Batman: Arkham City Review
Where does he get those wonderful toys?
Version tested: Xbox 360
It's a role-playing game, when you get down to it. Not just because you gain XP, engage in a little light levelling and are free to sharpen your combat skills one upgrade at a time. It's a role-playing game in the most literal sense of the phrase, a game in which you're encouraged to give in to the fantasy, and to see what life is like when it's composed of rooftop brawls and zip-line getaways. Animations, traversal mechanics, takedowns: they're all building towards the same thing. In Arkham City, you become Batman.
And it's an easy role to play, partly because Arkham Asylum already laid out such an excellent framework, delivering not just the power of the Dark Knight but also his cunning and his tightly controlled rage. And partly because, if you're like me, you've secretly been Batman since primary school anyway.
Pretending a series of bedrooms and attics were subterranean strongholds. Daydreaming of dangling cyclists over the ledges of skyscrapers when they rode their freakin' bikes on the sidewalk. Promising to avenge your parents' deaths, even though they were still alive and well and sat in the next room, arguing about why the Morris Minor wouldn't start that morning.
I must be a creature of the night! You said it, Bruce. We've been Batman for years, if only somebody would notice. Arkham City just makes it all a little less awkward. It's a Batman simulator as much as a Batman game. It's wish fulfilment on a grand scale.
The kind of scale, in fact, that only video games can deliver, creating courtyards, avenues and entire neighbourhoods mired in crime and gothic mystery. The set-up is simple: the former warden of Arkham Asylum has become Gotham's mayor, and he's turned the city's slums into an expanded loony bin. Surrounded by guard towers, spotlights and barbed wire, psychopaths have taken back everything from the Bowery to Crime Alley - where you-know-what happened - and the old GCPD building. Now, under the all-seeing eyes of Dr Hugo Strange, these inmates have started to form gangs and carve up the territory.
Into this landscape of uneasy truces and shifting alliances comes Batman, and the story that unfolds is a race-tuned comic-book narrative in the style of Hush or The Long Halloween: a story built of short, punchy escapades, where any plot-twist is excusable as long as it lands you with a neat gadget or sends you pinwheeling from one supervillain cameo to the next.
1/5 Kevin Conroy is excellent as Batman - curt and sombre, with an occasional buried hint that he might be enjoying himself. The rest of the cast are equally good, despite a bad case of the Nolan Norths.
Rocksteady makes greedy use of the fact that Batman hasn't only got the best backstory, he's got the best enemies too. Arkham City is positively exhaustive with its cast, roping in an astonishing range of murderous megastars for the main campaign and then flinging out even more as you start to explore the side-quests. Given the kind of inmates we're dealing with here, it's suitably gratuitous.
The very best of these inmates have been given the Rocksteady once-over, emerging with unlikely kinks in their iconic elements. Just as the first adventure played up Joker's skills as a deadly kind of game show host, Penguin's been transformed into a grubby east-end thug with a beer bottle ground into his face in place of a monocle, while Mr Freeze is otherworldly and tragic in his refrigerated spacesuit and Hugo Strange is hulking yet somehow frail: hypnotic in voice, but measured and occasionally even sympathetic in person.
The city is the real star, though. If the first game hinged on a calculated deconstruction of Bruce Wayne's psyche, the sequel is more concerned with excavating the past of Gotham itself - and plotting its possible future.
It's a funny-books spin on Chinatown, at heart. The narrative drills down under the streets, past abandoned railway terminals and fragmented tenements and into a strange, clockwork fantasyland based on a 19th-century World's Fair. Then it heads upwards again, past circling news choppers and roving blimps and towards the lofty Art Nouveau ironwork of Wonder Tower, where mysterious forces are battling for the soul of this depraved metropolis.
The crust of the city, meanwhile, is exactly as you always wanted Gotham to be: covered in dirty snow and trash, latticed by searchlights and ramshackle Victorian fixtures. It's filled with Riddler's trophies in much expanded form - the best of them now creating the basis of an endlessly inventive series of pressure-plate puzzles, electrical mazes and remote-controlled Batarang gauntlets - and also with secrets for super-fans to spot. Here's the Monarch Theatre where Thomas and Martha Wayne were gunned down. There's a fleeting glimpse of a Harvey Dent campaign poster. I believe in that guy.
