Where Arkham Asylum Fails

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TheFPSisDead

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First let me preface this by saying I really did enjoy Batman: Arkham Asylum. The game really did immerse me in the Batman universe with its gorgeous aesthetic and superb atmosphere. Honestly, the pleasure one receives from stringing up one thug then proceeding to drop him on one of his fellow thugs, scaring both of them senseless, is a feeling rarely duplicated. Along with very good level design and some great game play mechanics, Arkham Asylum is a fantastic achievement. However there are several mistakes that Rocksteady made that tarnished the experience for me and, I would be willing to bet, for others as well. I am not going to discuss the complaints of the professional reviewers, like ?if detective vision allows one to see through walls, than why would the player ever want to turn it off?? Oddly enough, I did not find myself playing the game with detective vision on besides when I needed it. The game is just too pretty to do that. However, I would agree that boss battles were a bit predictable (dodge the charging behemoth and attack while he is stunned). My main complaints regarding Arkham Asylum are perhaps a bit more damning than that.

I would like to get the petty, less damning complaints out of the way first. Most of the voice work in Arkham Asylum is supreme. Mark Hamill is fantastic as the Joker, Harley Quinn is also very, very good. However the actor who voices the Dark Knight himself is not at all what I would have expected. Now, I am not asking for Christian Bale style grittiness that would leave one believing he eats nothing but gravel for breakfast, lunch and dinner. But it would have been nice if he had sounded a little less heroic and a little angrier. It would have felt more fitting during the trippy Scarecrow sequences that revealed Batman?s dark past and tortured mental state if his voice sounded a bit more Cole McGarth and bit less Commander Shepherd. It didn?t help that the script barely met B-movie standards. One last extremely petty complaint can be wrapped up in the phrases, ?God, those air ducts are HUGE!? and ?Why is it that someone as muscled as Batman can run through them??

Even these complaints I can overlook if the game play is top-notch. I enjoyed Just Cause 2, despite all its faults, because of fun game play. But in this category, Arkham Asylum takes one step backwards for every step forward. That leads us to my biggest complaint(s) concerning Rocksteady?s gem. The game play. More specifically, the linearity of movement and platforming, and the overly simplistic combat. For me, the former is far worse than the latter. I can ignore the button mashing, virtually QTE combat because I generally tried to play Arkham Asylum like a stealth game. But the linearity of exploration and movement just about ruined the experience for me.

I?ll start with the grappling device. Please, someone explain to me why the developer thought it was a good idea to place an ?X? over the grappling target if the function does not work and a circle if it does? This is not immersive. Rocksteady should have done one of two things: either allow the player to try and fail, leading to discovery, or program the environment and the grappling hook to function regardless of whether the desired position will further the players physical progression. Even if the location is not advantageous or meaningful, it gives the player a sense of freedom and control. So hypothetically, I grapple onto a wall and there is no place for me to go next. Well, then I drop down and figure something else out, simple. Why may I only hide on gargoyles? The rooms are plenty dark, I could be similarly hidden by grappling into the ceiling and dropping down to kick terrified thug ass from a vantage point I specifically selected with the same affectivity as the pre-programmed gargoyles. This leaves me to ask, why not?

The same principle applies to on-foot exploration and platforming. I know that Arkham Asylum isn?t a platformer but it still has some platforming sequences. The sequences unfold as follows: walk up to a chest high wall, if said developer wishes for the player to scale this chest high wall, the applicable button prompt will appear, if not, you can walk around until you find a wall that is more compliant with your platforming wishes. That leads me to ask, why no jump button, Rocksteady? GTA IV wasn?t a platformer, but Niko could jump. And not only beside the applicable wall. If the player desires, Niko can jump in place like an over caffeinated four-year-old. Once again, this gives the player a sense of freedom and control instead of feeling chained to a linear sequence of button prompts left behind by the developer. Maybe I?ve just been playing too many sandbox games but what Arkham Asylum lacks is a sense of choice.

