Batman: Arkham Asylum

Exclusive hands-on with two new challenge rooms.

On the one hand, there's something maddening about turning up to Eidos' Wimbledon headquarters to play Batman: Arkham Asylum and discovering that it's another two challenge rooms - self-contained, unlockable leaderboard-based action set pieces - that I'm here to play, rather than the single-player story mode itself. But on the other, there's something unusually reassuring about it: I'm desperate to play Batman: Arkham Asylum, a licensed superhero videogame. This may actually be a first.

This preview isn't though, as you will know if you've followed our coverage so far, including last month's hands-on with the first two challenge rooms. This time Eidos is showing off a more developed Batman from later in the game, and I'm guiding him through an "extreme" version of the first Combat room, Intensive Treatment, and an Invisible Predator section unlocked closer to the middle of the single-player campaign.

Relatively little has been said in public about how the story mode plays out, but we can infer a lot from the manner in which the challenge rooms are unlocked and the states in which you face them. There are 16 rooms in total, and some are opened up based on progress, while others become available when you collect a certain number of Joker teeth hidden around Arkham. Staggered between these will be other Brucie bonuses, which develop Batman's battlefield vocabulary through variation, physical enhancement and new gadgets. In other words, there are regular rewards, and they take some digging out.

'Batman: Arkham Asylum' Screenshot 1

Once spotted by enemies, Batman can quickly evade them by taking to the rafters and grappling out of line-of-sight.

The challenge rooms, which alternate between Combat and Invisible Predator, are designed for high-scores repeat play, and become more enjoyable as Batman becomes more potent. Whereas last month's trip to Intensive Treatment was a rhythmic but limited procession of twirling strikes, disorientating counters and the occasional leg-break, the Batman facing today's extreme alternative is more sure of himself.

Close combat in third-person games usually goes one of two ways - complex hackandslash, or one-hit-killery - but Arkham Asylum is closer to capoeira, as Batman spins and pirouettes through the Joker's goons, following your analogue direction to a specific target and improvising the encounter based on a catalogue of contextual blows, providing you hit the single attack button within a certain window. Distance isn't a factor, and combos follow, counting up at the side of the screen.

'Batman: Arkham Asylum' Screenshot 2

Throughout the challenge rooms, the Joker taunts Batman - and his own men - over the PA.

Complication stems from counters, the need to stun certain enemies with your cape-spin, and the availability of multipliers, throws and takedowns once you cross combo thresholds. Throws can be used to toss enemies over barriers or into electric fences, and the more elaborate takedowns bend backs and twist limbs to breaking point, the savagery of the spectacle matched ably by the grace of the animation and the wet crunch of fist and boot on muscle. Gadgets like the batarang and bat-claw trigger-button moves encourage experimentation, which is useful because you accumulate score bonuses for things like variety and avoiding damage. Both Combat and Invisible Predator feed into leaderboards, with global and friends filters, and the best scores will rely on those bonuses.

It's not just Batman with more to say though; the Joker's goon squad is out in greater force, and with new tricks for Intensive Treatment Extreme. Crowd control is ramped up as henchmen start to attack with lead pipes and go for a locked gun cabinet, which sounds a siren. With gunfire tearing Batman down so easily, it's important to keep their hands off it. Health regenerates between enemy waves, but only slightly, and the final opposition line-up gives you a knife-toting Victor Zsasz to worry about, forcing you to reach for cape-spin stun moves rather than traditional counters. Skill prevails, except I didn't have enough of it across half a dozen attempts.

Fortunately I did when it came to the next challenge room, Survival Tactics. Set at the prisoner entrance to Arkham, it's a series of overlapping, split-level walkways surrounding a small stack of admin buildings smothered in staircases, topped off with a glass roof, all of which is circled by the gargoyle-spattered bleakness of the asylum's outer wall. As with the other Invisible Predator challenges, it's a broader space, emphasising height as much as breadth and patrolled by half a dozen henchmen, each packing an assault rifle.

