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Batman: Arkham City – Review

24 October 2011 by Martin Perry

Platform | Release Date
PS3 | October 18, 2011
X360 | October 18, 2011
PC | November 15, 2011

Developed by Rocksteady
Published by WB Games

The Pitch:

Batman: Arkham City builds upon the intense, atmospheric foundation of Batman: Arkham Asylum, sending players soaring into Arkham City, the new maximum security “home” for all of Gotham City’s thugs, gangsters and insane criminal masterminds.

Set inside the heavily fortified walls of a sprawling district in the heart of Gotham City, this highly anticipated sequel introduces a brand-new story that draws together a new all-star cast of classic characters and murderous villains from the Batman universe, as well as a vast range of new and enhanced gameplay features to deliver the ultimate experience as the Dark Knight.

I had wondered if Batman: Arkham Asylum was going to be anomaly; a licensed title being worthy of several Game of the Year awards (including my own nomination at the time) seemed like the sort of magic that might not happen again. To temper my anticipation, I went on a bit of a media blackout for this sequel, Batman: Arkham City, or at least as much of a blackout as I could manage. You see, I love Batman, and like anybody who suffers an obsession, even the strongest of wills can be broken. So I watched a few trailers, and soon was able to see a future where this sequel was just as good as its predecessor. My skills as a clairvoyant must be limited though. It isn’t just as good, it’s several times better.

To start with, the Zelda-esque structure of the original has been abandoned in favour of a far more open world. Arkham City, a hellish corner of Gotham, has been given over as a maximum security prison for the city’s freakish criminals. That means that the restrictive island is now gone, and instead a sprawling cityscape welcomes Bruce Wayne with open arms.

Well, not exactly open arms. After entering the facility, jailed for speaking out against it, Wayne quickly dons his cape and cowl and goes in search of the man behind Arkham City, Hugo Strange. For those that don’t follow Batman’s lengthy history, Strange is a obsessed with the Dark Knight, and has even worked out his secret identity. Strange, and the search for a cure for the disease infested Joker, form the central structure of a story which involves an extensive collection of enemies from Batman’s past.

And what a brilliant story it is. It twists and turns, surprising and shocking the player while at the same time becoming more and more engaging with every additional rogue. Rather than just the bat versus the clown, this is a definitive Batman tale that deserves to be categorised among the best that have ever been told about the character. Somehow, in what must be the equivalent of game development alchemy, the genius and depth of this tale refuses to encroach on the brilliant gameplay, adding to the play experience rather than overshadowing it.

The open world structure is, without a shadow of a doubt, the most noticeable change but there are so many improvements across the game’s mechanics that it becomes difficult to list them. Puzzles are now more devious, rather than simply requiring the newest gadget in Batman’s arsenal. You’ll often have to use multiple tools along with platforming to overcome the gauntlet set out by Joker and friends. Trippy, hallucinogenic scenes return, although this time without Scarecrow, in a game that offers variety by the bucket load.

Variety might have been a touchy subject for the combat designers before now, as the hand-to-hand battles of the original were the most heavily criticised element. Yes, they were pretty to look at, but lacked depth. No longer is this an issue, with some subtle changes to animation timings blending with the expanded use of gadgets within combat.

Some of the most impressive moves are facilitated by the game’s new movement techniques. Batman can glide, as he has always been able to, but with the building tops open to exploration, the grapnel gun become a more important feature. You can zip up to rooftops, or vantage points within the interior levels, and can now divebomb before pulling up into lengthier glides. It’s possible to go from one side of Arkham to the other without ever touching the ground, and it’s thrilling. Even more exciting is dropping onto a criminal from an incredible height, and smashing his face into the ground.

As if this wasn’t enough, the developers throw in Catwoman missions that fit the character perfectly, with a totally different movement and fighting style that is equally enjoyable as when playing as the Dark Knight. On top of that you have an hugely expanded set of challenge rooms and, as just a side-thought in Rocksteady’s masterpiece, you have ‘Campaigns’ – multi-stage adventures with their own miniature plots staged across a mix of side-on brawling and the familiar challenge rooms. How do you set about making one of the most compelling single-player experience ever printed on a disk and still manage to create all this brilliant side content? It’s mind-blowing.

