*Reborns as 90% board games, 10% everything else, 5% lard, 15% not familiar with percentages.*
Thursday, September 17, 2009
Zero Punctuation review: Batman: Arkham Asylum
The NSFW Batman: Arkham Asylum review is below, so enjoy!
Monday, September 14, 2009
Batman: Arkham Asylum (hard mode)...finished!
It's a very good thing I finished Batman: Arkham Asylum the first time in "normal" mode. If I had started the game on "hard" mode from the very beginning, I would've stopped playing in frustration. The meat of this game lies primarily in all the brawls you encounter throughout the game, and the "hard" part of the game is mostly from the enemies being stronger and more aggressive.There are little aspects, too, that are ramped up in difficulty. Unlike the "easy" and "normal" modes, "hard" mode has no more of the Bat-sense halos over your enemies' heads during fights, so you'll truly need to anticipate their attacks to properly counter them. Also, they've decided that only in "hard" mode will the enemies be able to crane their necks and look above you, possibly catching you perched high up there in your seemingly-undetectable gargoyle and shoot you down.
In the end, I persevered through the tough battles, often spending up to a half-hour trying to pass the more endurance-driven bouts without being killed. Would I do it again? Hell no. If I'm gonna enjoy the story again, I'll play through it in "easy" mode next, just to equal things out. In the meantime, I'm looking forward to some more free content coming later this week!
Thursday, September 3, 2009
Batman: henchman blows himself away
The game labels all the baddies you knock out to be "unconscious" when you observe them in Detective Mode, but it's hard to imagine this particular henchman surviving the fight after landing like this. While I forgot to check for myself if he was still unconscious or deceased, it's clear that this is a Batman "fail." But I'll chalk this to the programmers for this oversight.
So more like a Batman programmers "fail."
Wednesday, September 2, 2009
Batman: Arkham Asylum...finished!
Despite the short single-mode campaign, Batman: Arkham Asylum is lengthier than most other games, and the end result makes the game feel like a very pleasant interactive movie. Everything melds together into fine, almost seamless transitions from one event to the next, with Batman controlling like a true superhero that rarely falters in his quest for justice. And even if you fall off a ledge accidentally, a quick grapple will bring you back to solid terra firma in true Batman form, feeling nothing like any cheap quick-time event.I look forward to playing the Challenge Maps over and over for a good score, and to find all the unlockables still hidden on the island. Plus, I still have to play the game again in hard mode because...well, because it's like watching my favorite movie over again.
Tuesday, August 25, 2009
Batman: Arkham Asylum is here.
Monday, June 8, 2009
Batman: Arkham Asylum - hands on
Comic videogames are as volatile as videogame movies, and usually get overlooked by my gaming radar. So my lack of interest never waned, even with the promise of a huge limited-edition batarang. With low expectations, I began playing the demo. What I experienced blew me away.
It wasn't the murky graphics or the original story that I marvelled (er, "DC'ed." Pure gold.)...but the fighting that I enjoyed the most. Every punch and kick was seamlessly chained together so well, you can't even tell when one punch ends and the other begins.
Lemme give you a memorable example. I was punching one guy in the face, with two other enemies behind me. In a natural fluid motion, I perform a roll motion over the second guy, which transitioned immediately to a creasant kick to the third guy's face!
There are even movie style attacks, like Batman's no-looking-behind-backhanded-fist counterattack, or his cape-spreading aerial glide kick from above. They've even included his trademark grapple-from-above taketowns, which purposely position the camera to give you an optimal view of the enemy being wisked away into the unknown abyss above.
Add to this the random slow-motion of final blows, and you have the makings of almost cinema-like battle sequences sure to qwell the doubts any gamer has to this Batman game.