The combat is another problem all together. Don?t misinterpret me; the combat animations are nothing short of brilliant. Also, the combat has an appropriate sense of weight so when I punch a bad guy in the face it really feels like hitting a person, not a cardboard cut out. But my first problem is that you can dispose of most villains by mashing the square button (on PS3) with an occasional flick of the triangle button when enemies project an attack from Batman?s blindside. This is why I mentioned earlier that the combat can feel almost like quick time events. The ?spidey sense? style projection above the blindsiding bad guys head might as well be a triangle button prompt. I never saw the point in using the unlockable combos because the combat looks cool enough without them and using them would district me from the ?QTE spidey sense?. I don?t need God of War style combos here. I guess I was hoping for, at the very least, the ability to grab an enemy and pummel his face in or throw him at his buddies. Something more than the aforementioned mash square, tap triangle, repeat. The Devil May Cry games gave the player more combat choice and Capcom even stuffed the best looking and potentially most fun fights into cut scenes.

Please bear in mind, I really did enjoy this game, Arkham Asylum does a lot of things right and I am glad the game was successful because now we get to look forward to Arkham City. I can only hope that I am not the only person who complained about these issues. With any luck Rocksteady will be making changes for the sequel. I am not going to cross my fingers and I will still pre-order Arkham City but if none of these issues are addressed I will definitely be disappointed.
 

Dirty Hipsters

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The combat is a lot more interesting and difficult when you turn off the prompts that tell you when to counterattack. Once those prompts are gone, during the fight you have to watch every opponent and figure out which ones are about to attack you and the perfect timing to counterattack. It makes every fight much more difficult and dangerous, and allows even small groups of thugs to be a threat if your timing is just slightly off. If you didn't think the combat was satisfying enough maybe you should try this mode.

I can't really argue with anything else you've said, although I can give another perspective of it. The fact that you're limited in what you can do makes the game more like a puzzle. If you could swing from the ceiling, and jump anywhere you wanted, and the like, you would have a lot more options for how to approach a level, which would be interesting, but at the same time it would make the game easier I think. The fact that you're limited in your options makes each level like a puzzle, where you have to figure out the optimal way to use the limited tools you have to be able to best get through a room. Some people might like this approach more than others.
 

manythings

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First off that IS the voice of Batman if you ever saw the good series in the early 90's and I don't get what you're actually trying to say as a criticism. Isn't Cole McGrath (one of) those retards from Gears of War? Why would Batman talk like a fucking moron? The reason he can actually work his way through the Scarecrow portions is because he keeps his head and doesn't tap into the stupid testosterone idiot part of his brain. The kind of thing a disciplined, focussed and controlled mind is built around is so the "Cole Train" doesn't make you do something dumb. Why would anyone chose to be one of them rather than Shepard? Who could also ruin the Scarecrow's day.

Second it's linear because you're being lead around by your enemy. You're literally being shuttled from place to place by the Joker to keep you from getting to him before he is ready for you.

The grapple thing? You think it is odd Batman can look and something and figure out whether or not it will hold his weight? In context him being incapable of making a decision like that is more bizarre. It would be like him suddenly just forgetting how to use any piece of equipment he has purpose built himself, just throwing batarangs into walls when the enemy is right there. The gargoyle thing I'd call necessary to allow you to assess options at a glance. If they made all ceilings or whatever grapple friendly then there is no point in the latter parts when the gargoyles are wired to blow.

Batman can jump when he needs to otherwise it's jumping around, in context why is Batman just jumping around? Why would he just jump if it serves no purpose beyond his feet leaving the ground?

With regard to the combat you CAN throw people and pummel them on the ground by using the combos and abilities the game teaches you, the fact that you chose not to use them is what limited the combat for you. Play it on hard and you recieve no prompts for counterattacks.

Also you don't understand what a QTE is if you think the combat is a QTE.
 

The Wykydtron

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Yeah what the guys above me said.

Play it on hard, then call the combat QTEish
 

Krantos

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TheFPSisDead said:
I actually agree completely. For being such a popular game, it has a surprising lack of depth.

It's nice to see someone else able to analyze their favorite games like this. Be warned though, at least 75% of your responses will be from fanboys angry you dared to pick on their baby.
 

Sniper Team 4

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manythings said:
First off that IS the voice of Batman if you ever saw the good series in the early 90's
Yeah, exactly this. This is one of the reasons fans love this game, myself included. Getting the cast back from that cartoon was the greatest idea Rockstar could have for this game. Mark Hamill IS the Joker. Sorry, Heath, but you simply don't measure up to him.

I'll agree that there were parts where I went, "Wait, I'm Batman. Why can't I climb/vault/hop over this object?" but when you have a character that can do everything and go anywhere like they can in other media--or even real life--it breaks the game. Where would gaming be if chainsaws could cut down those pesky chain link fences? If a shotgun could shoot the hinges off of that annoying locked door? There's also the fact that doing this would require a lot more time programming stuff, probably more than anyone actually wants to spend.