In other words, if Arkham Asylum was Metroid - a claustrophobic, tightly contained and intricate blend of gear-gating and backtracking - this is The Legend of Zelda: a sustained head-rush of deftly-controlled freedom with landmark Gotham buildings as the dungeons, while the streets themselves stand in for the rolling fields of Hyrule.
These streets are also home to random brawls, dozens of collectables and a smart range of side-quests, each one terminating with a famous name, each one hinging on an appealing mechanic. Whether you're patrolling the skies and hunting for the remains of a serial killer's victims or racing from one ringing phone booth to the next to trace a scrambled call, there are webs of distraction waiting for you everywhere you look.
It's hard not to be drawn in. Those question mark trophies, for example, which once landed you with a mere Achievement or two and some unlocks, now lead to what amounts to a small campaign in its own right - and the Riddler's far from the only Asylum alumnus who's been promoted in a surprising fashion.
The true surprise, though, isn't the new scope or the new cast, but the traversal. Arkham Asylum delivered a Batman so effortlessly tailored for videogames - unbeatable in a fistfight, useless under gunfire, equally at home plotting a spot of violence and deconstructing a crime scene - that you could be forgiven for not realising you only ever got half of him. Now, Rocksteady is handing over the rest, putting Batman right where he belongs: in the night sky.
1/4 The soundtrack is a great Batman pastiche, combining antic elements from Elfman with the brooding minimalism of Zimmer.
Certainly, grappling and gliding were both available in the first game, but they were severely limited. The latter, in particular, had one tantalising cliff-top outing and was then reserved primarily for a dreamy prelude to a boot in somebody's face. Here, both have been thrust centre stage with the addition of a grapple boost (which fires you up into the clouds as a kind of running start) and a large open space to then coast over, cape billowing. Suddenly, Arkham City, like Crackdown and Just Cause 2, has become one of those games that's all about the pleasure of simply getting around. And that's one of the canniest, most overlooked and most essential pleasures that a game can home in on.
To cope with the larger scale, there's a new radar at the top of the screen and the ability to set custom waypoints (they show up, of course, as the Bat Signal). Both disappear when you switch to Detective Mode - a smart piece of rebalancing that should ensure players get to see more of the art team's actual texturing this time around. You'll need all the navigation help you can get, too.
It's true that Arkham City's not an enormously vast open-world, even when you take into account all the indoor levels that punctuate the main campaign, but it's intricate and it's filled with secrets. After four days of protracted Batexploration I was still discovering new things - and the game's best moments are often its most peaceful, as you ghost over the landscape, your earpiece delivering constant radio chatter from the criminals milling around below. At times, it's hard not to feel like the world's greatest detective, on patrol, sifting through all that noise and looking for the one signal that will send you into action.
There's a dive-bomb swooping move and a ground-pound, both reeking of the Mushroom Kingdom and suggesting that Alfred may have bought Young Master Bruce a SNES back in the day. Even putting aside all that - and putting aside a grapnel gun that is essentially a hookshot, and all those structural nods to Link and Samus - there's a wonderful feeling throughout Arkham City that this is the Dark Knight we might have been given if it was Nintendo rather than DC Comics that created him.
It's not so much a matter of specific influences as a general ethos. Rocksteady has the familiar Nintendo toy-box touch that ensures you're never given a gadget that's only good for one thing and you're never saddled with an objective that isn't inherently fun and rewarding, even if you're just moving down the street. Most of all, Arkham City feels like a Nintendo game in the sense that you can't tell whether the environment, characters or individual mechanics came first - all seem to have evolved in an intriguing harmony.
If it's lacking something, it's surprise. Arkham City has nothing that beats the first game's brilliant unveilings and fourth-wall mind-tricks (although it has a go at an equivalent) and it can't trump the central, crucial realisation that somebody had finally made a Batman game that was enriched by its license rather than subtly crippled by it. Instead, though, you get refinement: better bosses, slicker animation, and more to think about on a second-to-second basis.
