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| Batman: Arkham Asylum | |
|---|---|
![]() |
|
| Developer(s) | Rocksteady Studios |
| Publisher(s) | Eidos Interactive Warner Bros. Interactive Entertainment[1] |
| Distributor(s) | Time Warner Square Enix |
| Director(s) | Sefton Hill |
| Writer(s) | Paul Dini[2] |
| Engine | Unreal Engine 3 |
| Platform(s) | |
| Release date(s) | |
| Genre(s) | Action-adventure, beat 'em up, Stealth |
| Mode(s) | Single-player |
| Media/distribution | Optical disc, download |
Batman: Arkham Asylum is a 2009 action-adventure video game based on the DC Comics superhero Batman. It was developed by Rocksteady Studios and released by Eidos Interactive in conjunction with Warner Bros. Interactive Entertainment for the PlayStation 3 and Xbox 360 video game consoles, and Microsoft Windows. It was released worldwide for consoles, beginning in North America on August 25, 2009, with a Microsoft Windows version following on September 15.
Written by veteran Batman writer Paul Dini, Arkham Asylum is based on the long-running comic book mythos. In the game's main storyline, Batman's arch enemy the Joker instigates an elaborate plot to seize control of Arkham Asylum and trap Batman inside with many of his incarcerated foes. With Joker threatening to detonate hidden bombs around fictional Gotham City, Batman is forced to fight his way through the asylum's inmates and put an end to Joker's plans. The game's leading characters are predominantly voiced by actors from the DC Animated Universe, with Kevin Conroy, Mark Hamill, and Arleen Sorkin reprising their roles as respectively Batman, Joker and his sidekick Harley Quinn. The game is presented from the third-person perspective with a primary focus on Batman's combat and stealth abilities, detective skills, and gadgets that can be used in both combat and exploration.
The game received critical acclaim, particularly for its narrative, and was the recipient of several awards, including Best Action Adventure game, Best Game, and Game of the Year from different media outlets. Additionally, the game held the Guinness World Record for "Most Critically Acclaimed Superhero Game Ever". A Game of the Year edition was released on March 26, 2010, and an OS X version was released in November 2011. A sequel, Batman: Arkham City was released in November 2011.
Contents |
Gameplay [edit]
Batman: Arkham Asylum is a third-person perspective action-adventure game showing the playable character on screen and allowing the camera to be freely rotated around them.[1][8][9] The player controls Batman as he makes his way around the non-linear island and structures of Arkham Asylum, a secure facility for the criminally insane located off the coast of fictional Gotham City.[10] The opening areas of the game are linear, serving as a tutorial for the moves and approaches available to the player, but once they emerge onto the island itself they can freely explore the game world, although some areas remain inaccessible until certain milestones in the main story.[11][12] In addition to running, jumping, climbing, and crouching, Batman is also able to glide from heights using his cape and use his grapple gun to ascend short heights or escape to higher ledges.[12]
The player is able to use "Detective vision", a visual mode which provides contextual information, highlighting interactive objects, the number of enemies in an area and their status, such as if they are aware of Batman's presence; the mode tints the game world blue, highlighting enemies, civilians, dead bodies and interactive objects such as destructible walls and removable grates.[12][13] The mode is also used to solve various detective activities including following footprints, investigating odors and solving puzzles.[1]
Batman has access to several gadgets which are usable in exploration or in combat: The batarang is a throwing weapon that can temporarily stun enemies or trigger remote devices; a remote control version can be steered once thrown for greater control,[14] and the sonic batarang can be alternatively used to attract the attention of specific enemies wearing monitoring collars, or detonated to knock a nearby enemy unconscious; Explosive Gel can be deployed onto weak walls and floors and then remotely detonated, sending rubble crashing down onto an enemy;[12][15] the Line Launcher can be used to traverse horizontal spans;[16] the Batclaw, a grappling device used to interact with remote objects such as vent covers, or grab enemies; and the Cryptographic Sequencer, which is used to override security panels, opening new paths, or disabling various asylum functions.[17] Some areas are inaccessible until Batman acquires the gadgets necessary to overcoming the obstacle.[18] Exploration of the game world away from the main game is encouraged to find and solve riddles left by Batman's enemy the Riddler who hacks into his foe's communication system to challenge him with riddles; in addition to objects to be collected, some of the Riddler's puzzles require the player to seek out a certain area related to the answer to a riddle and scan it with detective vision.[1][12] Additionally, there are 240 collectable items such as Riddler trophies, chattering Joker teeth, interviews with some of Arkham's inmates, and cryptic messages left in the asylum by Amadeus Arkham that discuss the facility's bleak history.[12] Solving these riddles and finding collectables is rewarded with experience points and additional content for the game, including challenge maps that test the player's skill at the game's combat system, character biographies and in-game statues of Arkham Asylum's characters.[12][13]
