Video Game Review, Xbox 360: Batman: Arkham Asylum
Wednesday, September 23rd, 2009Superhero-themed media products have a poor legacy in media outside of the comic books they come from. Since the invention of cross-media synergy, consumers have been lured into an endless string of mediocre movies, television series, etc. Video games have suffered the most; other than superhero games that have nothing to do with established franchises (like Infamous or City of Heroes), I cannot name a single exceptional superhero video game. For the most part, comic-book branding on a particular video game has been a good reason to avoid it - that is, until now.
Batman: Arkham Asylum is the best superhero game ever made. That’s a minor achievement, so here’s another: it’s one of the best action-adventure titles of 2009.
The star of the show in Barman: Arkahm Asylum is its well-realized atmosphere. The entire game takes place within the confines and grounds of a 19th century-style insane asylum, with all the attendent trappings of gothic architecture, grimy floors, and bad lighting. It’s a creepy place, and it is the game’s most interesting character. It also represents an unusual juxtaposition; it is a prison in which the unreformable are locked away, but it is also a lair for evil. It’s a place where absolutely nobody is welcome.

The titular asylum is moody and dark.
As a video game, Arkahm Asylum is a triumph. It’s major achievement in this regard is that it is never repetitive. There are several distinct scenario archetypes - including from detective work, platforming, espionage, and kicking people in the face. Generally, these scenarios are divided up by physical area - passing into the next room usually means that the game will switch gears. The gameplay does not take on a disjointed, minigame-collection feel, as one might fear. Each scenario is seamlessly integrated into a logical flow that makes sense within the game’s overall framework: the player is Batman, and Batman has many different methods and tools to tackle many different situations.
The best of Arkham Asylum’s game types are truly exceptional. My favorite segments are the predator scenarios, which play like a stealth action game. When confronted by men with guns, Batman has to be careful; he does not have a gun of his own, and he is not bullet-proof. An enemy with a gun will kill the player in only two or three shots. The player is tasked with sneaking around the room, dispatching enemies silently and one-by-one. Many creative options are available to the player, ranging from choking a guy out, laying a remote-control mine, or hanging him upside-down from a ledge. The enemies react dynamically to the events around them, terrified by whatever madman who is stalking them. As their numbers dwindle, they scream at the darkness and fire their guns at every shadow. It’s extremely satisfying, even though it seems a little cruel.
Most of the other game modes are decent or better. Brawling hand-to-hand with gangs of thugs is technical, exciting, and discourages button-mashing. Searching for hints hidden by The Riddler is a blast. Platforming with Batman’s glider cape and grappling hook is at least as good as most platforming games are. The player has all sorts of different things to do in this game, and they’re always at least “good enough”.
Arkham Asylum’s major weakness is that it non of its gametypes are exceptional, and all of them are riffing on styles that are done better elsewhere. When it is a brawler, it is decent, but it’s no Ninja Gaiden or Devil May Cry. Its stealth segments are very good, but they are not as good as Metal Gear Solid or Splinter Cell. Platforming is fun in Arkahm Asylum, but it is more fun in Prince of Persia. As a complete package, however, it’s much more than what it is any given time.
The game’s story deserves criticism also. It is has a great setting, a creative premise, and a colorful cast of characters, but a stupid plot. However, Arkham Asylum’s writing isn’t about its plot, but about its characters. The events driving its action are only a means to get its excellent characters standing in the same room and having exchanging taunts with each other. Even still, it would be nice if each individual plot action was not so contrived.
On a final note, this game’s character design is in step with recent trends in American games. This means it’s really bad. Aside from The Joker, who is svelte and wiry, all of Arkahm Asylum’s characters are hyper-masculine and weirdly chunky. Batman, and the thugs he routinely locks horns with, all weigh 350 pounds each, and they seem like they might trip over their own biceps. This extends to female characters, who are clearly intended to be sexy (one of the major villainesses is dressed like a gothic prostitute, and the other is in her underwear). In reality, they look strange; it’s hard to identify exactly why, but something about them looks distinctly “wrong”. They certainly aren’t sexy! In fact, The Joker has the most believably feminine build in the game.

The graphics technology is excellent, but its characters are way too buff.
In spite of its weak plot, Batman: Arkham Asylum is excellent as a complete package. Its setting, characters, and varied gameplay scenarios will keep the player engaged until the very end. Its faults are few and minor, and it it’s easy to overlook it’s half-baked plot and weird character design in favor of the overall experience. As one of the best-action-adventure titles out there, it’s an easy recommendation to nearly anyone.
Rating: 



/ 5