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June 18, 2010

Black Widow #3 Review

Filed under: Reviews — Craig Reade @ 1:05 pm

Reviewer: Craig Reade
Quick Rating: Above Average

Black Widow confronts Elektra, then tries to discover who attacked her and why.

Writer: Marjorie Liu
Art: Daniel Acuña
Letters: Nake Piekos
Editor: Ralph Macchio
Publisher: Marvel Comics


Black Widow #3Black Widow faces off with Elektra, who wants to know if the rumors about her are true, and if Natasha has indeed gone rogue. The two have a typical ‘tense hero spar,’ after which Elektra decides to give Natasha a little more rope.

OK, that part seemed like fluff – something just to be able to say “Black Widow vs. Elektra!” – but at least it made sense.

The rest of the issue follows Natasha as she tries to recover from her wounds, and track down the source of the mysterious black rose… an item she fully knows the significance of, but has no idea why it has been left. Her investigation leads her to the son of a man she once worked with, and the possible identity of her tormentor – “Sumi” – an obvious pseudonym, but she quickly gets the chance to ask him herself who he is and what he wants. On the whole, this was a surprisingly decent issue. Liu writes a very strong Black Widow – fierce, cocky, independent, and calculating. Too many writers focus on the “hot Russian” and kind of gloss over the elements that would make her an effective agent, but Liu goes after those exclusively. This results in a protagonist that you actually care about a little. You are frustrated by her secrecy, impressed with her gravitas, and concerned for her well being, all at the same time. This issue was a far cry from Liu’s work on the last Dark Wolverine issue – the two are night and day.
Acuña’s art is fantastic. He handles action scenes phenomenally, and each of the characters have very distinct looks. You can tell the difference between the all-out brawl and the end of the issue, and the restrained, testing combat between Elektra and Black Widow at the beginning. Not only do the characters look different, but they appear natural. His work isn’t photo-realistic by any stretch, but the characters look far more believable. They emote, they appear strong or exhausted or nervous as needed, and aren’t just rippling images of perfection standing or moving effortlessly through the entire issue. Good stuff.

Some of Marvel’s greatest books in the past decade or so have centered on character. I am not saying Liu’s Black Widow is there – but it may well be on its way to it. This is the most interesting I have found Black Widow to be in a very long time. That’s a great development.

STORY:
4/5 Stars

ART:
4/5 Stars

OVERALL:
4/5 Stars

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June 17, 2010

Dark Wolverine #87 Review

Filed under: Reviews — Craig Reade @ 1:02 pm

Reviewer: Craig Reade
Quick Rating: Average

Daken must deal with the aftermath of his defeat at the hands of his father.

Writer: Daniel Way and Marjorie Liu
Art: Mierco Pierfederici
Letters: Cory Petit
Editor: Jeanine Schaefer
Publisher: Marvel Comics

Dark Wolverine #87Daken roams the streets of Rome, struggling internally after his loss to his father. A pair of attempted robberies lead to further introspection.

I wish I could write a bit more about the plot of this issue, but that’s really about it. I can’t really say it was padding either, but the issue definitely seemed to be missing a few things, and was definitely a filler issue, waiting for the upcoming crossover with Franken-Castle.
This isn’t to say that the idea that Daken might have some personal demons to deal with internally after what happened with Logan – in fact, that made me look on this issue with a considerable level of forgiveness. Daken’s defeat and losing his Muramasa claws are certainly worthy of a period of self-doubt and frustration, and that seemed to play out in this issue.
But the robbery attempts were so disjointed, and there were so many things wrong with them that they make you question the legitimacy of the story. I found myself asking questions I realized would never be answered thanks to the upcoming crossover – which made me realize that the questions were little more than gaping holes in the story. Who put the young girl up to rob Daken?Why would a young girl target a man who looks like a criminal element himself – and an especially dangerous one? Would there really be a scam artist that directly targeted homosexuals in that manner? Wouldn’t it be far easy and far more profitable to target straight men with a beautiful woman as bait? And if so, would they really target someone who looks as hardened as Daken? Wouldn’t they go for the more… effeminate types? Someone a little more visibly vulnerable?