Players can choose to traverse enemy-controlled areas using stealth or direct combat. The games "Freeflow" combat uses three primary buttons: attack, stun, and counter.[12] The system lets Batman move quickly between enemies, chaining attacks together until all enemies are rendered unconscious. Combining the three main abilities can keep Batman attacking while moving between enemies and avoiding attacks on himself. The more combo attacks that are chained together, the faster and more agile Batman becomes, and special attacks become available such as a throw, grapple, and an instant takedown which can immediately defeat an enemy. Combat is rewarded with experience points, which are used to unlock gadgets, combat movies and health upgrades, with higher combos, variety of moves, and avoiding damage delivering more points.[9][11][13] Enemy attacks are preempted by a warning icon, which indicate the attack can be countered.[1] Certain enemies require different approaches to overcome, such as knife-wielding thugs that must be stunned before they can be attacked,[11] or others that must be struck from behind. Some are armed with guns which deal significant damage to Batman.[12] Enemies will react to their allies being eliminated by Batman, which raises their fear level and alters their behavior, for example they will adopt new patrol routes, requiring the player to adapt to the changing situation.[11][19] During combat, Batman's health is diminished by attacks, but is fully restored once the current battle ends.[12]
The player can also employ predator-like tactics through stealth to tilt the odds to their favor. This includes silent takedowns by sneaking up on foes, dropping from overhead perches and snatching a foe into mid-air, or using the explosive gel to knock foes off their feet. Some areas feature sections that require the player to employ these tactics to avoid alerting Joker's henchmen and failing to meet an objective. Many areas feature stone gargoyle statues in higher areas and these play a role in remaining concealed from enemies; Batman can use his grapnel gun to reach these statues, giving him a greater vantage point over the area and the enemies below. From the gargoyles, Batman can glide down to attack enemies or hang upside down from the statue to grapple a nearby enemy and leave him tethered there.[13] The player can additionally use grates in floors to attack from below, hide around corners and use batarangs to stun enemies from afar,[12] pulled over ledges using the grapnel gun, and explosive gel can be used to detonate weak walls and ceilings when an enemy is nearby.[12][13]
Arkham Asylum features a series of challenge maps separate from the game's story mode that are unlocked while playing the game, with others available as optional downloadable content (DLC). The maps focus on the completion of specific goals, such as eliminating successive waves of enemies in combat, and subduing patrolling enemies while employing stealth. The methods and variety of abilities used to achieve these goals earn an overall performance score that is ranked online against other players.[9][12] The Joker is another playable character in the combat and stealth challenge maps via optional DLC on the PlayStation 3, where he must confront the asylum guards and police commissioner James Gordon. The character features his own combat abilities and weapons such as a handgun and exploding chattering teeth, and x-ray glasses which allow him to see opponents through walls.[20]
On compatible systems, the Microsoft Windows version uses nVidia's PhysX software engine to produce more realistic dynamic interactions with the game world. For instance, with PhysX enabled, some areas contain smoke or fog which reacts to Batman moving through it, while with PhysX disabled the fog will not appear at all. Other effects include dynamic interaction with paper and leaves, surfaces which can be scratched and chipped, and dynamic destructible cloth elements such as banners and cobwebs.[21][22][23] The Game of the Year version features the ability to play the game in 3D on any regular 2D television using 3D glasses.[24]
Synopsis [edit]
Characters [edit]