Each could be tackled hand to hand, but the cost of incurring gunfire is prohibitive, and enemies are drawn to their comrades' plight when you engage them directly, so it's safer to use the left-bumper Detective mode to locate them (they appear as glowing red skeletons, through walls and all) and then isolate stragglers by grappling and gliding around the room at gargoyle height to employ stealth kills, also called takedowns. There are obvious attacks - by holding the right trigger to crouch, you can sneak up behind someone like Sam Fisher, peering out of cover, before performing a silent takedown from behind - but the more severe and elaborate finishers are correspondingly satisfying. They're also immeasurably cooler.

You can travel between grapple points at surprising speed with a few stabs of the right bumper, so it's tempting to go for the most iconic kill, witnessed last month, where Batman hangs upside down and hoists the target from his feet, leaving him dangling by a cord, where he will attract attention and terrify the other henchmen. You can then encourage them to disperse by firing a batarang from afar to snap the rope, and hopefully notch up a falling-body kill in the process.

'Batman: Arkham Asylum' Screenshot 3

According to the game's fiction, the Joker has fitted henchmen with suicide-watch collars that transmit heart-rate among the group, amplifying the terror as more and more hearts go silent.

Or you can work harder for your payoff, using a glide-kick to swoop silently over distance and disable a bad-guy, before silently rubbing him out on the ground and firing a swift grapple to ascend back to the shadows. Situational takedowns are typically brutal and more exotic, allowing you to haul an enemy neck-backwards onto a railing that you're suspended from.

As with Combat modes, there are sub-objectives, but in this case they emphasise takedown variation - the most satisfying and elusive in this instance being to smash through a glass ceiling onto an enemy beneath, which first involves coaxing the AI down the right pathways. It's this kind of kill-hunting that exposes Invisible Predator for what it really is: playing with your food. All the meanwhile, a clock quietly rounds up time taken; the best people on the leaderboards will have to match a short kill window to a checklist of sub-objectives.

'Batman: Arkham Asylum' Screenshot 4

The night is darkest before the dawn. Or in Arkham's case, permanent.

But what's especially promising about Arkham Asylum is the things you don't immediately concentrate on as you compete for fast times and heavy combos: there's no slack in the economical controls, which allow you to dance around and disable enemies, and hunt with predatory poise through a minimum of button presses; the camera is right-stick controlled and seldom if ever gets in the way; and developer Rocksteady's use of the Unreal Engine not only articulates the steaming noir of Batmans of comic and screen, but delivers it with complete coherency. As a variation on the traditionally brutish Unreal aesthetic, it's stylistic enough to outstand lingering memories of both The Dark Knight and Gears of War, but polished enough to stand up to direct comparison. It is, overall, looking and feeling as significant as any other game we've previewed this year.

So yes, we've long since overcome our scepticism of this as another licensed game, and even the tantalising reveal, focusing on short sections and piecemeal challenges, has enhanced the game's mysticism. Rights-holder Warner is keeping a tight leash on The Message, but whispers from those in the know outside Eidos cradle influences as diverse as Half-Life and Metroid. There is much that could yet deflect Batman: Arkham Asylum from comparable accolades, but what we've seen so far is certainly capable of scaling to these lofty benchmarks.

And I'm still desperate to play Batman: Arkham Asylum. Can I come back?

Batman: Arkham Asylum is due out this summer for PS3, Xbox 360 and PC.

Comments (43) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • aldo_14 #1 3 years ago

    Have to say, I'm very optimistic about this one.
  • muscleblade #2 3 years ago

    I have a good feeling about this one too. Game of the summer.
  • scowat #3 3 years ago

    Post deleted at 16:41:01 08-02-2012
  • andywilkie35 #4 3 years ago

    Sounds great, looking forward to it
  • Venkman90 #5 3 years ago

    Sounds good but (and forgive the comic geek im me):

    Batman does not kill, its like a code he has...
  • MisterCraig #6 3 years ago

  • Phishfood #7 3 years ago

    Ah! this is what a Batman game should be like. This is what it always should have been like.
  • muttler #8 3 years ago

    Potentially amazing game, very looking forward to it. I particularly like how it doesn't just look and play great but there seems to be real uniqueness and quality to the game, a worthy follow-on to The Dark Knight film. Will it unseat The Darkness as best comic tie-in this gen?
  • schnide #9 3 years ago

    I'm still sceptical. There's no way that this and Ghostbusters can be as good as they should be, so if Arkham Asylum really does turn out to be a corker then at least it'll temper what happens with Ghostbusters.
  • Metalfish #10 3 years ago

    Yeah, every time a kill is mentioned in the preview it jars slightly. I suspect it's just a thing with videogames, when someone stops moving we expect that we've killed them...
  • menage #11 3 years ago

    Metroid?

