Reviews

Reviews
Review: Batman: Arkham Asylum

John Funk | 1 Sep 2009 13:00
Reviews - RSS 2.0

I've never really been a superhero kind of guy. Oh, sure, they're cool and all, but I'm not the type who furiously pores over all of the material while waiting for the next upcoming film or game based on my favorite hero of choice's exploits. For that matter, I've never really bought into all the Batman hype, either. So you can perhaps imagine my consternation (and delight) when about half an hour into Batman: Arkham Asylum I found myself gleefully reveling in how the game made me feel like "Holy crap guys, I'm f*cking Batman!*"

Arkham Asylum starts off with Bruce Wayne having apprehended his longtime nemesis the Joker, delivering the villain to Arkham Asylum for the Criminally Insane, where all his supervillain rivals wait in between films before busting out to menace Gotham once again. Something doesn't feel right, though, and Batman's instincts are soon proven correct as Joker escapes custody and enacts a long-planned scheme to free the inmates and take over Arkham for himself. Naturally, the Dark Knight isn't going to stand for this. So begins a tense, action-filled journey into the depths of the asylum as Batman pursues his nemesis and deals with the inmates in an attempt to restore order to Arkham and bring the Joker to justice once again.

The first ten or so minutes of the game - as Batman accompanies Joker and the guards deeper into Arkham - set the tone perfectly. Batman's silent, imposing figure in the corner of the screen, Joker cackling and swerving between jokes and not-so-thinly-veiled threats, and a heavy sense of suspense and tension: As the player, you know Joker is going to break free, but there are so many false starts that it comes almost as a surprise when it finally happens.

Arkham does a great job at letting the player feel like they're in the cowl and cape of Gotham's protector. You see the world from over Bruce Wayne's shoulder, and his imposing stature and silent demeanor just make you feel like that much more of a badass as you calmly advance on a mob of panicking thugs. This game makes walking feel awesome.

When those thugs have had enough of quaking in their boots and charge you, though? That's where the game really shines. Arkham Asylum's highlight is its combat, with the "Freeflow" combo system letting Batman quickly move from inmate to inmate as he knocks teeth in. The joy of the combat comes in its stellar choreography and animation - you might just be hitting one or two buttons (with directional inputs) but on screen, Batman is moving like a whirlwind in tights, breaking arms and busting heads. I can't think of many other games where my reaction to seeing a group of twelve baseball-bat wielding criminals waiting for me was "Oh, hell yes!"

Batman isn't just a peerless hand-to-hand fighter, though. He's the world's greatest detective, and foiling Joker's plans will take brains as much as brawn. A simple button press takes you into Detective Mode, where Bruce will be able to note things in the environment that he can use to continue - a structurally weak wall to blow up here, a grate to pull out there - as well as to keep an eye on everybody around him.

For all that Arkham Asylum portrays Batman at the absolute peak of what humanity is capable of both physically and mentally, it's curious that Rocksteady chose to also focus on the (comparative) frailties that come with being a mere human. Batman isn't Superman, and can't shrug off bullets; if you try to take on a gang of criminals armed with guns the same way you would if they only had bats and golf clubs, you'll find yourself shot to death very quickly.

RELATED CONTENT
Comments on