Arkham Asylum is set in the fictional Arkham Asylum, a facility that houses criminally insane supervillains, situated on Arkham island off the coast of Gotham City.[10][25] The game features a large ensemble cast of characters from the history of Batman comics. Three voice actors reprise their roles from the DC Animated Universe series of film and television: Kevin Conroy voices Batman, a superhero trained to the peak of human physical perfection and an expert in martial arts;[26][27][28] Mark Hamill voices Batman's psychopathic arch nemesis the Joker;[26] and Joker's sidekick Harley Quinn is voiced by Arleen Sorkin.[29][30] Batman is aided by his allies Oracle (Kimberly Brooks) who remotely provides him with intel, and police commissioner James Gordon (Tom Kane).[31] In the asylum, Batman is faced with several members of his rogues gallery; he must defend himself from an enraged Bane (Fred Tatasciore); subdue indiscriminate serial killer Victor Zsasz (Danny Jacobs); confront the monstrous Killer Croc (Steve Blum); defeat the plant-controlling Poison Ivy (Tasia Valenza);[30] and battle his way through hallucinogen-induced nightmares created by the Scarecrow (Dino Andrade).[31][32] The Riddler (Wally Wingert) does not physically appear in the game, but communicates with Batman and challenges him to solve the riddles placed around the island.[1][31] Other characters appearing in the game include: the asylum's warden Quincy Sharp (also voiced by Kane); Batman's parents Thomas and Martha Wayne (voiced by Conroy and Valenza respectively); and asylum guard Aaron Cash (Duane R Shepard Jr).[31]
The shape-shifting Clayface cameos in the game, taking on the guise of various other characters as he attempts to trick the player into releasing him.[33] The Mad Hatter almost appeared in the game, though he was ultimately taken out.[34] The body of Ra's al Ghul can be found in the asylum's morgue and the Ventriloquist's dummy Scarface makes multiple appearances throughout the story.[33][35] Several other characters are referenced in the game, but do not appear themselves, including: the Penguin; Jack Ryder; Mr. Freeze; Two-Face; Catwoman; Hugo Strange; Black Mask; Hush; Calendar Man; Firefly; Prometheus; Ratcatcher; Great White Shark; and the asylum's founder Amadeus Arkham.[33][35][36][37]
Plot [edit]
After the Joker assaults Gotham City Hall, he is apprehended by Batman and escorted to Arkham Asylum; the asylum also temporarily holds many members of Joker's gang, displaced by a fire at Blackgate Prison.[38] Believing Joker allowed himself to be captured, Batman accompanies him into the asylum. Joker's plan is revealed, as Harley Quinn takes control of the building's security and Joker manages to escape his captors, aided by a corrupt asylum guard who kidnaps commissioner Gordon.[39] Joker threatens to detonate bombs hidden around Gotham City if anyone attempts to enter Arkham, forcing Batman to work alone.[40] While pursuing Quinn to rescue Gordon, Batman is exposed to the Scarecrow's fear toxin, hallucinating the talking corpses of his parents, and Gordon's death. Batman fights off Scarecrow and the toxin's influence, and eventually navigates his way to a secret Batcave installation he had hidden on the island, restocking his gadgets.
Batman finds Quinn and knocks her unconscious before rescuing Gordon; Joker then directs Batman to the captured Bane who has been experimented on by asylum doctor Penelope Young. After freeing and subsequently fighting an enraged Bane, Batman learns that Joker has returned to the asylum to gain access to Young, who has been developing Titan, a significantly more powerful version of the Venom drug that grants Bane his strength, intending to use it to help patients survive more strenuous therapies; Young refused to hand over the Titan upon learning she was working for Joker, who plans to use the Titan to create an army of superhuman henchmen. While searching for Young, Batman is again attacked by Scarecrow and the fear toxin, hallucinating the deaths of his parents. After he recovers, Batman destroys Young's Titan formula and rescues Young from the clutches of Victor Zsasz, but she is then killed by a rigged explosion; the Joker obtains the already completed batches of Titan.
Quinn releases Poison Ivy from her cell, and later fights Batman but is defeated and imprisoned. Quinn inadvertently reveals that Joker has a Titan production facility in the Arkham botanical gardens, and Batman travels there. After learning that Titan is created by genetically modified plants, Batman attempts to enlist Ivy's aid in creating an antidote; she tells him that an antidote can only be made from spores found exclusively in the sewer cell of Killer Croc. En route to Croc, Batman is again attacked by Scarecrow and overcomes multiple doses of his fear toxin. Meanwhile, Joker injects Ivy with Titan, enhancing her power enough that she begins ravaging Arkham island with giant mutant plants and vines. Pursued by Batman into the sewers, Scarecrow is attacked by Croc and dragged underwater. Batman recovers the necessary spores and subdues Croc before returning to the batcave; he is only able to synthesize one antidote dose before Ivy's plants breach and destroy the cave.