If you did all of The Riddler's challenges, then the game is no linear. Even if you didn't, I'm still saying the game is not linear. There are several parts where you are given the option of which way to go.

Put the game on hard mode. Spidey sense goes away. If combat still feels like button mashing--which when you think about it, all combat in all games is--then play some of the higher level challenge rooms. And try to get all the medals. Some of those score requirements demand that you be a GOD.
 

Woodsey

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You know you can just turn the difficulty up to make combat harder?

And I agree, I didn't think the guy was any good as Batman either, but for some reason they got him in just because he did the show. Its supposed to be the "worst night of his life" and he never drops the all-American hero vibe.
 

TheFPSisDead

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manythings said:
First off that IS the voice of Batman if you ever saw the good series in the early 90's and I don't get what you're actually trying to say as a criticism. Isn't Cole McGrath (one of) those retards from Gears of War? Why would Batman talk like a fucking moron? The reason he can actually work his way through the Scarecrow portions is because he keeps his head and doesn't tap into the stupid testosterone idiot part of his brain. The kind of thing a disciplined, focussed and controlled mind is built around is so the "Cole Train" doesn't make you do something dumb. Why would anyone chose to be one of them rather than Shepard? Who could also ruin the Scarecrow's day.

Second it's linear because you're being lead around by your enemy. You're literally being shuttled from place to place by the Joker to keep you from getting to him before he is ready for you.

The grapple thing? You think it is odd Batman can look and something and figure out whether or not it will hold his weight? In context him being incapable of making a decision like that is more bizarre. It would be like him suddenly just forgetting how to use any piece of equipment he has purpose built himself, just throwing batarangs into walls when the enemy is right there. The gargoyle thing I'd call necessary to allow you to assess options at a glance. If they made all ceilings or whatever grapple friendly then there is no point in the latter parts when the gargoyles are wired to blow.

Batman can jump when he needs to otherwise it's jumping around, in context why is Batman just jumping around? Why would he just jump if it serves no purpose beyond his feet leaving the ground?

With regard to the combat you CAN throw people and pummel them on the ground by using the combos and abilities the game teaches you, the fact that you chose not to use them is what limited the combat for you. Play it on hard and you recieve no prompts for counterattacks.

Also you don't understand what a QTE is if you think the combat is a QTE.

I can agree with you on two points: The voice acting does not have to sound gritty, because that would be cliche. I'm just thinking it fits the tone of the game. That being said, they still didn't have to pick someone who sounds like an overly heroic ponce.

Second: I will definitely have to play the game on hard. The spidey sense prompt is pretty gay and i'll be happy to see it go. Plus as far as combos go, if they allow the player to throw people etc. It sounds like they will be worth learning.


Besides that, I stick by what i've written. Exploration is still too linear.
 

TheFPSisDead

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Krantos said:
TheFPSisDead said:
I actually agree completely. For being such a popular game, it has a surprising lack of depth.

It's nice to see someone else able to analyze their favorite games like this. Be warned though, at least 75% of your responses will be from fanboys angry you dared to pick on their baby.

Thanks for the warning and the encouragement :)
 

Jonesy911

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For me the only problem with Arkham Asylum was the boss fights, they were soooooooo shitty
 

Jawsomeness

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I hate to beat a dead horse with a stick, but yea the combat on a higher difficulty becomes a whole different story and much more challenging. I personally thought that the voice acting for batman was okay, but you are right in the fact that he could have made it more interesting as the night goes on the game, sounding wearier and angrier as more and more people are killed in Arkham, but I think the script for batman's dialog wasn't the best written and could have used some improvement. The one thing that I really think did let the game down was the boss fights. the bane and the titan fights made sense and where okay the first couple of times, but they got repeated to nausium, the scarecrow parts frightening and gorgeous looking... but in the end it's just a fancy game of grandma's foots steps. The real disappointment was the lack of a true fight with joker in the end. I'd love to see a battle with a non-titan joker, as i think he's a good enough fighter to go head to head with bats himself. Regardless I know that indefinitely gonna enjoy Arkham city, changes or not :]
 

xdom125x

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Jonesy911 said:
For me the only problem with Arkham Asylum was the boss fights, they were soooooooo shitty
I enjoyed almost all the boss fights. The 1 that disappointed me was titan-Joker.
 