The open world adds so much to the Batman experience. While I was worried that it might leave the franchise feeling rudderless and without focus. It achieves the opposite, enabling an all-encompassing Batman experience with wonderful side missions, near-perfect central missions, all wrapped up in a pretty package. Remember when people would say “How come nobody can make a great Batman game?” Well, Rocksteady have now made two, and Arkham City is the Batman game of your dreams. Outstanding, and deserving of a top ten placement on any Greatest Games list you might ever compile.

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  • Jim Hunter says:

    So far, I feel that the open city actually hurts the title making it less focused than its predecessor. Nothing says inventive like Bane sending you on a fetch quest or a contrived mission to destroy some ‘signal blockers’ so you can use one of your devices. Why did those have “three panels” on them again?

    The overall palate is basically “dark” – yes I know that’s no color – which makes sense in context, though brings along a generally uninteresting place to play around in.

    The combat and story mission stuff is great though and I’m still interested in playing it through. Just as of right now, I’m not taken aback. Yes, I loved Asylum.

  • JJ says:

    I only ever played a demo of Arkham Asylum on the PC. I always figured it would be better (control-wise) on the PS3, but I always wanted to play it. Because of that, it’s always been on my short list of games to get if I was ever in need of something to play, or if I found it for dirt cheap.

    As it is right now with Dark Souls out now, and Uncharted 3 and Skyrim almost upon us (and yes even Skyward Sword), Arkham City is on that list too. I wouldn’t be surprised to see one or both on an Amazon Black Friday Week deal, so I’ll be keeping my eyes open. But I have a hard time justifying getting yet another game, regardless of how good it is, with 5 games still needing to be played thoroughly (Team Ico barely got played before Dark Souls came out for example).

    • Art Deetu says:

      Get it cheap on Steam, borrow someones 360 controller. Problem solved ;) (for Asylum)

      • JJ says:

        Well I’m about to dismantle my PC for most gaming (for the short term) and do pretty much 100% of my gaming on my PS3. I’ll probably just grab it on Amazon over the holidays. I have no doubt with Arkham City out they’ll probably have a deal.

        No problem if they don’t. I don’t even want to count the hours of gaming I have between finishing Dark Souls, and getting through Uncharted 3, Skyrim and Skyward Sword, and eventually going back to the Ico/SotC Collection.

    • Aaron Phokal says:

      I’d suggest Arkham Asylum first. At minimum, there are direct plot points tied into this one, and Asylum holds up *really* well. You can think of these as one big game. After all, you start with all of the gadgets from AA in AC.

  • Aaron Phokal says:

    I’m kind of in the same boat as Jim, but not as negatively. Arkham City is a great game, and easily a game of the year contender, but I don’t think it’s better than Asylum. At least initially.

    I’m only a couple hours in so far, so it may change drastically, but Asylum never had a lull or low point. It was expertly designed and paced, with just the right level of gear acquisition and side questing. By constraining the world of Asylum, Batman’s path of travel was always known. By knowing which direction he could approach a problem, each conflict was expertly crafted.
    For a good video on the subject and how it effects a game, check out at least the first few minutes of Sequelitis ep1:
    http://www.youtube.com/watch?v=Aip2aIt0ROM
    (I also played Asylum on hard on the first playthrough, making conflict approach that much more important).

    The open-world nature of Arkham City is extremely fun to navigate and explore, but feels sloppier. Transversing the world at a high speed and efficient grappling to feel like Batman, and you end up stumbling into things or watching them fly past as you glide right by them. It’s very empowering, but not as focused.

    The indoor sequences seem to go back to its roots, and I look forward to getting a better grasp on the open world, but I’m not as blown away by this title as Asylum (which is one of the best games ever made).

    Also: Bitching. I don’t need to get into the “Is it sexism?” conflict (which is covered well here:
    http://filmcrithulk.wordpress.com/2011/10/19/goddammit-video-games-the-first-few-hours-of-arkham-city-is-lots-of-fun-but-super-duper-sexist/
    and the followup here:
    http://filmcrithulk.wordpress.com/2011/10/21/hulk-vs-arkham-city-round-2-bitches-be-trippin/

    I definitely see where people are coming from.