Returning to the botanical gardens, Batman defeats Ivy, putting an end to her destructive actions. The Joker announces that the preparations for his party are finally complete and Batman travels to the asylum visitor center where he is welcomed by Joker's applauding henchmen. Joker reveals he has recaptured Gordon and attempts to shoot him with a Titan-filled dart; Batman leaps to Gordon's defense and is shot instead. Batman attempts to resist the change, and an upset Joker over-doses himself on the Titan-darts, mutating himself into a massive monster.[41] In a makeshift arena on the building's roof, Joker challenges Batman to a fight as monsters in front of hovering news helicopters. Batman refuses to change and uses the antidote on himself. Batman manages to defeat the Titan-Joker and his henchmen, knocking his nemesis unconscious with an explosive gel-enhanced punch. In the aftermath, those affected by Titan begin to revert to normal including Joker, who is restrained and taken into custody as police officers retake the asylum. As Batman leaves, he receives a call about a crime in progress led by Two-Face. In a post-credits scene, a crate of Titan formula is shown floating in the ocean around the asylum when a hand surfaces and grabs it.[42]
Development [edit]
Batman: Arkham Asylum was first announced in August 2008 with British studio Rocksteady Studios serving as the developer under Eidos Interactive and Warner Bros. Interactive Entertainment.[2][4] Eidos obtained the rights to make a Batman game in spring 2007, and approached then little-known Rocksteady after viewing the prototype on which they were working. At Eidos' request, Rocksteady presented their approach to the Batman license, and by May 2007 they had begun developing the game's concept, with full production beginning in September.[43][44] Writer Paul Dini (Batman: The Animated Series, Detective Comics) was first approached by DC Comics circa late 2007 about the prospect of creating a story for an original Batman video game. Dini found the idea intriguing, believing that few Batman games were based on an original idea, instead being adapted from film or television. DC Comics asked Dini what his approach would be to writing a new Batman film or graphic novel, but one that was designed for game play; he discussed his ideas with DC Comics and then later met with the Rocksteady team where it was decided that Dini's ideas were in line with what Rocksteady wanted to achieve.[45] By the time Dini joined the project, Rocksteady were investigating the idea of setting the game within Arkham, and had produced preliminary designs that envisioned it as a huge estate on an island connected to mainland Gotham City by a bridge. The potential cast was not yet finalized, but given the setting it was certain that the Joker would play a large role.[46] The game and story were developed relatively alongside each other, with the limitations of game play mechanics requiring the story to be built around them. The core aim was to make the game experience engaging for a player to spend 8–10 hours completing, because ultimately some players might not have any interest in Batman, his supporting characters and villains, and their history. Rocksteady would guide Dini when they thought he was writing too much story or character motivation.[45]
Among various Neal Adams and Frank Miller-penned Batman stories, Grant Morrison's Arkham Asylum: A Serious House on Serious Earth served as an inspiration for the game's design.[46] Producer Nathan Burlow cited the 2007 game BioShock as an influence on Arkham Asylum's design based on its narrative and atmosphere,[47] while director Sefton Hill noted the influences of the The Legend of Zelda and Metroid games for providing numerous gadgets and abilities that can be combined and used in various ways. The design team isolated the components that they felt made Batman, and chose to exaggerate these elements and bring them to the fore of the game. Design ideas which contradicted these facets of the character were dropped, and other elements of Batman were strictly enforced, such as his refusal to kill his enemies, which provided additional challenges in allowing the player to have complete freedom in the game without transgressing on that fundamental aspect of the character.[48] Arkham asylum was chosen as the setting because it helped confine to an area containing several of his deadliest enemies while in an open city setting he could receive aid, return to the Batcave, or otherwise be able to distance himself from his opponents.[43]
The team wanted to include various iconic aspects of the Batman mythos, and decided early on in production to have Conroy, Hamill and Sorkin reprise their iconic voice roles as Batman, Joker and Harley Quinn respectively from Dini's Batman: The Animated Series. Hamill has thousands of lines in the game, and Conroy has relatively few in comparison. In The Animated Series Hamill partly based his performance on character designs and images of the Joker from his appearances in comic books of the 1940s and 1950s, but after seeing character models of Joker's Arkham Asylum appearance, he decided to portray the character as darker and grittier while retaining a clownish and playful nature.[45] Although the game features references to plot events in both The Animated Series and Batman comics, the story does not directly follow any particular single story or depiction of the character.[25][43]