manythings

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TheFPSisDead said:
manythings said:
First off that IS the voice of Batman if you ever saw the good series in the early 90's and I don't get what you're actually trying to say as a criticism. Isn't Cole McGrath (one of) those retards from Gears of War? Why would Batman talk like a fucking moron? The reason he can actually work his way through the Scarecrow portions is because he keeps his head and doesn't tap into the stupid testosterone idiot part of his brain. The kind of thing a disciplined, focussed and controlled mind is built around is so the "Cole Train" doesn't make you do something dumb. Why would anyone chose to be one of them rather than Shepard? Who could also ruin the Scarecrow's day.

Second it's linear because you're being lead around by your enemy. You're literally being shuttled from place to place by the Joker to keep you from getting to him before he is ready for you.

The grapple thing? You think it is odd Batman can look and something and figure out whether or not it will hold his weight? In context him being incapable of making a decision like that is more bizarre. It would be like him suddenly just forgetting how to use any piece of equipment he has purpose built himself, just throwing batarangs into walls when the enemy is right there. The gargoyle thing I'd call necessary to allow you to assess options at a glance. If they made all ceilings or whatever grapple friendly then there is no point in the latter parts when the gargoyles are wired to blow.

Batman can jump when he needs to otherwise it's jumping around, in context why is Batman just jumping around? Why would he just jump if it serves no purpose beyond his feet leaving the ground?

With regard to the combat you CAN throw people and pummel them on the ground by using the combos and abilities the game teaches you, the fact that you chose not to use them is what limited the combat for you. Play it on hard and you recieve no prompts for counterattacks.

Also you don't understand what a QTE is if you think the combat is a QTE.

I can agree with you on two points: The voice acting does not have to sound gritty, because that would be cliche. I'm just thinking it fits the tone of the game. That being said, they still didn't have to pick someone who sounds like an overly heroic ponce.

Second: I will definitely have to play the game on hard. The spidey sense prompt is pretty gay and i'll be happy to see it go. Plus as far as combos go, if they allow the player to throw people etc. It sounds like they will be worth learning.


Besides that, I stick by what i've written. Exploration is still too linear.
Do the combat challenges and learn to combo sets. When you clear a room of 15 guys in a single, all-attack, perfect knight combo you'll understand that the combat is simple but not simplistic.

On the linear front I still don't understand how it is Linear has become one of the evil words that are used to denegrate games. Stories are linear, that's how they work. A story has to move from plot point to plot point or else you get too much play pissing about doing nothing. Sandbox games limit options as much as they increase them, a very good example is the original Mercenaries.
 

twistedheat15

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Jonesy911 said:
For me the only problem with Arkham Asylum was the boss fights, they were soooooooo shitty
aye, this be my complaint too. I was looking forward to killer croc, only to have a battle where I walk down a path, and give him a lil slap and yell "Bad!" when he jumps outta water, like a toddler trying to get into a cookie jar.
 

Popadoo

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You said...
'I guess I was hoping for, at the very least, the ability to grab an enemy and pummel his face in or throw him at his buddies.'
You can if you upgrade your combat abilities. The ones you mentioned when you said...
'I never saw the point in using the unlockable combos...'
 

shadowmagus

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Maybe I'm missing something, maybe I need to go back and replay it, but AA never struck me as a "exploration" type of game. With the exception of the ability to float down from height via the cape, it never seemed like there was a great chance for exploration anyway. I mean, you can only go so far with the expanse of a prison/asylum and I thought the level of depth they brought Arkham was great for the purposes of the game.

Your Batman. Batman isn't really about choice as much as he is going in, beating up the bad guys, and saving the day. Batman isn't going to shoot someone like John Marston might, it goes against who he is. Batman was in Arkham Asylum to do one thing, stop the Joker, and the Batman is nothing if not one track minded in his pursuits.
 

Casual Shinji

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The only real problem I had with Arkham Asylum was the piss-poor, out-of-character final boss fight. I also wasn't a fan Of Harley Quin's design, but that good old voice of her made me forgive that.

As a big fan of the cartoon, I loved that they included the original voices of the Joker, Batman and Harley. That's kind of what the game itself felt like; A mature version of the cartoon show.
 

ryai458

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I clicked then saw the wall of text, if it takes you that long to complain your probably nitpicking, never played the game myself though.