The bulk of the issue dealt with the second robbery attempt – and that entire set-up seemed like a very forced way of having the issue center on Daken’s sexual ambiguity. There is nothing wrong with that, if there is a character development point to be made, but with such a weak justification, it felt as if Way and Liu literally had no story ideas for this issue, and instead decided to pad an issue with “he’ll kiss guys.” Seemed kind of shallow.

The art really saved this issue. Pierfederici makes great use of lighting, and really sells a weak story far better than it deserves. It was a little dark at some points – but for the story it worked. If anything, this issue is an outstanding showcase of his work.

This is probably an issue to skip if you are looking to try the book out for the first time – far better to wait until the crossover begins. For longtime readers, this is a definite filler issue, and not an especially good one. Passable – but they could have done a little better. But then, most comic writers don’t seem to be able to tell a good single issue story these days…

STORY:
2.5/5 Stars

ART:
3.5/5 Stars

OVERALL:
2.5/5 Stars

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November 3, 2009

Ghostbusters: The Video Game Review

Filed under: Reviews — Craig Reade @ 5:00 pm

staypufttReviewer: Craig Reade
Quick Rating: Average
Rating: T (Teen)
Official Site

The ghost of Shandor attempts to summon Gozer, and the Ghostbusters have to stop him.

Platform: XBox 360, Playstation 3, Nintendo Wii, Playstation 2, Nintendo DS, PSP, PC (Windows)
Developer: Terminal Reality, Threewave Software, Red Fly Studio, Zen Studios
Publisher: Atari
Genre: Action/Adventure
# of Players: 1, Multiplayer online
U.S. Release Date: June 16th, 2009
MSRP: $59.99 ($39.99 Wii, $29.99 PSP, DS & PC, $19.99 PS2)

GhostbustersboxtSo what is not to like about this? A brand new Ghostbusters game, reuniting Dan Akroyd, Harold Ramis, Bill Murray, and Ernie Hudson in their original roles (not to mention Annie Potts, Brian Doyle-Murray, and William Atherton), with writing guidance from Ghostbuster gurus Dan Akroyd and Harold Ramis? This sounds like digital gold.

Of course, adding to the hype was this game’s long journey to publication, the famous decade-old feud between Harold Ramis and Bill Murray coming to an end, Activision’s Blizzard merger almost killing it – the years it took for this game to become a reality was almost a movie unto itself.

After all the hype, all the anticipation, the game is finally released. And after I sit down to play it, I have to say that my reaction was a resounding “Meh.”

Don’t get me wrong – there is a lot of positives to this game. The nostalgia factor is through the roofs. Some might complain that the developers chose to cram every single possible reference to the films into this game, but I favor that kind of pandering. It’s a Ghostbusters game. I want to fight Stay Puft, chase down Slimer, and confront Eleanor Twitty. Yeah, some of these elements seemed forced into the story, but they are supposed to be there. The addition of the original film soundtrack and the original voices really added to the flavor. The songs set the mood, and the familiar voices help keep you engaged.

trappingslimertThe trouble is, the game itself really is boring. The nostalgia factor is the only thing that keeps you motivated to play the game through to the end. The entire game really comes down to a pair of game mechanics – hitting ghosts with the streams long enough that you can trap them (and doing so), or soaking non-trappable enemies with slime blowers until they die. This you do over, and over, and over again. Of course, killing things over and over is the basis of all games, but a weak design amplified the repetitiveness.

In order to properly explain what was wrong with the game, I have to start by explaining how it worked. You are “Rookie,” an unnamed 5th Ghostbuster that is tasked with handling all of the prototype gear that Egan has developed. This includes your proton pack, which actually functions as four different weapons. The standard proton stream, the shock blast, a more efficient slime blower, and the meson collider. You have a PKE meter that is used to scan and log the different entities you encounter, and also can track your target and any bonus items you need to discover.

tripletraptSo far so good – but the health system is where the game starts to unravel. You don’t really have a health-meter per se. You get hit with enough attacks quick enough, and you are put out of action and need to be revived. As you take abuse, the only visible evidence is a bit of blurred vision that you experience until you recover. You are almost always working with at least one other Ghostbuster, however, and they can revive you. You can also revive them if they get incapacitated – revival means a complete restoration of health.

