Ho-leeeeee shit, I added to this list. I've actually moved house now, so I might get this finished one of these days. Not that I've written everything yet, but hey...
37. Batman:
Arkham Asylum
Developer: Rocksteady Studios
Publisher: Eidos
Year: 2009
Format: Xbox 360, Mac, PC, PlayStation 3
I’m about to
court a bit of a controversy here. Your
honour, I contest that Arkham Asylum
is a better game than Arkham City.
(Gasps!
Murmurs! A YouTube clip of the
courtroom from Ace Attorney, were it
not for the fact that I don’t really want to put two YouTube clips on one
post!)
Both of Rocksteady’s glorious Batgames are
absolutely essential, of course. But I
prefer the tighter focus of Asylum, and the fact that it swooped out of absolutely nowhere has helped to
cement it in my mind better.
Indeed, it’s hard to remember now just how
unexpected Asylum’s skyscraping
brilliance was. A London developer with
just one game on their CV, taking on a subset of gaming that is almost always
awful? Science has proved that 88.6% of
all licensed superhero games are absolute piffle, a rate rising to 94.2% when Bruce
is involved.
Rocksteady’s solution was to a) shamelessly
cherry-pick the best bits of Bats and b) work hard on making the player be Batman. For the first part, they chose cleverly – the
basic plot from Grant Morrison and Dave McKean’s seminal graphic novel Arkham Asylum: A Serious House on Serious
Earth, the lead writer and several voice actors from the acclaimed ‘90s
cartoon, the Gothic tinge of the Burton movies and the gritty flavour and
gadget-love of the Nolan flicks. Mashing
them all together gave something for every Batfan.
The second part’s the hard bit. The ideal superhero game is one that makes
you feel like you are the hero. I’ve only come across one other game ever to
do that – Treyarch’s excellent Spider-Man
2 on the GameCube – but through a mixture of context-heavy controls, clever
shortcuts and a combat system that looks great and feels satisfying while not
actually doing that much, Rocksteady made you become the Bat.
And once you are Batman – creeping through
the shadows, making goons panic, using fancy tech to do the seemingly
impossible – you get a heck of a playground to explore. The weird, unsettling Arkham Island is easily
one of gaming’s most memorable locations, from the wrecked hospital wards to
the hidden Batcave (“It’s me,
remember?” deadpans Bats when Oracle wonders how the heck he managed to keep
that secret) to the crumbling ruins to the completely inexplicable room where a
Joker with a TV for a head freaks you out for no particular reason.
There are a couple of minus points: the
bosses are a bit repetitive, and (although this isn’t actually the game’s
fault) it kind of annoyed me how people went on about HOW AMAZING the Scarecrow
bits were when, as we’ve seen, they were basically lifted from Eternal Darkness. But that’s basically all that’s wrong.
And that’s the thing about discussing Asylum’s greatness – you have to
remember that no-one expected greatness in the first place.
MAGIC MOMENT: discovering the joys of
the Inverted Takedown. Hang from a
gargoyle. Wait for passing thug. Drop down, grab thug, knock him out and leave
him tied up to the gargoyle. For bonus
points, wait for his mate to find him then cut the rope with a Batarang,
knocking thug #2 out with thug #1’s head.
Giggle.
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