Good Batman videogames just don't come around very often. Outside of last year's
Fortunately, it looks like developer Rocksteady Studios (who you may remember from 2006's Urban Chaos: Riot Response) found one. Batman: Arkham Asylum unshackles the Caped Crusader from tie-in hell, instead spinning an original story courtesy of longtime Batman writer Paul Dini. I recently took the first two chapters of Arkham Asylum for a spin -- and I couldn't help but recall the following four classic Batman tales (comprising both comic book and screen stories) as I played.
Arkham Asylum
The Joker serves as a twisted narrator during the game, egging you on as you comb the asylum and its expansive island grounds for the clown prince and his captive police commissioner. A map of the island points you ever-forward toward your next objective, and what starts out as "Find Commissioner Gordon" quickly turns into a cavalcade of mini-missions that include everything from protecting Arkham's staff to deterring a gang of miscreants away from vandalizing the Batmobile. One particularly memorable sequence of events -- which I won't spoil here, save to say that it made the hairs on the back of my neck stand on end -- takes place in Arkham's morgue, and almost made me wonder how this game escaped the hawk-eyed ESRB with a Teen rating.
Batman Begins
Obviously, Arkham Asylum's action isn't quite so confined, but its best combat sequences retain that tense relationship between Batman and his enemies. When you see a group of armed thugs fan out in search of the Dark Knight, it's time to grapple up to unseen vantage points (Arkham is conveniently decorated with myriad stone gargoyle statues) and stalk targets one by one. These stealth segments feel a little bit like Metal Gear Lite, but I mean that in a positive light -- isolating a target, gliding down behind him to perform a silent takedown, and then escaping back to the shadows to watch his comrades discover your handiwork is devilishly fulfilling.
Batman: Detective
Thankfully, you're encouraged to find ways around direct combat during key story encounters, usually due to a hostage who gets popped (read: Game Over) if anyone sees you coming. At one point, Joker-groupie-cum-girlfriend Harley Quinn challenges you to take her (and a roving entourage) down without alerting anyone to your presence; this is one of several sequences that rewards patient gamers, as those who go in with batarangs blazing won't have much success (fortunately, frequent checkpoints minimize grief when it comes to botched stealth ops).
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Toe-to-toe combat, on the other hand, isn't quite as engaging. Run into a gaggle of escaped inmates (which is pretty much the new status quo, given the Joker's self-appointed rulership), and the game turns into what is quite frankly an exercise in button-mashing. It's certainly cool to watch Batman effortlessly glide around the room and take down six guys at once, but it really doesn't require you to do much beyond jam a couple of buttons in fairly mindless fashion. An experience point system allows Batman to upgrade his moves every now and again, which (at least this early in the game) makes things even easier. Some of the boss fights -- notably, a brawl with Bane after you finally locate the captive Gordon -- involve a bit of tactical consideration, but I definitely found myself wishing for ways to sidestep most of the regular combat scenarios, as I vastly prefer the stealth approach to full-on melee.
In fact, Detective Vision is so necessary and so useful that you rarely have a reason to turn it off. From locating the many (many) air vents inside the asylum, to identifying weak surfaces that are susceptible to Batman's explosive gel, to pinpointing malfunctioning fans that just need a little batarang-powered kick to turn on (and thus clear a given room of the Joker's deadly laughing gas), this mode is essentially mandatory unless you're in the middle of a fight.
Batman: The Animated Series