“Oh, that’s easy!” You must be thinking. And I don’t blame you.

Trouble is – there is no rhyme or reason to the damage you take. You can be wrangling one ghost, and another two will hit you from behind. Or a boss will cause the floor to erupt in flames right where you are standing (and you can’t see). I can honestly say that the only things that really did damage to me during the entire game were things I couldn’t see. And you can give up all idea of “battlefield awareness.” You will frequently end up in a room with multiple ghosts and other corporeal enemies – and the ghosts can often move fast. They swirl around the room, going through walls and generally maneuvering faster than you can ever hope to keep track of. It quickly becomes obvious that your only hope of success is to eliminate the corporeal threats (Which, with the exception of fliers, generally directly attack) first, then move on to the main apparitions, all while keeping an eye out for fallen teammates to revive (their icons appear on the upper right of the screen along with a compass – a handy notification).

This tactic works somewhat well – the random shots from behind get frustrating, especially later in the game when you start encountering things that can kill you in a single hit – but even more frustrating is the absolute idiocy of the other Ghostbusters. I can understand why you wouldn’t want to make them too effective – you wouldn’t want to make a game where you could just stand there while your allies beat the game for you. On the other hand, they seem to have no survival instinct whatsoever. While they are virtually useless in every fight, they are your safety valve – if they are dead, you can’t be revived. And they had a maddening tendency to huddle in tight groups to be blown away by AOE attacks, or to simply run into attacks for no rhyme or reason. To lie there incapacitated, waiting to be revived, as you watch your allies fall one by one isn’t exactly fun.

peteraytOf course, when you die, you just start over from the last checkpoint. So no big deal! Well, this is where one flaw leads to another. Ghostbusters has the distinction of having one of the best and worst loading systems I have ever seen in a game.

For starters – you never notice the load time during gameplay. All of the loading takes place during the cut-scenes and is virtually seamless. And since a big part of playing this game is seeing those cut-scenes to get the story. Without death, you can get through this game without any visible load time at all. Level -scene – level – a seamless flow.

But you do notice the load time when you start the game. Anytime you have to load from a checkpoint (meaning, you aren’t getting a cut-scene), the load time is unbearable. Its okay when the game first starts up for a session, but heaven forbid you die. Instead of springing right back into action, you get a several minute break while the game loads. Instead of being allowed to jump back in and throw yourself at a difficult target that managed to kill you, you wait – and watch the same loading cut-scene over and over. After once or twice, it literally makes you want to put the game down.

Of course, there aren’t that many moment in the game, but the dreaded difficulty spike hits a few times in this game, almost at random. You will be progressing along just fine, when all of the sudden you will be slammed with an almost impossible assortment of opponents, coming at you from all directions. And these times are never boss fights – go figure – they happen randomly in a few levels. After you finally sit through the loading screen a few times and get through the bad part – the game slips right back into super-easy mode.

The level designs are horrible. For starters, many of the levels are sprawling outdoor areas, but you have no map. Seriously – they don’t give you a map at all. Even when you aren’t in a sandbox, a map can be an incredibly useful tool. And though the levels are incredibly detailed, they are monotonous, so it is nearly impossible to know where you came from. You end up groping blindly along if you don’t have a trail to follow – and if you get lost (which happens a few times), good luck figuring out which way you were supposed to go. The rooms which do look particularly good (like the Sedgewick ballroom) quickly loose their luster when the proton streams are fired. Those are exactly like the movie, have a tendency to wash-out the entire screen, and totally kill the impact of the iconic locations. In the mundane paths, its even worse.

ballroomtThe voice acting is ok – but you can tell it was frequently phoned in. The worst culprit is Bill Murray – who just wasn’t into it at all. Mercifully, Venkman isn’t present for most of the game, but when he is around, his labored part is painful to sit through. Worse – he has the identical role he had in the first movie, the romantic lead – a subplot that should have been dropped all together. It seems almost as if they wrote the game assuming he wouldn’t do it, but then tacked the part on when they signed him to the deal. It was bad – bad – and it would have been better f he wasn’t in it at all. Of course, Alyssa Milano did do a passable job as his love interest, Ilyssa Sekwyn, but I really could have done without her.

