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Batman: Arkham Asylum (2009, Playstation 3) Hall of Fame Entry


WHO EATS JOKERS AND SHITS RIDDLERS?

~: HALL OF FAME :~

Also for: Macintosh, Windows, Xbox 360


Riddle me this, Batman: Who put the sense back into license?

The answer is: Batman did. In fact, before Batman: Arkham Asylum you could take one thing for granted - if your game was a licensed title it would suck (unless it was made under the Star Wars umbrella). It would suck because its sole reason for being was to promote and sell some other product. It would suck because the developers were given the tiniest possible window to get the game ready in time. And it would suck because there was nary any heart, nor soul, nor innovation poured into the game, only cynical exploitation through knucklehead gameplay grinding.

Then along came Batman: Arkham Asylum in 2009 and changed the scene. It caught us off guard by being Game of the Year-material; a superb 3D-Metroidvania with innovative, free-flowing combat. It's an instant classic set inside an oppressive insane asylum overtaken by the inmates. In the role of the Dark Knight, you cross paths with some of Gotham City's most notorious villains: Victor Zsasz, Bane, Harley Quinn, Scarecrow, Killer Croc, Poison Ivy and last but not least The Joker (with splendid voice acting from Mark Hamill), who directs the riot from a secure position.


The situation is dire, and controlling most other protagonists would have turned it into a horror game. The sounds and architecture of the asylum normally keep the inmates subdued. Now you have to fight the dread - with The Joker constantly taunting you over the speakers - to quell the uprising. But although this is one of the worst nights of his life, Batman never flinches, not even when Scarecrow (Dino Andrade) makes him re-live his tragic backstory in a few brilliant nightmare sequences. 

Batman is as stoic as comic superheroes get, and listening to his reassuring voice (through the acting of Kevin Conroy) helps you through the game's perpetual night. He just knows that none of the villains stand a chance against him one-on-one, and when they cooperate, he can dwindle their numbers down to a manageable size. In their eyes Batman is the scary one, so he can use the locales to his advantage. It's funny how sometimes even The Joker turns on his own henchmen, mocking them for what's about to happen.

BATMAN BY DESIGN

Arkham Asylum was the first well-researched superhero game. With the aid of veteran comic book author Paul Dini, the relatively unknown Rocksteady Studios perfectly captured the essence of how Batman operates. They designed the gameplay and story around the character's skillset and existing lore, rather than shoehorning it all into a pre-existing game genre. This new formula has since become a mainstay in superhero games, and a few of the mechanics has spread to other genres, particularly ones involving open worlds.

Viewed through a third-person stalking perspective, you're the lurking horror of the asylum. Swinging from ledge to ledge, observing enemy movements from higher ground, you prey on their fear. You single out the most vulnerable one and glide down for a quick takedown, before disappearing into a ventilation shaft or back on to the rafters. The rest of the villains are none the wiser, until they discover someone is missing, start panicking and act erratically. Your detective goggles register their heightened pulse.


In more cramped spaces, you must resort to fisticuffs. That involves a wonderful, revolutionary free-form combat mechanic where you leap from opponent to opponent, increasing attack power for as long as you land hits uninterrupted. The camera moves slightly upwards to give you an overview. Batman responds instantaneously to your input, with animations so quick and fluid it seems his fighting style prepares him for anything in any moment. His defenses are airtight.

It sounds complex, but hinges more on reaction and timing than impossible button combinations. The seemingly endless amount of animations take care of the rest. And through a few character upgrades you can cheese the fights further, allowing for quicker takedowns, better gadgets and improved body protection. The only way for the villains to score a hit is to equip firearms or stun batons. That - or hoping the player sucks and doesn't react in time to their punches.

STAY AWHILE, STAY FOREVER

One of Arkham Asylum's few incontestable flaws is that it never gives the player a reason to leave the so-called "detective mode", which Batman uses to track people, gain night vision and spot enemies through walls. At no cost, it provides the player with such an advantage you'd be a fool to deactivate it. But while you're in detective mode, most of the game's visual design goes to waste. Most objects are reduced to their mere geometrical shapes, and a dull blue/purple filter blots out the already sparse color palette.

These mechanics make up the bulk of Arkham Asylum, interjected by cutscenes, bossfights and player-driven world exploration. You're the master of the game's pacing. The asylum is reasonably sized, but the maps are big enough to hide some hard-earned secrets. By looking through every location you can find uniquely designed objects for you to capture in photo mode. Some of them relate to a fun sidequest, involving challenges posed by the enigmatic villain The Riddler.


Situated on an island, with Gotham City in clear view on the horizon, the asylum itself consists of a few structures of old European architecture. Released during the Batman-craze of the Christopher Nolan-directed The Dark Knight-trilogy, the visuals are inspired by the gloomier depictions of Gotham City. The constant thematic shifts between gothic, steampunk and art deco creates an environment that keeps a civilized facade, but can barely keep the madness at bay.

This makes the game run the risk of becoming too dark and heavy. Thankfully, writer Paul Dini sidesteps that by concocting a story halfway over the top, celebrating the campiness of superhero traditions. The Half-Life inspired, playable introduction gives us a nice idea of what awaits. Batman brings a weirdly upbeat The Joker into custody, trailing his entourage of security guards through numerous checkpoints, and into the asylum's Intensive Treatment facility. Then, in a ridiculous moment of lax transition, the madman breaks free. Whatever he's planning for the island follows comic-book logic in that it realistically makes little sense. To enjoy it you must suspend your disbelief.


Content-wise, this is awesome pop culture junk food. Anyone looking for great storytelling art should look elsewhere. But although Arkham Asylum is story-driven, it never lets the narration intrude upon the urgency of progression. Instead, it acts as a great motivator, setting the stage for some great set pieces that are up to you to solve. Dini's finest contribution is his deep knowledge and understanding of the franchise. Some of the most unforgettable moments of Arkham Asylum are probably informed by his ideas, like the Scarecrow nightmares.

ALL-INCLUSIVE SUMMARY

If one phrase can summarize the experience, it would be "balanced to perfection", or maybe "all-inclusive". The maps are perfectly sized to suit everyone. You gain new upgrade points, new gadgets and new ways to explore previous areas at a steady rhythm. You can tailor the pace to your own preferred playstyle, and no one should have to feel punished, neither for rushing nor being overly cautious. Feel the need to find every secret? Then you're probably a lorehound, and I guarantee even that time investment is worth it. 


Heck, I am not personally a fan of superheroes - that boat has long since sailed - and even I love Arkham Asylum. Comics have rarely given me much to think back on, but Arkham Asylum excels in the present. The oppressive atmosphere envelops me, and the gameplay allows me to take advantage of it. Through mechanics tweaked, playtested and certified, Rocksteady makes the advanced seem easy, which in turn makes me feel confident enough to fight the good fight. 

The forgettable story also serves a purpose - every revisit feels like my first time playing, as if I'm reliving a recurring dream. I know I've seen it before, but my mind somehow ignores that fact. I suppose that is the power of great trash - it makes you an addict. Batman: Arkham Asylum currently has three sequels, with a fourth one, Gotham Knights, ready to hit the shelves in 2021. That should be enough to satiate the need for a long time.

[Screenshots from MobyGames: www.mobygames.com]

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