    If this asylum thing is anything like a Metroid world with interconnecting stages and unreachable areas this could be goty for me. I love games like that.
  • Huntcjna #12 3 years ago

    It still sounds decidedly like Splinter Cell: Batman Edition to me in which case I won't be going near it but I still hold a glimmer of hope.
  • penhalion #13 3 years ago

    Er when did batman kill people?

    Or is the term kill being used to mean disable?
  • Kazzahdrane #14 3 years ago

    I am so ready to dance with the devil in the pale moonlight!
  • Venkman90 #15 3 years ago

    If it's "incapacitate" fine, if they are going to make him into Sam Fisher then don't use the lisence. Batman cracking necks and garroting people is not any Batman I know.

    Cue: "fucking geek fans and your canon" yeah, well don't use the lisence if you cant work within the restrictions.
  • Bartacus #16 3 years ago

    This Looks like a Batman game smashed head on with Manhunt & I like it.
  • Notez #17 3 years ago

    Somehow the article reminded me to finally play Punisher.
  • kinky_mong #18 3 years ago

    If this asylum thing is anything like a Metroid world with interconnecting stages and unreachable areas this could be goty for me. I love games like that.

    Exactly my sentiment. I'm praying the game lives up to the hype EG are giving it in these previews.
  • muscleblade #19 3 years ago

    "This Looks like a Batman game smashed head on with Manhunt & I like it"

    I dont think so. Pegi says 16+. It has a darker tone, but i dont believe Batman kills his enemies only disable them. I would have prefered if i did though. He didnt have fatalities in MK VS DC either, did he?



    http://ww w.tothegame.com/boxshot.asp?pic...
  • Britesparc Verified Creative, ITV #20 3 years ago

    Yeah, I think they're using "kill" to mean "take down" or "defeat". Batman never kills, it's part of his "code". And that's not just me being a geek, as Venkman says, it's part of the nature of the character; a Batman who kills is a different character (as the current Battle for the Cowl comic will attest).

    Anyway, I think this is sounding really, really promising. The idea of it being a collection of Smash TV-style battle rooms connected by sprawling corridors disappointed me a bit, but comparissons to Half-Life and Metroid can only be a good thing. I'm hoping for some "open world" style exploration of the asylum's interiors, rather than a linear corridor trawl. But either way, the graphics and gameplay mechanics seem sufficient to me to suggest a minor classic.

    I. Can't. Wait.

    Oh, and Batman > Wolverine ;-)
    Edited by 1 at 16/04/09 @ 11:59
  • Venkman90 #21 3 years ago

    Batman would use magnets and acid to fuck Wolverine up :)

    (sorry, could not resist)
  • MisterCraig #22 3 years ago

    Exactly my sentiment. I'm praying the game lives up to the hype EG are giving it in these previews.

    I say its hope, rather than hype. They haven't played the game themselves.

    I only say this because I would hate to look at the comments section for the review only to find 'but you said!... EG sucks!'

    Etc.
  • Britesparc Verified Creative, ITV #23 3 years ago

    Probably not the best place to get into a discussion on superhero ethics and stuff (forum rather than comments might be better!) but the problem with superheroes who kill is they lose their moral standing. Put simply, I think killing is wrong and should be avoided in all situations (yes, even war, because whilst I wouldn't suggest a soldier not shooting an enemy soldier, war ITSELF should be avoided in the first place!). So Batman, Supes, etc, won't kill a criminal because it would be an act of murder; and, because it's fiction, they're clever enough to never have to kill one in self-defence (something that I'm certain, realistically, they'd have had to do by now). Batman will never kill the Joker, because killing is the thing that separates him from the criminals he arrests.

