Kif Kroker in Futurama, told Geekcastradio that he's Mister Freeze for AA2. Said LaMarche:


I'm about to go in and do Mr. Freeze for Arkham Asylum 2 ... He's out for blood right now because, err... I can't tell you the situation, but he's actually somewhat a sympathetic character within the framework of the game.


Given Kif's disaffected disposition, LaMarche is a rather shrewd choice for Freeze.


For the record, IMDB doesn't list either actor in the game's cast, but it's early yet.


Two New Batman Arkham Asylum 2 Voice Actors Leaked [League of Comic Geeks, thanks Jordan B.]


Portal

Where Have All the Good Bad Guys Gone?Every adventure requires an antagonist, someone or something corrupting the world you're in. It's a basic need. Yet why do so many games serve up foes whose evildoing provides more of a chore to be undone than a memorable struggle?


Writing on his personal blog, Greg Kasavin, a producer for 2K Games (and the former editor-in-chief of GameSpot) ruminates on the concept of villainy, which is essential to the basic conflict structure of a video game but rarely presented artfully.


Kasavian points out that as many games revolve around kill-or-be-killed scenarios, it's difficult to present the main villain in any context other than a climactic meeting. Many games compensate with disposable boss characters who represent an extension of the final villain. But these characters are rarely developed properly, diluting the overall effect of the narrative's antagonism.


The best villains, Kasavian argues, are ones who impose their will on the game while remaining inaccessible until all but the end. The antagonists of BioShock and Batman: Arkham Asylum, and even Mike Tyson himself neatly fulfill this ideal role.


Proper Villainy [Truth, Love, and Courage: Games as Stories, April 6, 2010]


One reason there are so few proper villains in games is implied by the word itself: The concept of villainy is kind of dumb. It's not how the world works. In reality, what happens is that when two people want opposite and mutually-exclusive things, they enter into an antagonistic relationship. Villainy is just an extreme form of antagonism where, most often, either the antagonist's motives are not rational or simply not well-developed. Videogames' misguided attempts at villains usually hinge on grandiose schemes such as destroying the world or other sadistic, evil acts. They're bad guys who overcompensate for their flat desires with huge lifebars. But it's impossible to relate to their motivations so these villains are doomed to obscurity. Instead, a proper antagonist gets under your skin and makes things personal in a way you could understand, even appreciate. Portal's GlaDos, despite being a machine, has the attitude of a spurned lover taking passive-aggressive revenge on a relationship that's slipped from her grasp. In Super Mario Bros., Bowser wants the Princess just as much as you. It's ironic that inhuman characters such as these turn out to be much easier to empathize with than the dime-a-dozen megalomaniacs waiting for you at the end of most games. But that's the key — if the antagonist is impossible to empathize with, then he's just another villain, and more than likely doesn't have the substance to be memorable as a character.


There's a more-practical reason why it's tough to have a proper antagonist in a game, which is that most games in the action or action adventure genres are designed around kill-or-be-killed scenarios, leaving little room for character development. When they present you with an antagonist character and a combat situation, one of you needs to be defeated and it's not going to be you if you keep trying. So then, either the antagonist is knocked out of the game or you get the cliché of the antagonist escaping just in the nick of time, or even worse, the one where he beats you up in a cutscene after you kick his ass in-game. What many games do to counteract this is they present you with a hodgepodge of disposable antagonists, in the form of different boss characters and such. But the narrative consequence is that the forces of antagonism in the game are diluted. Unless it's Metal Gear Solid, the story likely doesn't make time to develop most of these characters, and the artists and combat designers have to carry the burden of making them interesting when the fiction should be holding up its end of the bargain.


Conversely, the reason why games like Portal, System Shock II, BioShock, Batman: Arkham Asylum, and even Punch-Out!! succeed with their antagonists is that their stories are structured around an ever-present-but-physically-inaccessible antagonist, someone you're always aware of but can't get to until the climax of the game.


If a gameworld cannot support the idea of an ever-present but physically-inaccessible antagonist, then the burden is on the enemy faction to be empathetic, assuming this is compatible with the aesthetic of the gameworld. The enemy faction or factions you're fighting — the various goons that populate the gameworld and are the predicates of the gameplay — might as well be interesting. There's really no downside. And giving them empathetic qualities is a good way to make them interesting in most cases. [...] Since most traditional games revolve around violent conflict, in these games, the forces of antagonism ought to express empathetic behaviors, even in the strict confines of a combat encounter. It's totally doable and relatively inexpensive in many cases, just the cost of writing and audio in many cases (plus a high premium in scripting, animation, and artificial intelligence for all the shooters out there). [...]


While memorable antagonists are rare, antagonists are some of the most memorable characters in games. That's because they often present far greater opportunities for character development than protagonists do. Look at games like BioShock and Portal, whose protagonists primarily serve as vessels for the player to immerse themselves into the experience, yet whose antagonists are extremely well-crafted, remarkable characters. Part of why the combination of invisible-protagonist and ever-present-antagonist works so well in these games is that, when the climactic moments of the story crop up, the antagonists' escalating actions feel very personal. And when these highly motivating personal affronts are coming from characters whose own motives you can empathize with on some level — characters for whom the old "we're not so different, you and I" speech goes without saying — you're more likely to be playing a game that's going to stick with you after you're finished playing it.


- Greg Kasavian


Weekend Reader is Kotaku's look at the critical thinking in, and of video games. It appears Sundays at 11 a.m. Mountain time. Please take the time to read the full article cited before getting involved in the debate here.


Batman: Arkham Asylum

Batman: Arkham Asylum Getting Action FiguresNot that Batman has ever gone wanting for action figure exposure, but the Caped Crusader's getting a new line based on last year's Batman: Arkham Asylum game. It'll be revealed in next month's issue of Toyfare magazine.


The line is from DC Direct. No other details are yet known, but if I had to guess, aside from the absolute necessity of Batman and Joker I don't see how this line goes forward without Harley Quinn and Bane - as they appear in the game of course.


Toyfare will have all the details in its June 2010 issue.


Batman Arkham Asylum Action Figures Revealed [Big Download]


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