Overall, I really have to say this was a great and a horrible game, all at the same time. Which makes rating it a chore. The graphics were good, but washed out, wrangling ghosts is fun, but the revival/death dance was horrible, and the plot was decent and well thought out, but the voice acting left a little to be desired.

If you are a Ghostbusters fan, play the game. If not – stay away from this game. Far, far away. This game is 100% nostalgia hype, and is only enjoyable to those who call themselves fans. The fact that it is Ghostbusters, and the fact that it hits all the right fanboy buttons makes it possible to overlook what is overall a shoddy game.

Rating:

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October 14, 2009

Marvel Ultimate Alliance 2 Review

Filed under: Reviews — Craig Reade @ 10:27 am

MUA2btReviewer: Craig Reade
Quick Rating: Average
Rating: T (Teen)
Official Site

In the middle of Marvel’s Civil War, an even bigger threat forces the heroes to overcome their differences to save the world

Platform: XBox 360, Playstation 3, Nintendo Wii, Playstation 2, Nintendo DS, PSP
Developer: Vicarious Visions, Savage Entertainment, n-Space
Publisher: Activision
Genre: Action/Adventure
# of Players: 1-4, Co-Op Multiplayer online
U.S. Release Date: September 15th, 2009
MSRP: $59.99 ($49.99 Wii, $39.99 PSP, $29.99 DS & PS2)

MUABoxtAbout 3 months ago I had the opportunity to sit down with this game for a brief period, and was fairly happy with what I saw. As a result, I was pretty eager to get my hands on the full version of the game.

A car accident, a trip out of town, and a broken TV later, I finally got a chance to sit down with this one and give it a full treatment. Honestly, I am not entirely sure it was worth the wait.

The story is a new take on the Marvel event series Civil War. After starting off with events from Secret War , the plot takes us through the familiar catalyst to Civil War – the Stamford Incident. Of course, this leads to the passing of the Superhuman Registration Act, which then requires you (in story) to choose sides. Will you follow Captain America’s anti-Registration Secret Avengers, or follow Iron Man in support of the act?

Your choice really only impacts about a third of the game (the second of three ‘Acts’) because in the final third of the game, Iron Man’s faction loses control of the nanites that are controlling the Supervillains. The nanites’ network has become complex enough to be self-aware – and the two factions must join forces before the entire world is assimilated by the nanites. A little Borgy, but overall, the story ended up being a lot better than its inspiration was, so that is a plus.

penance2tThe story does make the game a bit short for the price – the fact that you are supposed to play through it twice (once on each side) is supposed to make-up for that, but there really isn’t much more to be had the second time through. At $60… the length is a cause for concern, and might make the game better suited as a rental or a used purchase unfortunately.

Structurally, there isn’t much that separates this game from its predecessor, or even the previous X-Men Legends games. You still control a quartet of heroes as you make your way through the story, smashing opponents and your surroundings alike in an effort to save the day. There are some significant differences that expectedly come from this new console generation, specifically in graphics and the sheer number of opponents you can face at once. The sheer numbers of grunts you face at one time makes the game a lot more palatable than previous incarnations…. you are supposed to be super-powered characters after all, it really never did make sense that 4-8 normal humans would have a hope of beating your team of four, or even coming close.

