Batman: Arkham City is one of the most anticipated releases
of the pre-Christmas game surge due to hit the high streets around the world alongside
the Legend of Zelda: Skyward Sword, Uncharted 3: Drakes Deception and Elder
Scrolls V: Skyrim, to name but a few, all vying for shelf space it will take
something special to keep Arkham City’s disc spinning in your disc drive for
longer than a week.
For the most part Arkham City is the same as Arkham Asylum
in terms of visuals, audio and fighting mechanics. This is by no means a bad
thing as Arkham Asylum was met to critical acclaim in these fields. The main
change between Arkham City and its predecessor is the shift from linear game play
with room for exploration to a more sandbox setting. The feeling of openness in
Arkham Asylum is true testament to how well designed the game was as it was
extremely linear with a few hidden baubles for you to go off the beaten track
to find. Yes, as Batman you had to go from A to B with nothing much to do in-between
but you had the choice of how to get there. This does not ring true for Arkham
City.
Arkham City takes you, as Batman, and dumps you slap bang in
the middle of the newly created segregated portion of Gotham known as Arkham
City. At first this can be a little imposing as you get the sense of being
Batman, lost behind enemy lines where pretty much everyone wants your head.
Arkham City is very much a living, breathing city, albeit one based on the
incarceration of its inhabitants, with enemies and NPC’s reacting in different
ways to actions happening around them. I can recall once witnessing, whilst
perched atop a gargoyle naturally, two inmates exercising together, one doing
sit ups whilst the other held his feet down. Arkham City is as much of a
character in Batman: Arkham City as Rapture is in Bioshock, you get glimpses of
what the buildings were once used for (such as courthouses, theatres and steel
mills) when they still belonged in Gotham and you now know that they are filled
to the rafters with those for whom the prison was built.
Getting around Arkham City is one factor of the game where
the game falls flat. Commuting around in Grand Theft Auto (except for Grand
Theft Auto IV) was tolerable because it was interesting and ultimately fun as
the game allowed you to pull handbrake turns in a mule. In Arkham City
travelling around the city is far from fun, feeling more like a chore than anything
else. This can most probably be attributed to the size of the city and the lack
of motorised transport available to Batman resulting in any attempt to travel
across the city taking much longer than would be considered necessary.
The addition of a playable Catwoman was a masterstroke by the
folks at Rocksteady. She controls the same as Batman but plays in a much
different way. Catwoman is inferior to Batman in terms of physical strength and
technology, requiring the player to become more adept at hand-to-hand combat
and rely heavily on stealth, but as she is more agile than Batman she seems to
move much quicker than our hero. She also has the ability to cling to certain
ceilings and crawl cat-like through much smaller gaps than Batman can, opening
more potential routes and hidden areas available only to Catwoman. The fact
that she also uses her trademark sex appeal during fights, kissing enemies to
distract them, adds to the feeling that Rocksteady know and understand the
character, her motivations and, more importantly, her mannerisms.
Many of Batman’s rogue gallery are also present within the
city with my only criticism being that there are perhaps a few too many crammed
in when fewer, with acknowledging nods to others ala Arkham Asylum, would have
sufficed. Too often there was a feeling that the story was being disjointed and
split into very noticeable chapters where Arkham Asylum’s story flowed
believably between the chapters to the point where you didn’t notice that a new
member of the rogue gallery was the current focus of the plot, this lesson
seemingly forgotten between games.
Arkham City is a fantastic game packed to bursting point
with side missions, collectables and challenges to keep gamers occupied for
weeks, for those who are easily distracted (i.e. me!) hours will be spent doing
everything they can find to do before continuing with the next chapter in the
story. Even once completed there is a plethora of challenge modes, collectables
and side quests to do giving you plenty of bang for your buck. Visually it is
stunning, Arkham looks and feels like it could be a very real threat to those
who don the cowl unprepared for what lies ahead and this is further enhanced by
the accompanying audio and musical score to really hammer home Batman’s
feelings of apprehension.
Overall Arkham City is Arkham Asylum only bigger, better,
more polished and well deserving of the 9 out of 10 score I was going to give
it ... until I reached the ending. Like a good anecdote which should gradually
build into a joke deserving of the prolonged build up the game was building up
nicely only for the punch line to be forgotten to the disappointment of those
whom had been gripped only to be let down at the finale. The ending was such a
disappointment for me that I verbally exclaimed “WTF? Bullcrap!” and
immediately docked the game a review point for the ending. Petty? Maybe, but I
bought this game, played and loved every minute of it only for it to let me
down in the most epic of ways imaginable at the finish line.
Score: 8/10
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