The game took approximately 21 months to complete including pre and post-production, initially beginning with a team of 40 which had expanded to around 60 by the time development concluded.[49] In developing the game combat, Rocksteady originally formed it as a full rhythm action game. It was later set in 2D, which involved colored circles crashing into each other whenever there was a fight; the final system was based on this 2D model.[50] Combat was considered to be one of the greater challenges in developing the game, with the system going through several iterations, the final game featuring the third. Combat was designed to be unique for Batman, and was given a simple control scheme to reflect the ease with which Batman can perform the moves in his world.[51] Arkham Asylum was built on Epic Games Unreal Engine 3.[48][52][53] According to Eidos president Ian Livingstone, one developer spent two years programming Batman's cape, using over 700 animations and sound effects to make it move realistically.[54]
Certain characters were intended to play a part in the game but were cut when it was decided they would not work within the story. For example, Batman's enemy Mr. Freeze did not fit because the character has different motivations to someone like Joker, he does not hold a personal grudge with Batman unlike the Riddler who is obsessed with proving his superiority over the hero, and Freeze's aims would not see him care about the other villains' plan. A garden maze was considered as a location, which would have been under the control of Poison Ivy and that she could grow in different directions. In the center of the maze Batman would have found the Mad Hatter hosting a tea-party, but the ideas were considered to not fit the game's tone and were dropped.[45] Batman's trademark vehicles, the Batmobile and Batwing, were considered for inclusion in the game but it was considered that developing unique control mechanics and gameplay segments for them would compromise the time and quality the team were putting into the central game; the vehicles were included in the game's story but remained outside player control.[55] Rocksteady began conceiving ideas for a possible sequel approximately six-to-eight months before development of Arkham Asylum had concluded, developing ideas for both the story and setting so the games' narratives could be effectively connected; a secret room was hidden in the asylum warden's office in Arkham Asylum containing hints of how the sequel could progress, including blueprints and real-world concept art for what would become the setting for Batman: Arkham City.[56][57][58] The room remained hidden for six months following the game's release until Rocksteady themselves revealed its presence.[59]
Design [edit]
For the game's overall aesthetic, the primary aim was to create designs that would combine the comic book style with an ultra realistic render. The environmental architecture and characters had to be extravagant enough to reflect the Batman universe, but possess realistic texture and detail. The second aim was to recreate the dark and gothic imagery inherent to the Batman universe, especially Arkham Asylum, so that the structure would feel as insane as those whom it houses.[60] The asylum was considered an ideal location because it can house many of Batman's foes.[47]
Batman's design was heavily influenced by the work of comic artist Jim Lee; a strong, muscular and trained character who could believably take part in extreme combat. His black and dark grey costume was based on modern iterations of his costume at the time, and made to look industrial and military-influenced. There were between 10 and 15 concepts of his design before his final appearance took form.[60][61] For the Joker, artists avoided his film interpretations, partly because the developers only held access to the rights to the original Batman license. Alan Moore's 1988 graphic novel Batman: The Killing Joke served as the starting influence for the character's design. Harley Quinn underwent possibly the most drastic redesign. Gone was the black and red full body outfit and jester hat, replaced with a costume combining a nurse and schoolgirl uniform.[60] WildStorm, Lee's now-defunct comic book publishing company, produced concept art for the game.[62]
For the asylum itself, designs moved away from comic interpretations of the facility as a large mansion or building and instead developed an entire island, with hints of Alcatraz prison, composed of multiple buildings to allow for greater variety and exploration. Each building was designed with different architectural styles to make the facility appear more believable and imbue a layer of history to each location. For example, the medical building is inspired by Victorian architecture and metal work structure intended to inspire feelings of horror, the intensive treatment unit features an industrial gothic aesthetic, the catacombs beneath the facility were meant to feel oppressive, and draw on early twentieth-century brickwork and Victorian industry, the maximum security area aimed to feel claustrophobic and retrofitted like a bunker, and the Arkham mansion displays a high gothic style.[60][61] The designers integrated crooked lines into environmental objects where possible, such as in trees and drain pipes. Overall, the design methods helped give form to 40 rooms, 34 corridors, 3 exterior areas and 3 Scarecrow areas.[61]