That does bring me to something I didn’t expect to talk about – power levels. In previous games, the power-levels of all of the playable characters were somewhat homogenized. It made sense – you didn’t want one or two players to totally dominate the game. This formula worked well in both X-Men Legends games and in the previous Ultimate Alliance installment. Things are a bit different this time around – the more powereful characters in comics are quite literally the most powerful players in the game. Utilized correctly, some players end up being almost unstoppable in this game. Hulk and Thor can lay waste to entire boards of opponents in a single stroke. Their durability allows them to stand toe-to-toe with bosses that would flatten “street-level” characters like Daredevil. This doesn’t apply to just bricks – other abilities give certain characters a huge advantage. Wolverine and Deadpool) become nearly impossible to kill thanks to their healing factor. Granted, they can’t dish out the same kind of damage that Thor can, but with a little patience you can virtually solo any boss in the game with either of them.

MUA2ctOf course, this doesn’t mean that the other characters aren’t fun to play, but if you want an easy time beating the game, team selection isn’t that difficult.

The voice-acting is fun, and really helps the game’s feel. As you fight, every character has a series of lines, battle cries, or sarcastic comments they use throughout the battle. Sure, they aren’t infinite, and they do repeat occasionally, but they do a decent job with the characters and that little touch gives the game a good feel. They aren’t always totally on character if you consider the comic, but the game has a wider appeal than the funny-books, and if you are a little forgiving those few lapses aren’t bad. The ultimate in hilarity comes at the end of the game, when you uncover the Hulk-ku Audio Track. Of course, if you don’t like spoilers, don’t click this, but if you want a good laugh, you have to listen. Stan Lee also makes a cameo as Senator Lieber, and as usual his voice is unmistakable.

Sadly, those annoying HQ maps have made their return in this version – and while you aren’t sent on a series of missions where you have to find people to talk to this time around, you do need to have a certain number of “unique” conversations if you want to unlock achievements. As in previous games, the HQ portion of the game is tedious, and really breaks up the flow of the game. There is nothing about these boards that couldn’t be accomplished with menus outside the normal structure of the game.

There are also dialogue encounters in game, where you are given three choices in how you respond to the character – Aggressive, Diplomatic, and Defensive. Honestly, this system really didn’t add much to the game. You do eventually get some bonuses for sticking to one kind of response throughout the game (getting enough “points” in a certain category to achieve the reward), but the conversation plays out pretty well the same no matter how you reply. I could have done without this feature all together. It adds nothing to the game, and really does nothing beyond breaking up the action.

MUA2dtPower Fusions are the core attraction of Ultimate Alliance 2. They definitely added something to the game, but not in the way I expected. The marketing for this game promised unique Fusion combinations for each and every playable character combination, but that isn’t exactly what we got. There are some basic kinds of Fusions – and they are varied, but they are hardly different for every single combination. Two big bricks will invariably jump up and down in a clearing attack, where pairing a brick with Wolverine will almost always give you some variation of a Fastball Special. Yes, there are different animations for every character combination… but only because there are different characters in every one. But more often than not, Hulk is either jumping up and down or picking up a huge rock in his fusions.

While the pairings themselves don’t end up being as diverse as you might have expected, the combinations themselves lead to important tactical distinctions. There are three different types of Fusions – Clearing, Guided, and Targeted – and each has specific situations they are best used in. Each Fusion has a minimum number of “hits” you need to achieve to earn an health pack (which can be used to heal or revive a character), which result is almost as important as the damage you cause. Targeted Fusions require you to hit a boss or leader, where Clearing Fusions want you to hit a certain number of opponents. It does you no good to use a Targeted Fusion on a board full of grunts, just as a Clearing Fusion isn’t much good when it is just your team against a boss. If you don’t diversify your team, you might find yourself in a situation where you don’t have the right kind of Fusion available when you need it.

Of course the save spots from previous games have been eliminated in this version (a positive change), so swapping out a character is as easy as hitting pause, but there is a small element of strategy to be had when planning your team.

MUA2atGraphically, the game is a lot cleaner than previous incarnations, the powers look more impressive. But there were some definite glitches, to my dismay. I can remember one in particular when you are in Wakanda, and have to face-off against the Green Goblin, Venom, and a few waves of nanite-infected enemies. I remember Goblin disappearing at one point during the fight – I just assumed he was dead, and I missed the normal “boss-pause.” I defeated Venom, and then fought wave after wave of grunts. Eventually the waves ended up being trickles, and I started to wonder what was wrong. I couldn’t get out of the room, and there was nothing to activate.