It's a decent trade. Combat, one of the first game's sweetest elements, is now riddled with elegantly nasty new animations alongside new enemy types, new takedowns, smoke pellets and much simpler access to gadgets while fighting. On top of that, your arsenal itself has been reworked and expanded. The line-launcher now allows you to change direction mid-run, switching it from a fancy kind of bridging tool into an essential component of any good night out in the Bowery, while newcomers include the REC (an electrical blaster) and a freeze grenade that doubles as an incapacitator and a flotation device. 'You're going to need a bigger belt,' says Alfred at one point. If this goes on, we're certainly going to need a bigger d-pad.
Elsewhere, Catwoman crops up now and then, both in the campaign and with a few side-quests and trophies of her own. You'll need the online pass to get access to her, but she's not actually that different to Batman when it really comes down to it. Her combat is simply lighter, faster and crueller, while her traversal relies on pounces, ceiling runs and natty rhythm-action button presses as you shimmy up buildings.
The challenge rooms make a welcome return, ensuring that you always have access to the game's tooth-splintering combat and playful strain of predator stealth. This time, you can work through linked challenges as mini-campaigns, all of which come with a tactical element in the form of combat modifiers. One might impose a time limit, say, or stop your gadgets from working. It's arcade leaderboard heaven.
Heaven inside hell, eh? Prisons, murderers, lunatics: Arkham City's built of gloomy stuff, but it feels uncommonly like escape each time you load it up. It's escape of the best kind: into a different world where your actions might save lives and where you're decisive, dynamic and rarely given to starting conversations with gambits like, "OK, rate the top five chocolate bars for me, leaving out Mars."
Is it over? Unlikely. Rocksteady's latest certainly knows how to drop the curtain, but it feels like a dark second act or the middle section of a trilogy. If that's the case, it's tantalisingly tricky to figure out what the studio can do next.
First they gave us a hero; now they've given us his ideal playground. And along the way, they crossed off one of the trickiest entries on my own personal to-do list: an entry that's right there in between Meet Ty Pennington and Finish that Robert Musil book .
Become Batman. Done.
9 / 10
Batman: Arkham City is released 21st October on PS3 and Xbox 360, and in November for PC.
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Comments (136) Latest comment 5 months ago
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Cant wait for next Friday.
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Pity cos i was looking forward to it.
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Ha ha, or just one that lets you hit the diagonals on purpose. Eh, Microsoft ?
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How are you playing this, 360 leak?
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Now got AMD cards and thinking I might get console version instead, reason being I wish I knew if the AMD cards lose all the physics fun ... if they don't it might make the wait for PC version worth it. If not, could be a console purchase so I can play it right now.
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"Morris Minor" suggests not.
Pavement, surely?
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Plenty of games to keep me busy until Skyrim.
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I loved that you compared it to the best of Zelda and Metroid, as I really miss Nintendo's creative heyday in the 90s. Arkham Asylum was my favourite game of this generation, now it looks likely to be superseeded by the sequel.
As ever... the very best videogames all come down to pacing, level design, fidelity of control and atmosphere. And Rocksteady appear to have mastered them all.
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Anyway, score simply doesn't matter for games like these. I've a week off next week and the collectors edition preordered.
Can't wait!
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Edit- Aaah what's the matter neggers? Gutted you gotta pay for it chumps?
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However: Life - Dark Souls = No time to play
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Yep, and i'm pretty much avoiding them by reading this review.
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Like I said, don't really care about the number - just interested in the rationale, and what that tells us about the game...
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Can't wait for this game, sadly flying to America for work the day after it comes out
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See here is a reviewer that understands.
Its going to be a long week's wait....
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Just save up a few more £ so you can afford to buy it new. i mean you save like £6 buying it used, why not just splash out on a brand new copy.
that way its not a problem in the slightest
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Also very curious to see DigitalFoundry face-off.
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I went there.
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I went there.
