
Developed/Published by: Rocksteady Studios / Warner Bros. Interactive Entertainment
Released: October 18, 2011
Completed: 20th June, 2014
Completion: Finished Batman and Catwoman’s chapters and did all the side quests that aren’t “collect X macguffins.” More or less, anyway.
Trophies / Achievements: 400/1250
Ah, Batman. Greater minds than mine have probably written about the symbolism of this beloved pervert, but for my money it’s always seemed absurd that Superman—an alien, gifted his power through no effort of his own—is the American poster boy. Bats is the American Dream; the perfect representation of that childish id: “if I can just get rich enough, I can do whatever I want.“
(in this case, “whatever I want” equalling “get super ripped and live out my sadistic fantasy of dressing in leather, pretending to be an animal, and battering fuck out of people.”)
What’s more American than the super-rich having limitless power? Of that power being used fetishistically? On the micro-scale, used for revenge on anyone who has ever slighted them, on the macro-scale, used in an endless war that doesn’t seem to feed anything but hubris?
(I’m not even going to get into Frank Miller’s deranged Tea Party take; a Batman blinded by hatred of a Superman gifted his powers, a Batman, likely, who’d lament even any innocent bystanders hurt having their bones mended on the taxpayers’ dollar.)
So yeah, Batman. He speaks to the deep, dark wishes of the hair-trigger slighted (probably why he goes down so well with the comics industrial persecution-complex): power, money, hatred. I’m not going to lie; this kind of fantasy is fun, rooted in the id as it is.
I mean, I loved Arkham Asylum. The plot was tosh, but we can forgive it being crammed with too many villains what with it being set in, uh, the prison where all the villains are held. It otherwise managed something really special: one, it was a new take on the “metroidvania” in third-person (so tightly designed around solid environments) and two, it knitted together several disparate play “scenes,” all individually excellent and carefully segmented (in turn, investigation/exploration, group hand-to-hand combat, and stealth “predator” sequences.)
It was about as close as video games get to a polished bullet aimed with a sniper’s precision. Which means it makes obvious sense that the sequel should be completely fucked up in order to fit the milieu of all other modern AAA video games.
I’m going to make an assumption from here on in; it was an external producer’s fault. Because I can’t see why the team would have made a sequence of decisions that chafe so incredibly obviously with what Arkham Asylum was. Here’s how I imagine it went.
“Great news, guys! Arkham Asylum was a huge hit, and we want a sequel! However, it needs to be an open-world game now.”
“Well, you see, Arkham Asylum had this metroidvania thing going on, you slowly unlocked the world as you unlocked your—“
“Naw, fuck that. Also we want the levelling-up thing to be really important, so have loads of upgrades.”
“That was quite finely tuned—“
“Shut up. Plus add fucking tons of collectibles. Like five hundred. And add side quests, but they’re mostly more collectibles.”
“Anything else?”
“Make sure there are a million gadgets straight away, and when you need them to traverse it’s actually a surprise, or right after you unlock them and never again. And make sure you have to unlock things that teach you systems, like timing your strikes rather than button bashing, so you never learn them. Oh! And mash up your three styles of play in an inelegant, uncomfortable way, especially in the open world.”
“Can we at least make each of the locations in the open-world like, a small, carefully designed metroidvania?”
“No, make those crap as well.”
“Uh…”
“Look, this shouldn’t be a surprise, your art direction was already over-the-top brooding dark and mad sexist. It’s not like you’ve got perfect taste or anything. In fact, make this one way more ugly and sexist. Ooh, actually, make sure the plot is total balls, starting in the middle unless people bought a tie-in comic, or something, and ending in a way that’s actually totally laughable and that the writer of this would spoil right here but, you know, people might still want to play it. “
“‘The writer of this?””
Will I ever play it again? No, but the actual tragedy you should note is that I played Asylum far past the point where I could have been done with it, collecting all the collectibles and doing all the challenge missions. As soon as I beat this I stopped.
Final Thought: Both Arkham Origins and the upcoming Arkham Knight follow the template of City, which means it worked. What I can’t understand is why when City came out people didn’t react the way I did, which is “why did you go out of your way to break something that worked so well?“
This essay is featured in Every Game I’ve Finished 14>24.




