Games of 2009: Batman: Arkham Asylum
Bat to basics.
If you'd told me in January that my favourite game of the year would be Batman, I would probably have scoffed in your face. Scoffed. If you'd told me that the game in question wouldn't just be a great superhero game, but simply a great game, I might have even ROFLed with a side order of LMAO. Superhero games, particularly those drawn from the DC Comics properties, just aren't supposed to reach thsse giddy heights.
Even when the initial Arkham Asylum trailers arrived, there was little to assuage my disinterest. Batman, beating up goons, in gloomy, gritty and grimy environments. How original. Even when interviews with developer Rocksteady made interesting noises, my rocklike cynicism remained mostly unmoved. Too many developers had made too many similar boasts. This comic-book nerd wasn't going to be caught out again. My hopes would not be raised.
So you can imagine my surprise when the demo was really good. Atmospheric. Varied. Addictive. My resolve was starting to crack, the monkey of doubt on my back chattered a little less insistently. Not to worry, I reassured him, they've probably put all the best bits in the demo. The game itself would surely be a weak watery repetition of these initially impressive ideas.
Fast forward again, and I'm playing the review code. And loving it. The familiar elements from the demo are scattered throughout the first few hours of play, but what surrounds them is even better. Depth. Context. Character. This, I immediately realise, is a phenomenally well-written game. I'm drawn in, engaged, invested in Batman's situation.

Wonderfully, this is the Batman I know from the comics, not the growling, brooding thug of Christopher Nolan's movies. This is a Batman who is confident, assured and intelligent. His fighting skills back up his mind, not the other way around. Whether I'm tracking chemical particles in the air, solving clues from The Riddler or just working out the best way to use my array of gadgets to navigate a perilous underground cavern, I'm in the cowl, thinking like Batman. Fists are the least of my weapons.
This is a character driven by internal monologue on the page - just consider that great scene in Frank Miller's Batman: Year One where the emergent caped crusader painstakingly drags a stunned street punk to the top of a building and dangles him over the edge. "The scream alone is worth it," reads the caption. Rocksteady understands that voice, that calculating determination, and weaves it into the gameplay at every opportunity.
I ended up playing the game through three times. My first playthrough was stalled by a corrupt save-file right before the end. As annoying as this was, I didn't actually mind starting over. With the review out of the way, I found myself looking forward to the release date, so I could pick up a boxed copy that I could play on my civilian console, mopping up those addictive Riddler challenges.
It's rare indeed that I feel the urge to replay a game, especially so many times and in such a compressed manner. It's rarer still that it feels as fresh as it did the first time. This is what reviewers hope for every time we put a new disc in the tray - games that we start playing for work, and finish playing for pleasure.
The cracking story certainly plays a part in that. Key puzzles and encounters feel like revisiting a beloved movie scene, not rote tasks dulled by repetition. Deeper than that, however, is the fantasic construction of the thing, the way that the different gameplay elements - combat, stealth, exploration - are distinct without feeling disjointed. It's not just the fighting that slips effortlessly from one beat to another, the whole game just flows. It's a pleasure to play, to climb, to smash an elbow in the face of yet another over-confident henchman and watch him crumple.
Looking back, perhaps what's most remarkable is that Arkham Asylum is not all that original. You don't have to look hard to find the obvious inspiration for each gameplay element, but in a year that found mainstream games mostly content to tread water, Rocksteady remembered that sometimes polish and passion are all you need.
By carefully selecting the aspects of Batman's world that fit snugly into a videogame template, the British developer crafted something that feels solid, muscular and real. After falling out of favour in the post-GTA gaming landscape, between Batman, Shadow Complex and Uncharted 2, this was, in many ways, the year that the linear action-adventure reclaimed its mojo.
That's not to say that the game doesn't have flashes of its own inspiration. The ideas that linger are the things that Rocksteady didn't have to do. The decision to tell the story ambiently wherever possible, using conversations rather than cut-scenes, participation rather than passive exposition, helps keep you immersed in Batman's world. The only times the game takes control away is when Batman needs to do something that the player wouldn't know to do - grabbing Joker in the blacked-out elevator, gliding down to the secret Batcave.

Yet still there's more, life and colour injected into areas most games leave blank. The way dialogue changes depending on your actions, for example. Take down a thug while he's talking to The Joker on his radio, and your nemesis takes notice. The game responds to the player, creating just enough elasticity in its otherwise rigidly defined world to make it feel like it's reacting to your presence.
And it's not above extending the experience beyond the screen either. The hallucinations caused by Scarecrow's fear gas are cunningly conceived slices of pop psychology, turning Bruce Wayne's darkest thoughts into platforming landscapes.
But it's the moment where the game freezes, reboots and starts over with Joker as the hero that really showcases how Rocksteady went above and beyond what we usually settle for in a licensed title. Turning the Joker's anarchic sensibility loose on the very framework of videogames themselves, it's a brilliantly twisted prank that sent unwary gamers to the internet, trying to discover if it really is possible to dodge a fatal bullet by using their "middle stick".
So many great ideas, so confidently threaded together in service of a character too often given short shrift by the games industry. As I began to write this drooling love letter, the teaser trailer for the sequel appeared online. I drooled some more, and immediately regretted selling my copy on eBay for Christmas present money. Maybe I should buy it back and start playthrough number four.
Check out the Editor's blog to find out more about our Games of 2009.
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Comments (53) Latest comment 2 years ago
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Could not have put it better myself, can't wait for the sequel!
"But it's the moment where the game freezes, reboots and starts over with Joker as the hero that really showcases how Rocksteady went above and beyond what we usually settle for in a licensed title."
At first I thought my new graphics card was dodgy when that screen goes screwy, I wasn't expecting that MGS1 tribute!