    That's not to say murdering vigilantes aren't cool in some way (edit: in FICTION!), it's just a totally different story. I've always found it a bit weird that Captain America hates the Punisher, but is cool with Wolverine. I mean, they're both badasses who basically kill their enemies, right?
    Edited by 1 at 16/04/09 @ 12:26
  • Olemak #24 3 years ago

    How is Batman responsible for the Joker's killings? Batman has defeated the Joker several times and handed him over to the authorities, trusting them to pass judgement. OK, so they dont have the death penalty in Gotham, but still - if it is anyones job to kill the Joker, it would be the state, right, mass murderer that he is? Or - why dont Jim Gordon, then, take responsibilty and plug JOker between the eyes next time Batman drops him off? Blaming bBatman for not killing the Joker is like blaming the IRS for not killing Al Capone. It is not batmans job to pass judgement, merely to stop illegal activities. His refusal to commit murder is the one thing that makes it possible to cooperate (well, relatively speaking) with the police and maintain the support of the public.

    Besides, Batman would shred Wolverine to pieces given half a chance to plan and plot. Which is what he does.
  • Doctor_What #25 3 years ago

    @Britesparc: In the Art Of War, Sun Tzu writes that the best war has no loss on either side - it's entirely fought with politics and propoganda, leaving the armies, the people, and the country in the safest way possible so the normal people (who usually don't really care who they are paying their taxes to as long as they're left alone) can get on with their lives. It's a real shame that it often seems like many leaders still haven't understood the wisdom of that.
  • Britesparc Verified Creative, ITV #26 3 years ago

    That Sun Tzu seems to know what he's talking about.

    Bet he could beat Wolverine in a fight, too ;-)
    Edited by 1 at 16/04/09 @ 14:01
  • MisterCraig #27 3 years ago

    Tsu also tries to eradicate all of Gotham City!

    But who's keeping scores here?:)
  • aldo_14 #28 3 years ago

    But who's keeping scores here?:)

    I am....

    Wolverine 2
    Batman 1
    Superman 1
    Sun-Tszu 5
    Marmosets 1,349,012

    I may not have been playing much attention.
    Edited by 1 at 16/04/09 @ 14:08
  • aids #29 3 years ago

    I think Bruce Lee would win.
  • Venkman90 #30 3 years ago

    Batman could take Galactus in a crossover!

    /is aware this is getting silly
  • jakoxxxxx #31 3 years ago

  • Mugwum Verified Operations Director, Eurogamer Network #32 3 years ago

    Hi guys. Forgot to say in the piece, but probably should have done: Batman doesn't actually kill anyone, just stun people. It's just my imagination. I worship death.
  • SleepyDeathFred #33 3 years ago

    Thing about Batman is that if he gets beaten that's the end of him - Wolverine if he gets beaten just has a lie down and he's up and about again.

    The only thing worrying me about this game is that the SP hasn't been showed off at all yet - makes me wonder if Edge's preview, which worried that it might all be split up into detective sections, combat sections, predator sections, might be on the mark. Still, everyone who's played it seems to be a fan.
  • SleepyDeathFred #34 3 years ago

    Mr Fapula, I agree with you - I'm an enormous fan of Batman but far less so of the DCU as a whole - he is better as far outside it as possible as far as I'm concerned. The events of RIP, for example, it seems to me can potentially be seen as distinct from Final Crisis, or at least don't rely on Final Crisis to explain Batman's disappearance. But yeah - the fact that he's easily able to be beaten by guys with machine guns in the game suggests that they've got that pretty much right - I'm gonna happily assume we don't get to develop some sort of Hero Powers system based on experience points eg. "Green Lantern Corps: call in the Green Lantern Corps to help you clear a particularly difficult room!"

    I'm aware I'm geeking up the place by the way...
    Edited by 1 at 16/04/09 @ 16:54
  • Reihn #35 3 years ago

    Want!!!....thistobeasgoodasitsounds... : )
  • Olemak #36 3 years ago

    Fapula: "Joker being killed in issue one would have saved god knows how many people by now."

    Sure. But who would be the most iconic comics villain of all time then? The Panguin? Doctor Octopus?

    This is the other reason that Batman won't kill the Joker (within DC canon, anyway): you don't kill off intellectual property.

    I mean - Wolverine has killed off a lot of guys, no doubt. He's edgy and dark and cool and all that, yay. He's kerrrr-azy! But name me a villain that he as killed off that anyone outside of the geekiest 0.01 % of the population would recognize based from a caricature. Doctor Doom, maybe? No... Magneto, then? Erm... actually, he's probably "killed" Magneto a dozen times for all I know, just not in a way that would make him stay dead.

