Posts Tagged ‘xbox 360’

Batman: Arkham Asylum

Tuesday, September 8th, 2009

For a license with so much meat on its bones, it’s a little disappointing to see all the Batman games that have been made, all laid out. The majority are lazy movie tie-ins, knocked out by South Asian sweat shops for a bowl of rice per game. And it shows, you know? Check out the SNES version of Batman Forever and tell me if you think the developers had even heard of Batman when they started working on that game. “What–man? Forget that noise, Jack. Kids today love their Mortal Kombat. Give them some Mortal KomBatman.”

Thank goodness, then, for Rocksteady Studios. Here are a bunch of hardcore, unrepentant Batman geeks who get it. Working very much from an “If it ain’t broke…” mentality, these guys called in the pros. Rather than trying to write their own story and ending up with some fanboy claptrap, they instead hired Paul Dini to write the story. He may not have written the book on Batman, but he certainly wrote the cartoon, as well as the truly amazing Batman: Mask of the Phantasm. They also hired a lot of the main voice actors from the cartoon too, like Kevin Conroy, Mark Hamill and Arleen Sorkin. Even ignoring the rest of the game, the story and voice-acting are pure Batman.

But, thankfully, they didn’t ignore the rest of the game. Having a great, authentic Batman story would be nothing if they didn’t completely understand what makes Batman such an interesting superhero. Apart from a few gadgets (which are all present and correct), the best thing about the character is that he’s a brick shithouse who moves with fluidity and grace. He can hide in the shadows, picking off his enemies one by one, making each remaining enemy progressively more terrified. It also means that he can handle himself when he drops into the middle of a group of thugs and decides to take them on all at once. The developers are proud of their combat engine here, even going so far as to offer a bunch of separate “challenge” modes where you fight groups of increasing numbers of enemies. Kind of like Gears of War 2’s ‘horde’ mode, but with fisticuffs. And they’re right to be proud — this game has the best combat of any game I can think of. It’s simple, it feels natural and it produces devastating, cinematic results. If there’s any film that can offer a more spectacular, perfectly choreographed fight sequence, I’d love to see it.

Okay, maybe that one sequence from Tony Jaa’s The Protector comes close.

It’s not a perfect game by any stretch of the imagination. It cogs so heavily from Bioshock that it falls foul of the same criticisms that could be thrown at that game — lazy fetch-quests to artificially pad out the game’s length, inconsequential upgrades that make very little difference in the gameplay — but for all it gets wrong, it gets other things very, very right. The world is almost perfect. It’s an open world that you actually want to spend some time in. You’re encouraged to explore, and rewarded for doing so. Through the 240 ‘riddles’ hidden throughout the island, you’ll learn more about the mythology of the place, or characters that don’t actually make an appearance in this game, like Catwoman and the Penguin. British Gaming Blog nails it: “After hunting 200 god-damn pigeons in Grand Theft Auto IV last year, I decided to make a pact – make them enjoyable to hunt, or I just won’t bother. Guess what? My Xbox 360 gamercard holds an achievement for solving 240 riddles in Arkham Asylum.”

I’m slightly disappointed that the game didn’t lift a little heavier from Grant Morrison and Dave McKean’s Arkham Asylum: A Serious House on Serious Earth. It’s a genuinely brilliant comic that explores Batman’s own psychological state in relation to the so-called lunatics locked up in the asylum. Having read the book, I was hoping this was a theme that would pop up in the game, but it only really appears in passing. Though I suppose beggars can’t be choosers. I guess I’ll have to be satisfied with it only being the best Batman game ever made.

Oh well.

Ghostbusters: The Videogame

Monday, August 17th, 2009

ghostbustersshootslimer

A while ago, I talked about the way that, when dealing with popular franchises, creators are often unsure of how to introduce something new so they fall back on fan service as a way of masking their insecurity. By wrapping something new in familiar clothing, they hope it makes it easier for people (especially those all-too-fickle fanboys) to accept. Or, worse still, in trying to recreate the success of the originals, they use the originals as a actual recipe. Take a dash of this situation, a pinch of that character, two heaped tablespoons of this trusted joke and — bingo! — something similar-yet-different.

Ghostbusters: The Video Game is another perfect example of this. The first few levels are like playable deja vu. You start at the Sedgewick Hotel, you meet slimer and Venkman get slimed. You wreck the ballroom. Then you jet across to the Library where you meet the Librarian ghost and the whole thing ends with a fight against the Sta-Puft Marshmallow Man. It’s all so very obvious and unremarkable. It kind of makes me think of my idea for creating a sequel to a movie by just taking the original movie and cheaply dubbing in the word “again” after every line (e.g. “Zed’s dead again, baby. Zed’s dead again.”). Otherwise known as the Rocky II school of sequel-making. In Ghostbusters: The Videogame, the first hour is filled with lines that basically follow this setup. “He slimed me again!” “She shushed us again!” And there are far too many “Hey, remember that time…” for my liking. To quote Joni Mitchell, nobody ever said to Van Gogh, ‘Paint a Starry Night again, man!’.

But then, halfway through the library level, something special happens. You leave the confines of the movies behind. No longer tethered to ticking all the boxes for the fans, they are free to play about a more experimental storytelling palette, and the game improves dramatically. You visit the ‘extradimensional’ version of the library which had the potential to be generic and unremarkable, like Xen from Half-Life. Except with Egon and Ray nerdgasming over the walkie-talkies, it feels like something that genuinely belongs within the Ghostbusters universe. It’s completely believable and enjoyable.

After all, what are the main reasons why someone would play Ghostbusters: The Videogame, the things that separate it from other videogames? The universe and the characters. People didn’t respond to the films just because of the kick-ass theme tune. They responded because the world was interesting and the characters were entertaining in the way they behaved within this world.

With the exception of Sigourney Weaver and Rick Moranis, the entire cast is back, lending their voices to their characters. And the whole thing has been written by Dan Ackroyd and Harold Ramis, the writers of the Ghostbusters movies, so the writing even feels consistent with the movies. And there’s plenty of meat on these bones, if you want it. You’re encouraged to “scan” the environment, Metroid-style. This then pops an entry into “Tobin’s Spirit Guide”, which you can read later. Again, that’s if you want it. If you want to just shoot things and cause an assload of damage, that’s okay too.

I only have one, minor problem with the game, and that’s the fact that you play as a no-name rookie, a new addition to the Ghostbusters squad. This would be fine — I mean, I’m not demanding that I have to play as one of the original Ghostbusters (although you can in multiplayer) — except that sometimes, it feels as if you’re the only one who actually does any work. Very often, it’s up to you to fight and capture ghosts while the rest of the characters stand around spouting (admittedly funny, if slightly repetitive) one-liners. It’s a very minor quibble, and one that can almost be forgiven as a standard videogame trope.

First few levels aside, Ghostbusters: The Videogame is fan service done right.

B+