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Always good to sign off a review with some pretentious wank.
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"Ok folks,I'm not a Batman or any super hero fan.Can some one persuade me why I should get this? Hmmmm?"
Why? I don't care if you buy it or not.
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Considering the above is the only negative in the whole review, and even the it ends by saying everything is better than Asylum anyway, how can this only be a 9?
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http://adamwest.tripod.com/b-lectur.htm
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What the hell does a game to do to get a 10 these days?
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Still a day 1 purchase...WEEKS FROM NOW WHEN IT'S ON PC...but I feel that maybe what I really want is the next movie and despite this game I'm sure being amazing, it won't satisfy my hunger.
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what would it of had to say to of convinced you.
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And I have the end of next week off, and the AC collector's edition on pre-order.
It was fate.
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The only shame is that they've been putting out so many retailer/DLC/onlline pass stuff about this title that I'm totally confused what the hell's going on, to the point of being put off making a day 1 purchase. TBF it would likely wait for a New Year purchase for me anyway.....too.....many......games......
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But no, this is EG - the place where they struggle with their marks.
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if he is a reviewer and thinks its a 10, even better, no?
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Looking forward to this even more now
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So when did EUROgamer turn into USgamer!
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it's the old 'review scale problem' again.
Even in decent places like EG / Edge / GamesTM Pretty much every decent game gets given a score somewhere between 7-9, as sites are incredibly reluctant to award the special '10' mark, and you know that anything below 5 is shovelware.
The sooner everyone switches to a 5* system the better.
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The whole review read like that to me! And I don't understand how it didn't get full marks either seeing as, having waded through all that crap about his childhood as if I give a shit about the author, I discovered the game has improved on boss fights and gimped Detective Mode - the only things the original did wrong.
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Anyway, I'll be getting this. This quarter is proving to be stupidly expensive.
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Are you a professional pirate? With a ship and everything?
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Or a keyboard
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Well, that guarantees a purchase!
Great review.
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Suck it failsole muppets.
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With all the 8's there seems to be a desire to create the illusion that EG are difficult to charm, but looking over their history with 10's, those games are rarely significantly deserving at all, nor is the reasoning behind the score even remotely consistent from one reviewer to the next.
I haven't played this, I have no opinion as to whether this particular review or score is accurate or not, but I do think EG's scoring and motivation is generally inconsistent at best. They've created the notion echoed in the comments themselves - that a 9 for a game is mostly just a not-10, whereas something as often generally busted as Fable 2 for some reason bags a 10 as if only to drive some kind of point home.
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I wonder if people know that a review is reviewed by a person not the entity called EG. Different people review different games and they give out different scores. I guess you could say it's EG that scores the game if all of the reviewers played the game and gave out a score but thats not the case. Crying about scores just show that people cannot make up their minds without some type of numerical representation. Most of you just go to the end of the article and look at the score before you do anything else. In the end, it's the text of the review that should convince you more than a score at the end.
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How long does it take people to finish a game on average? Takes me about 6 weeks, what with other commitments (maybe a bit longer for Elder Scrolls). So I estimate that I'm good to go wIth AAA releases until Spring 2012. Is that right or appropriate?
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Yes, I'm fully aware. In the next paragraph I went on to say:
"...nor is the reasoning behind the score even remotely consistent from one reviewer to the next."
The problem isn't in different opinions. I guess there's not even an inherent problem to not keeping review philosophies consistent, but it does explain why people are quick to criticise the scoring on this site. Whereas one game gets a 10 seemingly just to highlight it in spite of oodles of faults, another products of higher quality can easily be bumped down to 8 because it's just not putting enough arts in its farts.
Now that is ALSO completely cool, but then you see the site flipping even that rationale around randomly, and for those very same reasons you have an 8 going as a consolation price to the flawed but well intended, and the 10 to the awesome display of craft.
Inconsistencies is the reason people split hairs; because as I said 9 is way too often read as a not-10.
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...she doesn't, she's dead.