To bring these areas to life, the level designers would produce game mechanic elements using simple room layouts and shapes, while concept arts worked in tandem to create artwork which followed the art direction and style of each specific location. Environment artists would then build 3D layouts based on those designs. Finding an appropriate color palette for the game world was difficult, brown and monochromatic colors could depict the dark and moody atmosphere desired, but the developers wanted the aesthetic to resemble the more vibrant coloring of a comic book. To this end they employed many saturated colors in in-game lighting. Lighting was considered an important component of the game, being used to highlight points of interest, and draw the player onward in otherwise boring corridors.[61] To maintain the intended level of detail and allow the game to fit in the memory of the console versions, each area had to be streamed in and out of memory seamlessly to free up memory for textures and geometry. All of the cutscenes were storyboarded by Rocksteady artists, being pre-visualized in the game engine and then the character performances were motion captured.[60] The design team decided that cutscenes should be used to advance character relationships and that after each one the player should have had their goal changed or the importance of their actions modified. Priority was given to keeping action scenes in the control of the player rather than showing them in cutscenes.[51]
Release [edit]
Batman: Arkham Asylum was released in North America on August 25, 2009 for PlayStation 3 and Xbox 360, followed on August 28 in Europe and Australia.[3] It was released for Microsoft windows in North America on September 15, 2009 followed on September 18 in Europe and Australia.[4] A Game of the Year edition was released on March 26, 2010 in Europe and May 11 in North America.[5][6] An OS X version was developed by Feral Interactive and released in disc and digital download form on November 3, 2011.[7][63] To combat software piracy in the Windows version of the game, developers implemented an anti-piracy measure that disables Batman's glide ability and causes other bugs, thus preventing a player using a pirated game from progressing beyond a certain point. Although not the first game to implement such countermeasures, Arkham Asylum received media coverage, as it was seen as a novel method of copy protection.[64][65]
A Collector's Edition was also released containing the game, 14-inch (36 cm) replica of Batman's in-game batarang, a behind-the-scenes DVD, an Arkham doctor themed, leather-bound 48-page book about Arkham's inmates, and a code to download the "Crime Alley" challenge map.[66][67] Additionally, preordering the game at specific retailers allowed access to the "Dem Bones" challenge map, where Batman fights against Scarecrow and skeletal hallucinations.[32][68] The Game of the Year version was initially announced for release only in Europe, Asia and Australia, but a North American release was later added.[69][70] The Game of the Year version includes the game, support for TriOviz 3D visual effects (plus two pairs of Batman and Joker themed 3D glasses), and the six released DLC challenge maps: "Totally Insane", "Nocturnal Hunter", "Crime Alley", "Dem Bones", "Heart of Darkness", and "Hothouse Prey".[5][24] The North American version omitted the "Heart of Darkness" and "Hothouse Prey" maps.[6]
- Downloadable content
In April 2009, it was announced that the Joker would be a downloadable playable character for use in the game's challenge maps exclusively for the PS3.[71][72] Joker can be used in any challenge map available to Batman, but features his own unique weapons and fighting style.[20] Additional DLC packs were later released. The Insane Night pack was released on September 17, 2009 and contains the "Totally Insane" combat and "Nocturnal Hunter" stealth challenge maps.[73] The "Prey in the Darkness" pack was released on September 23, 2009 and contains the "Heart of Darkness" combat and "Hothouse Prey" stealth challenge maps. In North America, the pack was released exclusively for the PS3.[74]
- Marketing
A demo version of the game was released via digital download on the PS3 on August 6, 2009 with Xbox 360 and Microsoft Windows versions following on August 7.[75] The PS3 version of Arkham Asylum unlocked a Batcave-themed virtual apartment for players on the social gaming platform PlayStation Home.[76] Additionally, North American game retailer GameStop operated a contest which allowed one winner to be rendered in-game as an Arkham inmate.[37][77] A series of Action figures based on character designs from the game were also released through Warner Bros.' DC Direct, including Batman, Bane, Harley Quinn, Joker, Poison Ivy, and Scarecrow.[78][79] Arkham Asylum's musical score was composed by Ron Fish and Nick Arundel, who also composed the soundtrack for the sequel, Batman: Arkham City.[80]
Reception [edit]
| Reception | |
|---|---|
| Aggregate scores | |
| Aggregator | Score |
| GameRankings | 92.02% (PS3)[81] 92.22% (X360)[82] 91.89% (PC)[83] |
| Metacritic | 91/100 (PS3)[84] 92/100 (X360)[85] 91/100 (PC)[86] |
| Review scores | |
| Publication | Score |
| 1UP.com | A-[87] |
| Computer and Video Games | 9.2[88] |
| Edge | 8[89] |
| Eurogamer | 9/10[12] |
| Game Informer | 9.5/10[90] |
| GameSpot | 9/10[91] |
| IGN | 9.3/10[92] |
| X-Play | |
| Giant Bomb | |
| Daily Telegraph | 9/10[13] |
| Wired | 9/10[28] |
Batman: Arkham Asylum received critical acclaim. Aggregating review websites GameRankings and Metacritic gave the PlayStation 3 version 92.02% and 91/100,[81][84] the Xbox 360 version 92.22% and 92/100,[82][85] the PC version 91.89% and 91/100.[83][86] GameStats currently holds the game at 9.1/10.[95] The game also holds a Guinness World Record for Most Critically Acclaimed Superhero Game Ever based on an average Metacritic score of 91.67.[96]