Finally, changing my team to include a flier revealed the trouble – close to the top of the screen, the Green Goblin, trapped inside the elevator. He couldn’t move, and nothing I could do pulled him out. I couldn’t see his energy meter, so all I could do was find a flying character with an AoE attack and hope that did the trick. Thankfully it did – but I was at the point where it looked like I was going to ahve to redo the boss-fight, something that was most irritating.

That wasn’t the only example, but it was the most glaring. Another instance occurred during co-op play, when as Thing I picked up a train-car, and stuck it into the side of a cave wall, which blocked the board. Thankfully there weren’t any enemies, and the obstruction was quickly passed, but throughout my time with this game there were several similar instances that added some needless frustration to the game.

Speaking of co-op, I did get a chance to try out the co-op mode with our own Mark Blicharz. What did you think of the multiplayer mode Mark?

msmarvel3t 

Co-op play is virtually the same as single player mode. The big change is I was able to throw cars and buses at Craig, which was fun. Sure it didn’t hurt him at all, but having a bus landing on his head was amusing none the less. The game does become more fun with a friend.

I couldn’t agree more – co-op play does add a great deal to this game, for more than the fun-factor alone. The AI for the computer-controlled allies isn’t that bright… having an actual human playing along with you does make your team function that much better. Plus, difficult opponents always seem to target the character you are controlling in single player, whereas in multi-player they actually just target whichever one of you happened to be closest. That fact alone allowed for a lot more flexibility in tactics, and made things a little less stressful.

And I have to admit, I did enjoy setting off ammunition piles on Mark… who wouldn’t? 

 

Though if you do play online a headset is needed or you’ll end up saying to the TV “Why is he going the wrong ******* way?” often as I did with Craig.

This is a must. You don’t have to have the headset, but it is better to have one, simply so you can tell your ally what the heck is going on. In this game it can be easy to get turned around, but sometimes one of you will want to go for the main objective, while another will want to go towards an optional objective or a hidden Rune or something to that effect, and you end up with the inevitable tug-of-war.

If you plan on playing any game co-op, get a working headset. That’s just common sense! 

 

The biggest downside is if you have Juggernaut and the person playing with you doesn’t, he/she would have to download a patch first. Overall the co-op is much more fun than the single player and is the way I’d recommend this game. Solo the game gets repetitive very quickly.

Once again, I have to agree. This game is a lot more fun in co-op. If you have that option available to you, take advantage of it.

penance1tI am not sure if this is the case on PS3, but it is definitely true on X-Box. This does lead me to wonder if that will be the case when DLC characters like Carnage become more commonplace, will you need a patch for each of them? This problem does end up highlighting a problem I have with online content – you should get the entire game when you pay for it. The game cost $60, and was actually kind of short for the price. Instead of working on more content, the developers had to spend time prepping a DLC Pack that included more characters for later, on top of “Exclusives” like Juggernaut if you pre-ordered at Gamestop, or Blade and Cyclops on the Wii. The DS version of the game even has a playable She-Hulk! Exclusive characters and post-release downloadable content have hurt the gaming industry, and this game is a good example of that. We paid for the game, give us the whole game! But I digress.

Where this game is simple, it shines. In many respects, this is as close to a modern sidescroller as we will ever get, but for some reason Activision keeps wanting it to be more, to its detriment. You still have some control over how your character levels up if you so choose, but there is a default “Auto-upgrade” mode which is nice, but not quite enough. The RPG elements of the previous game and X-Men Legends were the biggest weak-points, yet they continue to plague the franchise. This game is a smash-em-up, outside maybe making the characters more powerful as they progress through the game, there is no reason at all to go into any detail with customizable stats and power levels. Pausing to level your character breaks the flow of the game and adds nothing to it in the long term. The same goes for the wide array of team-bonus levels you earn and can use in this game. They add next to nothing to the gameplay, and ultimately end up being a distraction that breaks the flow of the game. In almost every respect, this game would become worlds better if it embraced what it was, and stopped trying to be an RPG. Giving the characters a basic power-set that stayed uniform throughout the game, eliminating needless bonuses (pretty much everything except the perks you get for using the Fantastic Four together, for instance) and upgrading, and cutting out those obnoxious Headquarters maps all together would make this game miles better than it is.