    Wolverine, Punisher and all the other edgy killer heroes only ever get to kill no-name, no-brand, low-rent baddies.

    If The Joker had been killed in issue one, then comics would have been a lot less interesting.
  • Mugwum Verified Operations Director, Eurogamer Network #37 3 years ago

    Huntcjna:

    "It still sounds decidedly like Splinter Cell: Batman Edition to me in which case I won't be going near it but I still hold a glimmer of hope."

    The thing that always pissed me off about Splinter Cell (and games like Assassin's Creed, although in different ways) was being caught in a situation and knowing exactly what I wanted to do to react to it, but being unable to summon that from the controls, even though some devilish complexity of control input and environmental awareness would enable it. From what I played it of it yesterday over an hour or so, Batman not only empowers you to do all the cool things that I described in the preview, but it lets you do them nimbly and intuitively within minutes of picking up the pad. I never once flailed or felt as though the character's abilities were beyond my capability as a player.

    CountFapula:

    "Ironically though, the whole ''stealthy predator'' thing of Batman was done first in EA's decent Batman Begins game."

    I played that, and I agree it did a lot of good things. Obviously I've played that in the context of a whole game, whereas I've played Arkham in a much narrower context, but I feel as though what's here is a much more enjoyable and varied toolkit than anything EA gave you. How it expands out will be decisive, but as I tried to hint in the text, I'm hearing nothing but good things about how it does that, even though Eidos/Warner are being very cautious with how they demonstrate it to the press.

    MisterCraig:

    "I only say this because I would hate to look at the comments section for the review only to find 'but you said!... EG sucks!'"

    If the game comes in and I kick it to death at review, I'll deserve that. I'm used to seeing games in snapshot and trying to extrapolate, and I'm very excited about Arkham. I'd be sad to be wrong, but right now I'm confident to say I don't expect to be.

    General point:

    I really am sorry about saying he kills people. He doesn't. He may snap the odd limb, but I didn't see him kill anyone. To some extent it's semantic, because once they are disabled they are not getting up, but I realise it is significant. I am not a comic devotee so I can't reflect on this in that context with as much expertise as you'd like, but I did love Batman Begins and The Dark Knight, and as a fan of those I was surprised at how much I went for this.

    Also, I think my last-line plea worked, so hopefully I'll get to play the actual story side of the game between now and release and give you guys a taste of that too. In fact, if you have specific queries about what happens in the context of the comics and films that I can help you with when I do, then I'll try to, so just plug them in here.
  • Mugwum Verified Operations Director, Eurogamer Network #38 3 years ago

    Oh, and I should say, I'm not hearing the good things about how Arkham builds out from this premise from Eidos, I'm hearing them from people outside Eidos who have played it to completion or thereabouts.
  • SleepyDeathFred #39 3 years ago

    Cheers Mugwum. I can't the last time I hoped this much that a game would be good.
  • Reihn #40 3 years ago

    @ notmyrealname

    Well, I agree that I like to see that kind of coverage, but I think the balance on EG is pretty good. Have you read Kieron's recent (excellent) review of spooky arthouse game The Path? Seems to me you couldn't get more smaller dev/PC/lesser budget than that title . . : )

    But really, I'm just chuffed because I asked nicely if they could review it . . and then it happened. ; )
  • Cheeky #41 3 years ago

    When I said that this would be one of the best games this year, many of you laughed.

    Well, who's laughing now?! Me, I'm laughing.
  • Mugwum Verified Operations Director, Eurogamer Network #42 3 years ago

    notmyrealname:

    "So, when will EG cover all the pc games that get released but are of lesser budget (instead of mainly ultra marketingbudget monsterconsoleports?)? I know the smaller devs don't send you so much swag and invite you over with luxury cruises, but were is the coverage of these games I see in the shelves just as well as the next halo PC edition? I know that years ago you used to review a whole lot more smaller dev titles... I kind of miss that."

    That makes me sad. I try to balance things out as best I can. But if you - or anyone - has a game in mind that they would like to see covered on EG that we seem to be missing, please PM me and I will let you know if we plan to do anything. It may just be that we haven't got there yet, as we generally only publish 3 or 4 features a day.

    All the best,

    Tom.
  • Olemak #43 3 years ago