Arkham Asylum was labeled as one of, or the best comic book superhero games ever made, with Edge saying it was the best superhero game of modern times,[89] IGN's Greg Miller saying it is the greatest comic book game of all time,[92] and Eurogamer's Dan Whitehead labeling it as the best superhero game bar none. Whitehead added that even without the iconic superhero, it would be a polished and engrossing game featuring compelling story and superb voice acting.[12] PSM3's Andy Kelly said that Rocksteady had struck the perfect balance of powerful superhero with enough weakness to provide a challenge, a remarkable feat of design.[27] Wired's Chris Kohler said that the game's strength lies in its tight script and masterful acting, that makes what could be a generic game captivating.[28] 1UP.com's Thierry Nguyen gave the game an A-, stating that developer Rocksteady "manages to combine combat, stealth, storytelling, and cartoon voices into the best digital Batman simulator we've seen to date."[87] The game received comparisons to other games, including: BioShock for its ability to establish a connection with the gameworld, innovate new ideas and deliver a unique adventure;[90] its The Legend of Zelda-style adventuring;[88] Metroid-style world layout;[28] and Resident Evil and Tomb Raider-like classic action-adventuring that acts as a true hybrid of brawling, stealth and platforming.[12]
The gameworld was well received for its design and attention to detail. Game Informer's Andrew Reiner said it had a taut and mesmerizing atmosphere, and was a place of wonder and inexplicable horror.[90] Miller called it the right mix of creepy and cool, and appreciated the gradual damage reflected on Batman's suit as the story progressed, but considered that pixelated CGI and lip synching issues diminished the presentation.[92] Whitehead said that the impressive animation makes Batman feel alive, but felt that the world itself was lifeless and lacking in interactive objects, and criticized segments were character logic were sacrificed for video game tropes, citing repeated use of poison gas and electric floors as obstacles.[12]
The combat system was well received for the simplicity of its execution, allowing players to use it effectively without learning complex special move combinations and instead emphasizing timing and flow to create fluid, graceful and satisfyingly brutal attacks. Reviewers noted that the combat remained challenging with the inclusion of more difficult enemies, and better use of combat was well incentivized without punishing those unable to master it.[12][13][89] Stealth was generally praised for its design and the wide variety of methods available to disable enemy opponents, with Computer and Video Games' Andy Robinson saying that it offers thinking-man's stealth and is the centerpiece of the game,[13][97] and Edge saying that the stealth offering was thrilling. Others noted the way in which enemies react with fear to the elimination of their allies,[94] but some reviewers criticized the AI for allowing Batman to too easily escape when discovered, and at other times being oblivious to his obvious presence or ruthlessly efficient and inescapable.[89][98] Whitehead said that stealth was not as directly rewarding as combat, citing difficulty in controlling Batman in close quarters and inconsistent contextual actions.[12]
Arkham Asylum's boss fights were the focus of criticism, with many reviewers labeling them as the game's biggest failing. Reviewers found that the battles often relied on old fashioned, tedious and repetitive game tropes that required the player to simply learn and repeat monotonous routines, some of which, in the case of Bane, had already been employed on lesser enemies, or confront repetitive attack patterns and one-hit deaths.[12][13][18][89] Reviewers generally agreed that the fights were anti-climatic to their build-up spectacle.[12][13][18] The final boss fight with Joker, and one with Killer Croc were singled out as some of the worst boss battles: Joker's was called out for vapid gameplay,[13][89] while Croc's was labeled boring, overly long, and something that should have not been in the game.[28] However, the fear toxin induced hallucination segments of Scarecrow's battles were almost unanimously praised as some of the game's best and most cerebral moments for their fourth wall manipulation, subversion of the established game narrative and expectations, and meta-textual influences that were compared to the battle against Psycho Mantis in 1998's Metal Gear Solid, and 2002's Eternal Darkness.[12][28][99]
The central voice cast well well received including Conroy as Batman, Valenza as Poison Ivy, and Wingert as Riddler,[12] but it was Hamill who received consistent praise for his performance, with reviewers noting his excellent inflection and timing on a cackling, maniacal performance that steals the show.[13][28][92] Nguyen said that Dini and Hamill's Joker was the best depiction of the character outside of The Killing Joke and Heath Ledger's incarnation in The Dark Knight (2008).[87]
Writer Grant Morrison cited the game as inspiration for his Batman Incorporated comic book, saying "one of the things I wanted to do was capture the feeling of the Batman: Arkham Asylum game... When I played that game, it was the first time in my life where I actually felt what it is like to be Batman. It was very involving... In games, anyone can be a superhero or a soldier, and the gaming experience doesn't follow strict narrative rules. You can do things on your own, and move in directions you choose. So I wanted to follow that concept: We are now the heroes, and we can look through their eyes."[100]
Sales [edit]
Worldwide, the game sold nearly two million units in its first three weeks of release, and 2.5 million by the end of September 2009.[101][102] According to NPD Group, Batman: Arkham Asylum sold approximately 593,000 units in North America during the five tracked days of August following its August 25 release.[101] By December 2009, the PS3 version of the game had outsold the Xbox 360 version by approximately 10,000 units despite multi-platform titles typically selling better on the Xbox 360 at the time due to a larger install base; the exclusive content featuring the Joker as a playable character was cited as a possible reason for the success of the PS3 version.[103] The game took two of the top five spots on the US software chart in its first week of release, and topped the all-format chart for two weeks in the United Kingdom.[102]
