Big-name games are sometimes
criticized for feeling too much like
Hollywood blockbusters. But
sometimes, a “cinematic” game can
truly capture the feeling of being
inside an epic spectacle, and one of
the best examples is the 2009
Batman: Arkham Asylum. Its stylish
brawling and methodical stealth
sequences required real skill, but
the outsized rewards — a
complicated array of gadgets and
fighting moves that broke the laws
of physics — made you feel like you
were doing more than just pressing
buttons. You were in a full-fledged
martial arts battle (loosely) inspired
by comic genius Grant Morrison, you
controlled the outcome, and you
looked great doing it.
The sequel, Arkham City, gave
players far more of the series’ best
features. With a few design tweaks,
it introduced the subtle but
fascinating theme that Batman
wasn’t just morally ambiguous; he
was a complete monster. Like so
many other open-world games,
though, City struggled to balance a
consistent story with the freedom
to explore. Its setting was by turns
delightfully open-ended and
frustratingly overwhelming,
eventually leaving players with no
real motivation except collecting
hundreds of trophies to complete
100 percent of the game.
Last week, developer Rocksteady
concluded its series with Batman:
Arkham Knight. Arkham Knight
introduces more structure into the
huge world of Gotham. It introduces
the Batmobile. It introduces a new
enemy: the mysterious Arkham
Knight, a masked man with a
personal vendetta against Batman.
And it is completely insane —
narratively, mechanically, and
thematically. We’re just lucky its
madness is so much fun. source-theverge.com
criticized for feeling too much like
Hollywood blockbusters. But
sometimes, a “cinematic” game can
truly capture the feeling of being
inside an epic spectacle, and one of
the best examples is the 2009
Batman: Arkham Asylum. Its stylish
brawling and methodical stealth
sequences required real skill, but
the outsized rewards — a
complicated array of gadgets and
fighting moves that broke the laws
of physics — made you feel like you
were doing more than just pressing
buttons. You were in a full-fledged
martial arts battle (loosely) inspired
by comic genius Grant Morrison, you
controlled the outcome, and you
looked great doing it.
The sequel, Arkham City, gave
players far more of the series’ best
features. With a few design tweaks,
it introduced the subtle but
fascinating theme that Batman
wasn’t just morally ambiguous; he
was a complete monster. Like so
many other open-world games,
though, City struggled to balance a
consistent story with the freedom
to explore. Its setting was by turns
delightfully open-ended and
frustratingly overwhelming,
eventually leaving players with no
real motivation except collecting
hundreds of trophies to complete
100 percent of the game.
Last week, developer Rocksteady
concluded its series with Batman:
Arkham Knight. Arkham Knight
introduces more structure into the
huge world of Gotham. It introduces
the Batmobile. It introduces a new
enemy: the mysterious Arkham
Knight, a masked man with a
personal vendetta against Batman.
And it is completely insane —
narratively, mechanically, and
thematically. We’re just lucky its
madness is so much fun. source-theverge.com