Where Arkham Asylum Fails

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PleasantKenobi

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Nov 9, 2010
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kman123 said:
The only thing I HATED about this game was the fucking awful boss fights, which was basically beating them up. Then again, that's all Batman does.
I will try not to put on my fan boy goggles here and flame like a mad man, but I don't think he is called 'The World's Greatest Detective' because he just beats people up.

The problem with Batman is that he is simplified in the 'popular' (a relative term) media outside of the comics.
 

loc978

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Sep 18, 2010
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Well, aside from the already expressed:
"Play it on hard if the combat is too simple/telegraphed for you." and
"Batman's voice actor is as cemented in that role as Mark Hamill is as the joker." and
"Batman doesn't let himself get angry over his losses... that's why he's a hero rather than an anti-hero."

Aside from those... well, as for the lack of freedom in grappling hook usage, you're stepping into the size-14 boots and ginormous brainpan of the Batman himself. Batman doesn't indulge in exploration for its own sake. Really, the only reason you have so much freedom is the hunt for the Riddler's little clues. If you want immersion, consider this: Batman already knows what works and what won't before you can figure it out and tell him to do it.
 

inkblood

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Sep 4, 2010
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TheFPSisDead said:
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.

Okay 1st off Batman's voice is from Batman the animated series and alot of fans like him. He is akin to Mark Hamil's Joker. 2 having batman angry is a very very very very bad idea. If you didn't notice the guys is crazy and many writers have gotten at that issue before. he was close to killing criminals when he was angry. He is also paranoid to the point of having a Batcave on Arkham to having documents on how to kill the Justice League just in case he had to.Its supposed to be a nod to the comics and the tv series that way. 3 story wise is a bit iffy. It was at the time another liscence Batman game so taking huge chances with the story is a bit of a gamble along with the fact that Paul Dini wrote for comics and tv. So it was either go for solid gameplay and an okay script then make up for it in the sequel or have a great story that has the gameplay conform to its needs. It really has to do with game design along with time constraits and so on but look on the bright side the sequal has alot to offer with a darker story that plays with the psyche of Batman courtesy of Hugo Strange, a relationship between Bats and Catwoman, a gang war, and okay just alotof intertwining ideas okay. Gameplay is easy to do but hard to master. The whole point of it is doing all that Batman can do in an effecient manner. not to mention it also breaks the feel of the game if the combat was very difficult since now Batman is constantly dieing. You don't really feel like Batman and Batman makes these things seem easy. Put on hard and it takes away the prompts. not to mention they wern't all that bad and you can pummel a guys face in and throw them at people it is in the combo upgrades. Grappling gun. Why does it have an X. Batman is the World's Greatest Detective and overall a genius. He knows its a waste of time to bother trying when he knows the structural integrity of the archetecture. They added that bit in just in case the player bothers trying. Being able to grapple anywhere sounds good but not entirally neccessary. the gargolyes do their job as good vantage points. Its like sure we can have Sheperd do dozens of different dances to show that he is a fun guy but a single dance does the job just as well and now we have more time to focus on more important areas of the game. Eat your vegetables then we will think about dessert. No jumping button. They felt the X button was better for dodging rather than jumping. Rockstar wanted a jump button. Its really different priorities. Sure Niko can jump on the spot. Doesn't accomplish much but hey. And on the whole giving the freedom to jump to Batman. I think its better to give him the ability to practice combat and dodgerolls for no apparent reason other than to practice than practicing to jump. Next this is not a sandbox game. Sandbox games are very hard to do. They would have never of approve this game due to the price tag that comes with sandbox. Especially for a studio that has only made one other game that was a shooter. also what is wrong with linearity. This game is mostly linear for a reason. The story was written that way. They gave some space to explore but it was confine to Arkham. Which is on a island for crazy people. If fact there is a crazy clown trying to make an army to destroy Gotham for a few chuckles. That and they didn't set out to make a sandbox either. Don't complain about the car for not being a transformer it wasn't made for that.

I hope i gave you some insight on the how the game was built. As for the sequal. Batman can do even more. Combat allows double counters and counters to thrown objects. You can also use more gadgets in combat ie explosive gell to someones back. a more deeper detective puzzles. 5 times the size of the first game but still small in the sense of being trapped. darker storyline involving love, gang wars, Batman's psyche, and loads more(won't spoil it). More gadgets. more villians. Side missions. There has been some mention of giving Batman some parkour moves like assassins creed to get around the city better. no Batmobile youll have to settle with grappling to helicopters(or so ive heard)