Even with the flaws, this is a fun game – I’d even go so far as to say it is better than the predecessor. Ultimately, though, this game would be ranked much higher if the RPG elements, HQ maps, and Diplomacy Conversations were removed – essentially this is an outstanding game with a bunch of extra stuff added that isn’t so good. If you enjoyed the first Marvel: Ultimate Alliance game, you are sure to love this one. Heck, the Slingers fan in me is happy – at the very least Prodigy is in the game, and a boss to boot! If only we got Speedball instead of Penance

Rating:

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September 2, 2009

Batman: Arkham Asylum Review

Filed under: Reviews — Craig Reade @ 12:01 am

BatarangtReviewer: Craig Reade
Quick Rating: Excellent
Rating: T (Teen)
Official Site

Joker takes control of Arkham Asylum, and sets an elaborate trap for the Dark Knight.

Platform: XBox 360, Playstation 3, PC (September release)
Developer: Rocksteady Studios
Publisher: Warner Brothers
Genre: Action/Adventure
# of Players: 1
U.S. Release Date: August 25th, 2009
MSRP: $59.99

BoxArttThe hype for this game has been something else. Sometime a few weeks ago, the buzz about this game went from something you might expect from a decent game, to something people couldn’t stop talking about. I even read a story about it on the Yahoo homepage as the feature story!

Now hype can be a dangerous thing. It has a strange way of inflating expectations, and making a fairly decent game seem like a let-down. So I did my best to ignore the hype, and sat down to play the game. Plenty of time to think about that after I was done.

Obviously, this game is a superhero game, which has its own unique set of challenges. Sometime back in the mid-90’s, game technology advanced to the point where it was no longer acceptable to simply create a basic game and insert a superhero into the lead role. Sure, that worked back in the early days, when you could make a punch-em-up side-scroller and just make the avatar Batman. When you got to the level of platforms like the Nintendo 64, suddenly that formula started to make for a bad game. Anyone else remember Superman 64?

These days, to have a successful superhero game, not only does the game have to be well made, but it has to allow you to in some sense live the comic book experience. Spider-Man 2 (2004) successfully captured the feel of webslinging through Manhattan. X-Men Legends recreated the team-combat dynamic that is so integral to the X-Men comics. In order for Batman: Arkham Asylum to be a real hit, it would have to capture some part of what it is to be Batman – meaning master martial artist, detective skills, gadgets, and shadow-stalking. I am pleased to say that on all counts, this game nailed it.

BatmanZiplinetCombat is fairly intuitive, and well designed. The system is simple – one button attacks, one button does a stun attack, one counters, and one dodges (with a double tap). The system is designed so that you can charge into a group of a dozen opponents, and take them all out without taking a hit. Early in the game, you quickly find yourself just chain attacking, but soon you discover that it is imperative that you not only master the timing of the attacks, but also that you incorporate counters and stun attacks at appropriate moments to keep the combo chain going. You are encouraged not only to win fights, but also to flow from opponent to opponent without taking a hit or missing a shot. The more consecutive attacks you can chain together, the higher your experience bonus is – experience points being the currency you use to purchase upgrades as the game progresses. Without a doubt, the game captures what it is like for Batman to combat multiple opponents that he far outclasses in skill. It really is only the numbers that give the sense of danger – as it would be for Batman. There isn’t a thug in the game that you can’t handle with ease 1 on 1, but in the flurry of combat, one lucky shot can turn the fight around.