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This game sounds good but the central premise of an "Arkham City" where all the nutters run loose is too ridiculous for words. Pity they couldn't come up with a story worthy of Batman's literary heritage. Not sure I could get over that.
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Rocksteady has the familiar Nintendo toy-box touch that ensures you're never given a gadget that's only good for one thing and you're never saddled with an objective that isn't inherently fun and rewarding, even if you're just moving down the street.
Twilight Princess would like a word, it had quite a few items thats saw almost no use outside a very specific one in the dungeons they were found in
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You're quite the Joker.
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I think it is ridiculous. If you already have them locked up in an Asylum why release then into the city they've been lock away from for decades and give them guns etc? What about the citizens of Gotham actually living there? As fanciful as some aspects of the Batman universe are it is still a universe with laws, judges, a central national legislature etc. Gotham still functions much as a city in our own time within a country in our own time. It's not some post apocalyptic wasteland where you can do whatever. I'm not saying the lunics could not have taken control of a large section of Gotham by some devious means and law enforcement opted for containment until the army arrived or whatever. Then Batman goes in to get them out and save the citizens there from casualties of military intervention. See? There are ways you can set this premise up and still preserve a shred of narrative consistency. Not just: they gave a section of Gotham to Arkham inmates as a playground. WTF?
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Wow - you have issues with basic comprehension don't you. I don't really know why I'm going to try to bother to explain it to you - but here goes.
EG - a site I love - have chosen to use an arbitrary numerical scoring system to summarise their reviews, for whatever reason. One of the responsibilities of adobting a system like this is being consistant. Now, I actually rate EG - they write my favorite reviews. I also really don't care about the actual score at the end, Ithink I would have bought this game anyway.
What I am interested in is what stopped the reviewer giving it a ten; not because I disagree with the score, not because it is going to affect my decision to buy, and not because I have any allegiance to the developer, or any vendetta against EG's scoring. Its just because I'm interested in their opinion - thats why I read the site.
I personally cant ever see a stuation where a game would deserve a 10 - but then I don't think any peice culture is perfect. What I am interested in is other people's opinions - and the fact is EG has given other games 10 but not this - must denota reason why the reviewer doesn't think the game is perfect. I would like, without recrimination, to know what that is.
Now before you answer - stop, read this again, and the previous post where I explained exactly the same thing - then read the rest of the posts and think carefully about what you're going to say. If you make the same point again you will run the risk of looking like a complete cretin, which I'm sure you could't be,
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great batman 1 headline. Love eurogamer reviews
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"well now your backs gonna hurt cause you just pulled land scaping duty!
anyone elses fingers hurt?"
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with Uncharted 3, probably the best action game of 2011
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Quite a simple point I'd like to make - one which seems to escape a lot of people, and i'm not sure why - is that being marked '10' does not mean that the reviewer considers that game perfect. A '10' is the highest mark to be used on the scale of - you guessed it - 1-10.
If you think that no game should ever get a 10 - for whatever, arbitrary reason - then your scale should be 1-9. Simple.
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But...
Since when does batman enter every building through the front door?
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Like others I'm tempted to wait for the game of the year version as all this silly marketing crap has put me off buying the game now even if it is good.
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a) The 3D was not automatically detected because of the xbox being 1.2 HDMI.
b) Now you can you use the xbox 360 interface while on 3D without the double vision with non-3D elements.
Back in summer, Microsoft released a system update. It didn't appear to add new features, but there was one new feature. HDMI 1.4 3D framepackiing. This is turned on when you enable your xbox to be 3D in the setting menu. Previously xbox 360 did not support 3D framepacking which is a new HDMI 1.4 format. The PS3 uses 3D framepacking.
I can't understand why a new game such as Gears of War 3 used side by side instead of this method.
So, the great thing is now with future 3D games you don't have to change your TV to 3D it will be automatically detected and you can use the xbox 360 interface as well.
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Great review, clearly the reviewer is a fan
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Bats
Bat edit!
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Absolutely love this game. Hell i loved the previous game. This really has been my favourite thing this year; that said there is Skyrim in a couple weeks.</quote>
Bat quote!
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