Showing posts with label Rocksteady Studios. Show all posts
Showing posts with label Rocksteady Studios. Show all posts

Tuesday, 10 June 2014

E3 2014 Batman: Arkham Knight - NO SHIV



Is that Kevin Conroy back to complete Rocksteady Studio's Batman trilogy? Looks like the malformed sidequest Batman: Arkham Origins is being completely ignored, we're back playing as an older Bruce, complete with a hovertank Batmobile that might have been modified to deal with riots. Verticality seems to be a bit of a buzz mechanic at this year's E3, Far Cry 4 and Sunset Overdrive both feature characters scrambling ever higher to get the best vantage point. Neither of those games even come close to the delights seen here though - leap off a Wayne Enterprises skyscraper and you can paraglide through a version of Gotham City apparently designed by MC Escher.

Tuesday, 12 November 2013

20XX's Seventh Gen Favs #14 - Batman: Arkham Asylum
















Loosely patterned after Arkham Asylum: A Serious House on Serious Earth by Grant Morrison and Dave McKean, Batman: Arkham Asylum arms players with a Kevin Conroy voiced action figure stranded in the bowels of the titular madhouse. With umpteen hostages to rescue, players must creep and throttle their way to Mark Hamill's institute ruling Joker. Rocksteady's enterprising approach to licensed properties is best expressed in their playground. The environment bristles with a queasy duality. Victorian decadence, with rough utilitarian upgrades. A twilight world of cramped crawl spaces, and forgotten cave foundations. Rocksteady have built Arkham like a seizing mindscape - layers and layers of barely credible security actions papering over huge, alarming fissures. The asylum is total malfunction, a space scarred by the madmen it houses, and the spectral owners that haunt it. There's even a reptilian monster, prowling its deepest recesses.

Friday, 25 March 2011

Escape from Gotham



This year's sequel to Rocksteady Studio's peerless Batman simulator Arkham Asylum posits an urbanised Escape from New York style solution to Gotham's beefy crime wave. In Batman: Arkham City players can Dark Knight their way through an unspecified amount of city space, plunging headfirst at assorted scumbags. The emphasis here on Catwoman as an ally would seem to suggest some sort of co-operative multiplayer component. A shame then that this potential Cat/Bat alliance would close the door on any of the Boy Wonders putting in an appearance. Curses! Rocksteady! Fancy guaranteeing yourself a prestigious (ahem) end-of-year mention on Disaster Year 20XX? Gift us consumers some Damian Wayne flavoured DLC. Please?

Sunday, 20 September 2009

Batman: Arkham Asylum



Batman games are almost uniformly awful. Very little attempt is ever made to submerge the player in the identity or actions of Batman. Instead developers cast him as a karate toy, content to scroll screen right and thump enemies, occasionally enlivening his virtual career with a brief Batmobile racing section. Eurocom and Electronic Arts gambled with on-message predatory stalking in 2005's tie-in Batman Begins, but that game quickly bogged itself down into a witless prompts trail. When Rocksteady began trailering Batman: Arkham Asylum, they were content to focus on Unreal Engine re-drafts of icon figures: the denizens of Gotham as viewed through a slimy, musculature filter that rendered them as stout figurines. How would it play? A Gears of War alike land-grab brawler? Thankfully, Rocksteady were much more ambitious than that.

Loosely patterned after Arkham Asylum: A Serious House on Serious Earth by Grant Morrison and Dave McKean, Batman: Arkham Asylum arms players with a Kevin Conroy voiced action figure stranded in the bowels of the titular madhouse. As Batman, the player must creep and throttle their way to Mark Hamill's Joker, and victory. Rocksteady's enterprising approach to licensed playsets first stresses itself in the playground. The environment bristles with a queasy schizophrenia. It's Victoriana decadence, with rough utilitarian upgrades. Paths available to Batman skew bedrock mechanics - the twilight world of cramped crawl spaces, and forgotten cave foundations. Rocksteady have built Arkham like a seizing mindscape: layers and layers of barely credible security actions papering over huge alarm fissures. Arkham boasts acres of barely developed, and subsequently discarded, framework. The asylum is total malfunction, a space scarred by the madmen it houses, and the spectral owners that haunt it. There's even an ID beast, prowling at the core.

Rocksteady's success isn't just limited to the world they weave, the studio has also minted an avenger simulator that finds equal footing for two disparate disciplines. In administering billionaire justice, Batman can sit aloft and rain gadgets and stalking torment on his foes, or he can descend and thump toe-to-toe. Neither aspect is prioritised, although some snipe strategy is prudent, the player can dispatch their nuisances in whichever manner they deem fit. Players will mostly opt to perch though. Seating themselves ceiling high above the crowd presents frequent opportunity to pick and tease at your enemies. This hunting aspect stresses the singularity and loneliness of the character's fiction mission. Leaping from gargoyle to gargoyle, above foes too petrified to gaze up, gifts players a peerless insight into mind-maths of being a batman. You learn to relish the moment your quarry decides to split up and hunt stag. You delight in gliding down kick-first onto criminals, grappling with their prone bodies, before stamping a stun signature on their foreheads. How wonderful it is to be a bat fixated psychopath.

Floor level combat is a whirl of tight, tapping counter offensives. Players must keep their Batman on the move to clock up combos and unlock coma blows. This pugilism mechanic becomes a reactive Batjob, the regularity of enemy regurgitation spinning a snatch of meta-fictioning: Batman faces the same foes, over and over again, their skillset so limited, they become less a threat, and more an opportunity to transform mind-mapped malaise into a symphony of hammer-blow chains. This vague sense of making a personal fun out of boredom is key to Rocksteady's portrait of what it is to be Batman. Role-playing for such an extended period of time encourages an atypical perspective on being this kind of hero. Batman's near silence shifts from rugged stoicism to agitated impatience. He doesn't want to talk to his enemies because they have nothing new to say. The Riddler's time consuming side-quests do not tax the hero, or player, instead they are just an obstacle that, whilst never boring, must be overcome. It's hard work being Batman. Thankfully, it's also enormous fun.