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Overally it was a good game but just short of brilliant, the highlight for me was the scarecrow bits
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At first I thought my new graphics card was dodgy when that screen goes screwy, I wasn't expecting that MGS1 tribute! "
Is this where the intro video plays after a load of artefacts appear?
I thought the game was fucked, and was shit scared of the autosave overwriting my save, and returning to the beginning, so I've been force-quitting it before you regain control
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Not quite finished it yet, but I think I'm pretty much at the final battle.
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It's all about that score multiplier. Sure you can slog your way through, but really you want to make the entire fight look effortless and classy (Which the scoring system rewards). It's all about the combos and variations and take-downs. Dodge, block, counter, BAT-CLAW!! Make Batman act like Batman (So fucking awesome when you pull it off on Hard without the visual aids).
There's a good chance I'm talking bollocks. But that's because I'm a drunken Irishman on St. Stephen's Day. But that also means that if I think Batman: Arkham Asylum is awesome and you disagree then I will fight you. I'm quite surly that way.
For the record Batman: Arkham Asylum is awesome.
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Finally figured out how to use the spoiler tag !
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Game was excellent, though as of yet I've had no desire to replay it...
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Dumbing it down, one page at a time
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Gotta agree with not really liking the new approach this year. If I wanted to read about why a game was worth buying...and finding out all of its strengths...surely I would just read the review? An article with commentary from all/lots of reviewers/contributors is entertaining and different to the usual reviews that we get throughout the year. I understand wanting to try something different, and you don't know how something is going to work until it's tried, but personally I would be happy not to see this system used again next year.
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Never mind readers top 50 is where it's at this year, and I reckon this is gonna be top!
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A very good game indeed!
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I loved this game. I was completely expecting to put it at the top of my top five list this year, but then Borderlands and Assassins Creed 2 came out, and it became a lot harder to rank everything.
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The stealth system is exactly the other way around, though: it's an uinderused feature in story mode, but the stealth challenges are top notch, tons of ways to dispose of your enemies, the Ai is solid, level design is great, could have been one of the best stealth games ever IMO.
Rocksteady's scarecrow is better than Nolan's, but Nolan's Joker is better then Rockstaedy's IMO. But the point is, this game is so good, it's now really part of the Batman universe, Rocksteady should be proud of themselves. If it wasn't for L4D2's dark carnival campaign, AA would be my GOTY.
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The scarecrow bits where excellent, very psycho mantis.
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The Joker for me has to be one of the best video game villains of the decade, whoever did his acting/voice was superb.
And its also nice to see a British development team create such a cracking game.
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That'll be Luke Skywalker himself.
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"It's all about that score multiplier. Sure you can slog your way through, but really you want to make the entire fight look effortless and classy (Which the scoring system rewards). It's all about the combos and variations and take-downs. Dodge, block, counter, BAT-CLAW!! Make Batman act like Batman (So fucking awesome when you pull it off on Hard without the visual aids)."
Absolutely. In this aspect it reminded me of Kameo. You could flail your way through the fights (at least on lower difficulties), but once you tried the pure battle scenarios in AA (or the co-op combat game in Kameo) you realized that there was a massive gulf between just winning the fight and doing it without a scratch.
. . . and when the flow of combat clicked, and you started plotting 4-5 moves in advance, you FELT like a professional combatant. All the skill came down to thinking, not dexterity. I didn't need to input a complicated button/stick combo to snap some fool's arm . . . I just had to appreciate that a fool's-arm-snapping opportunity was about to present itself, and make sure I was in the right place at the right time to make them respect mah authority.
Batman isn't struggling with fights -- he's a surgeon. To me, it was very Dark Knight (the mni-series, not the movie):
"There are seven working defenses from this position. Three of them disarm with minimal contact. Three of them kill. One of them . . . hurts."
Batman is GOING to win the fight -- he's Batman. But once you felt comfortable with the combat, it stopped being the sort of thing you had to "beat" and became interpretative dance. I didn't HAVE to judo throw this fool into his buddy -- I felt like it. Should I swoop down on these guys and explode on them, or perhaps I'll just step out of the shadows and make eye contact, daring them to make the worst mistake of their young life and throw a punch at me? Ah, one of them is actually charging me. I like his spunk. I'm saving him for last . . .
I've heard alot of people decry the combat in AA . . . but I don't see too many people that aced all the combat challenges on their gamercards.
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Saying that, I do generally only buy about five or six games a year..
But, yeah, it was great and one of the only games where I'd spend time looking for collectibles and secrets..
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Don't get me wrong I liked it quite a lot but I couldn't see what all the fuss was about personally.
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They mean the scene in which the player controls the Joker for a minute or two, after he shoots Batman, who is tied down on a trolley-like thing. span>
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So many highlights, especially the Scarecrow pieces. PhysX made the game even more beautiful too.
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I personally don't have great hopes for the sequel. I hope I'm wrong, but producing that same amount of brilliance in 12 months feels a challenge.
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I've seen a couple of people down on the voice acting for Batman and Harley, but for me as a fan of the DCAU it's great to have the actors reprising their roles - since Harley started out in the cartoon before making the transition to the comics, I couldn't imagine her with another voice. And I love Kevin Conroy's Batman. Grim, determined and all that. Who else you gonna get? Adam West?
Of course, Mark Hamill goes without speaking. Different takes on the character, but I like Hammill as much as Ledger in the role.
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The scarecrow levels with Batman walking through his own nightmares are particularly well done.
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Probably the only thing that could save the sequel
Aside from another year in development of course
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]http://ww w.escapistmagazine.com/videos/v...[/link]
this pretty much sums it. spoilers ahead.
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