    As I flew through the city, some conversations would skip as I whizzed by while others would play out as I sat on a rooftop to catch my bearings. Within the first 30 minutes of gameplay, I heard every “bitch” comment documented on Kotaku, other blogs, etc, and I had not heard much other idle chatter. My path of travel had always been a straight line to main story line points and to the first 4 AR missions. I think random factors may play into this, but like the respawning Command Posts in FarCry 2, I think some people (like me) just hit a LOT of “bitch”ing really early on, while others may not have.

    It felt artificial, weird, and out of place and would have felt this way in any game. This was juxtaposed by the fact that this was the voice cast of my favorite childhood cartoon. A cartoon that felt every bit as creepy and foreboding to a child then as an adult now without a single curse word.

    Remember the episode when Wayne and the Ninja were fighting in the Volcano and as the Ninja prepared the instant death strike he said: “You’re mine now, Wayne-bitch!”?

    Me neither. For contrast, here’s a scene where Captain Clown doesn’t say…anything at all. Watch the whole thing:
    http://www.youtube.com/watch?v=BxrJiL0hvSI

    • Martin Perry says:

      The sexism people write in caps, so they fail. Also, Catwoman is sexy, not sexist. The two things aren’t the same.

      • Aaron Phokal says:

        Well, he is called filmcritichulk. I’m assuming he’s been doing that for much longer than anything else. I gave both articles a full read; he makes very good points and he knows his stuff (from a strong movie background).

        As for Catwoman, she’s only a single data point. Taken on it’s own, it’d be easy to dismiss. Together is where the problems crop up.

        And my main point is that different people probably hit this differently. If ‘bitch’ had been spread out over 15 hours, I probably would have thought they were overreacting.

        But, for me, it was literally every couple of minutes or less, as I grappled, every couple of buildings. Before and immediately after the face-off in the Courthouse. It was weird.

      • Martin Perry says:

        And if a game is sexist because criminals call a girl a bitch, then most WWII movies are pro-Nazi by way of having them voice their beliefs.

        • Aaron Phokal says:

          He kinda covers that with his Straw Dogs example, which could be thought of as SUPER SEXIST, but isn’t.

  • Martin Perry says:

    The thing I don’t get about the focus issue, is that you can play it without engaging in the side content, and it becomes more linear like Arkham City. Surely if you indulge in the side content, that’s how you want to play and it’s a good thing that the game accommodates it?

    Also, the game only gets better the deeper you go.

    • Aaron Phokal says:

      Awesome. And I don’t want to give the wrong impression. The game is EMPOWERING. It’s fun as hell to grapple around as batman and take thugs out. Almost as good as Spiderman 2′s webslinging. I just really liked the puzzle elements in the stealth sequences for AA, and how every mistake was ‘my fault’.

      Like…
      In AA, my first mistake was not checking around the van with detective vision. I hoped over it and immediately got gunned down. I knew exactly what had happened and how I screwed up. This wasn’t a stealth sequence, it was just overworld map transversal (the first time you got out of the first building).

      In AC, my first mistake as not hitting RB fast enough, and I lost the ‘auto-aim’ cursor during a travel sequence. I hit the ground and a bunch of dudes went “The Bat! Get him!” I beat them up. I didn’t die. I knew I had played poorly, but I couldn’t say exactly where or how other than ‘maybe I should have glided right more? Or been ready to hit RB?”

      AC is a great sandbox and let’s you Play As Batman, while AA was designed in a way to make you Be Batman. Of course, this is comparing the entire of AA to just the first couple hours of AC. As soon as I finish up my play sessions of Forza 4 and my other “work” titles, I’ll be fitting many more hours into AC. :)

  • David says:

    Glad several people mentioned getting AA before playing AC. It’s been dirt cheap on Steam lately. That said, there are SO MANY games right now.

  • Jeremy says:

    Game. Of. The. Year. Just finished up my first run through, 49% total completion, and started a bit of NG+. Holy crap does the lack of a counter indicator make combat hard with the new thugs.

  • xXJayeDuBXx says:

    Nice review, I’m really looking forward to picking Arkham City up for the PC.

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