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Batman: Arkham Asylum

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Batman: Arkham Asylum
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It's no secret that licensed games are generally not worth the plastic they're printed on. Though always handy for a quick dollar or movie tie-in, critically speaking, game ideas on loan from other media generally leave a lot to be desired -- and that's putting it softly. So when I tell you that Batman: Arkham Asylum is, without doubt, the best licensed game I've ever played, I'll understand if you think that amounts for exactly squat. So let me put it this way: Batman: Arkham Asylum is flat out one of the best gaming experiences you'll have this year. Period. I have to admit, it took me completely by surprise but somehow the team over at Rocksteady Studios has succeeded where no one has before. They crafted a licensed superhero game that is a strong contender for game of the year.

Rather than go the sand box route and set the player loose in Gotham City (a style that seems en vogue of late), the team over at Rocksteady opted instead for a semi-linear, almost Metroid-vania style stealth/action game set entirely within the confines of the titular madhouse. And I gotta say, this was the right call to make because in Arkham Asylum, Rocksteady has managed to create one of the most compelling, original, and living locales in recent memory. The attention to detail is astounding. Nearly every room contains its own unique little surprise that breaths life into this dreary, at times even frightening, penitentiary. Whether it be a dry-erase board which lists the staff schedule for the upcoming week, or a morgue that contains the body of a certain Batman villain identifiable only by his toe tag, all of these details have the effect of making Arkham Asylum one of the most inspired settings in recent memory.

The dreary atmosphere of Arkham is punctuated by the omnipresence of the Caped Crusader's eternal nemesis, Joker. As the game begins, we see Batman dropping Joker off with the guards at Arkham. Unfortunately, (as you might expect) this simple delivery doesn't go exactly as planned, and soon the captor finds himself the captive. We come to find out that the Joker allowed himself to get caught in order to lure Batman into Arkham -- which unbeknownst to Bats, is now under the control of Joker and his cronies. As Batman travels from building to building and room to room, Joker remains ever watchful through a network of video cameras frequently adding his trademarked 'bat pun' filled jokes through the Asylum's P.A. system. This play-by-play commentary makes for some truly great moments. At one point the Joker becomes so amused with Batman's ability to continually get the better of Joker's henchmen that he actually begins rooting for Batman and against his own army of thugs. This, to say the least, does nothing to alleviate the worries of the understandably nervous goons which Joker himself has tasked with stopping the Dark Knight; "I don't want to worry you, but he may be in there with you," Joker's cackling voice taunts through the P.A. Comments like these, coupled with the stealthy, systematic removal of Joker's thugs by Batman cause their heart rates and fear level to rise, thus making their ability to effectively guard much more difficult, and Batman's job much easier. All this contributes to the game's rich atmosphere and is distinctly Batman.

I would like to have seen more of the characters in the Batman universe featured as prominently as Joker, though most are relegated to cameos and short bios that are uncovered by finding over 200 different hidden trophies throughout the island. Still, each of these are well worth discovering as many include taped audio sessions between various villains and their psychologist which range from the funny, to the genuinely unsettling. Furthermore, all of the cameos and appearances in the game work well and never feel forced or unnecessary.



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