Accolades [edit]
At the 2009 Spike Video Game Awards, Rocksteady Studios won Studio of the Year, while the game received nominations for Best Action Adventure Game, Best Graphics, Best Voice for both Hamill and Sorkin, Best Xbox 360 Game, and Game of the Year.[104][105] As part of the Academy of Interactive Arts & Sciences (AIAS) 2009 awards, the game won Outstanding Achievement awards for Character Performance (Mark Hamill as Joker), Game Design, and Adapted Story, and was nominated for Adventure Game of the Year, Overall Game of the Year, and Outstanding Achievement awards for Animation, Original Music Composition, and Game Direction.[106][107] The 2010 British Academy of Film and Television (BAFTA) awards saw the game win three awards for Best Game, Artistic Achievement and Gameplay, and receive nominations for: Action; Original Score; Story; Use of Audio; and the publicly voted GAME Award of 2009.[108] The game won Best Game Design at the 10th Game Developers Choice Awards, and was nominated for Game of the Year and Best Writing.[109][110] It was also nominated for Best Sound Editing: Computer Entertainment for the 2010 Golden Reel Awards.[111] According to Metacritic, over all formats the game was tied with the God of War collection and Forza Motorsport 3 as the fourth-highest-rated game of 2009. It was also the highest-rated Microsoft Windows game alongside Dragon Age: Origins and Street Fighter IV, the third-highest-rated Xbox 360 game alongside Forza Motorsport 3, and the fifth-highest-rated PlayStation 3 game alongside FIFA 10 and Killzone 2.[112][113][114]
Batman: Arkham Asylum appeared on several lists of the top video games of 2009, including being placed: number 1 by The A.V. Club;[115] number 2 by CNET, Time and CraveOnline;[116][117][118] number 3 by Complex, IGN UK, Joystiq and The Daily Telegraph;[119][120][121][122] number 4 by CBC News and Wired;[123][124] and number 5 by Gamasutra and IGN Australia.[125][126] Giant Bomb named it the 2009 Best Multiplatform Game,[127] Games Radar labeled it their Game of the Year ahead of Uncharted 2: Among Thieves,[128] and Eurogamer listed it on their Games of 2009 series.[129] GameSpot listed the game as Best Atmosphere and Best Use of a Creative License as part of their Best Games of 2009 series,[130][131] and IGN UK named it the Best PC Action Game and Best Xbox 360 story.[132][133] GameTrailers named the title both Best Action-Adventure Game and Biggest Surprise of 2009.[134][135]
| Year | Award | Category | Recipient | Result | Ref. |
|---|---|---|---|---|---|
| 2009 | Academy of Interactive Arts & Sciences | Adventure Game of the Year | Batman: Arkham Asylum | Nominated | [106][107] |
| Outstanding Achievement in Adapted Story | Batman: Arkham Asylum | Won | |||
| Outstanding Achievement in Animation | Batman: Arkham Asylum | Nominated | |||
| Outstanding Achievement in Character Performance | Mark Hamill for Joker | Won | |||
| Outstanding Achievement in Game Design | Batman: Arkham Asylum | Won | |||
| Outstanding Achievement in Game Direction | Batman: Arkham Asylum | Nominated | |||
| Outstanding Achievement in Original Music Composition | Batman: Arkham Asylum | Nominated | |||
| Overall Game of the Year | Batman: Arkham Asylum | Nominated | |||
| Spike Video Game Awards | Best Action Adventure Game | Batman: Arkham Asylum | Nominated | [104][105] | |
| Best Graphics | Batman: Arkham Asylum | Nominated | |||
| Best Voice | Arleen Sorkin for Harley Quinn | Nominated | |||
| Mark Hamill for Joker | Nominated | ||||
| Best Xbox 360 Game | Batman: Arkham Asylum | Nominated | |||
| Game of the Year | Batman: Arkham Asylum | Nominated | |||
| Studio of the Year | Rocksteady Studios | Won | |||
| 2010 | BAFTA Video Games Awards | Action | Batman: Arkham Asylum | Nominated | [108] |
| Artistic Achievement | Batman: Arkham Asylum | Won | |||
| Best Game | Batman: Arkham Asylum | Won | |||
| GAME Award of 2009 | Batman: Arkham Asylum | Nominated | |||
| Gameplay | Batman: Arkham Asylum | Won | |||
| Original Score | Batman: Arkham Asylum | Nominated | |||
| Story | Batman: Arkham Asylum | Nominated | |||
| Use of Audio | Batman: Arkham Asylum | Nominated | |||
| Game Developers Choice Awards | Best Game Design | Batman: Arkham Asylum, Sefton Hill and Ian Ball | Nominated | [109][110] | |
| Best Writing | Batman: Arkham Asylum | Won | |||
| Game of the Year | Batman: Arkham Asylum | Nominated | |||
| Golden Reel Awards | Best Sound Editing: Computer Entertainment | Batman: Arkham Asylum | Nominated | [111] |
Sequel [edit]
Batman: Arkham City, the sequel to Arkham Asylum, was developed by Rocksteady Studios, distributed by Warner Bros. and released in October 2011.[136] Arkham City is set one year after the events of Arkham Asylum.[137] Manipulated by Hugo Strange, Sharp-now Gotham's mayor-shutters the asylum and Blackgate prison, and converts a section of the city's slums converted into an immense open air prison known as Arkham City, where all of Gotham's criminals are housed.[138] While a wary Batman maintains a vigil over Arkham city,[139] the Joker is dying from his consumption of the Titan formula.[138][140] The sequel introduces several new characters to the series, including Robin, Catwoman, Ra's al Ghul, Mr. Freeze, Penguin, Two-Face, and Hugo Strange. A six-issue, limited comic series, also titled Batman: Arkham City was released on May 11, 2011. The series bridges the plot between Arkham Asylum and Arkham City. It was written by Paul Dini with art by Carlos D'Anda.[141][142]
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