Speaking of lucky shots, I can’t tell you how awesome it was to get hit in the head with a pipe in the middle of the fight. One moment you are in control, and then you miss that one counter, and CLANG – the pipe hits. The game actually blurs the screen, almost as if you were looking at something cross-eyed – you see double (maybe triple). You can still fight, and still move, but your vision is disrupted, and you just have to fight through it. An outstanding touch.

BatmanFightOf course, Batman is human, and despite the armor he wears, he is certainly not bulletproof. This game remembers that as well. You should not get shot – ever. Opponents with guns (with some exceptions) are better to take out with stealth – and this game allows for that as well. You can sneak up on opponents and silently take them out, stun them with a batarang or an explosion, or even drop down from a gargoyle and string them up. And yes, there are many occasions where you can drop down on top of a group from above, cape extended, gliding in for the surprise kick. Batman operates well from the shadows – and the variety of high ledges, low walls, and removable floor-crates allow you to find cover easily. So long as you remain aware of your surroundings.

The detective aspect is present as well – and the game wisely handles this in two ways. Of course Batman is a master detective – but how do you incorporate that into a game? Players would want to feel as if they were solving a puzzle the way Batman would, but you can’t translate keen intellect and a talent for observing small details into a series of button presses like you can with combat. Or can you?

Part of the way the game captures the feel of Batman the Detective is with the aptly named Detective Mode. With the push of a button, you engage Batman’s scanner. This will allow you to detect opponents, determine if they are armed or not, find passageways (like vents that can be removed), and even scan for DNA or other traceable elements that will allow you to track a target. If there is something you need to figure out in order to advance the plot, entering Detective Mode will eventually help you find the answer.

Some players might be looking for a little more though – and that’s where The Riddler comes in. Throughout the asylum are the answers to a series of Riddles that Edward Nigma have left for you, as well as some trophies and other bonus items. Solving the riddle requires you locate the solution and basically take a picture of it. For example, the Riddle “This room is the end of days for even the most celebrated killer.” requires that you take a picture of Calander Man’s cell – which you will recognize because it is covered in torn off calender pages.All of the items on the Riddler Grid will give you more experience points, which of course allow you to upgrade your gear. They aren’t required to advance the plot, but they definitely add another dimension to the game, a welcome one if you want

Batman Corner CoverAtmosphere is such a crucial part of this game. To me, the game is somewhat reminiscent of “D” in that respect. Of course, “D” had the misfortune of being released when technology (in particular graphics) were at something of a transitional phase, but one thing it definitely got right was atmosphere. Halo also did this well, particularly when you were first introduced to the Flood. In Batman: Arkham Asylum, atmosphere serves as the mortar that cements all of the great individual aspects of the game together. The sense of danger throughout the Asylum is palpable, and the Joker’s voice taunting you over an intercom as the game progresses really gives the game some meat. Graphics (particularly lighting) and music make you feel danger when it is there, urgency when it is required, and calm when it is time to think. Atmosphere in this sense is something of an intangible, but there is no denying that it was handled masterfully here.

A lot of credit for the quality of this game has to go to the writing and the voice acting. The names might seem familiar to you – Paul Dini writing, Kevin Conroy voiced Batman, Arleen Sorkin voiced Harley Quinn, and Mark Hamill voiced the Joker – a real reunion from Batman: The Animated Series. Of course, this isn’t a game based on that property, but Batman in general, so no worries about the look. Speaking of the look, the folks at Wildstorm were behind Batman’s design for the game – continuing a tradition of comic professionals contributing to the success of games like this. Mark Hamill’s work was key – his Joker has reached an iconic status, and if anyone else was voicing the Clown Prince, it would have been jarring.

Batman Restraining JokerThe graphics are gorgeous, but the cut scenes can be lacking, especially when you are watching a conversation. They basically use the same models you see in the game during these cut scenes – and that leads to moments of weird stiffness, unnatural eye-movement, and bad lip-syncing. The first instance of this you will notice right away on the opening screen (Press Start!) – you see Batman standing, his cape blowing in the breeze, a real feeling of action. Only his body doesn’t move at all. It is almost like they forgot to put a slight head and arm movement, and the result looks like an unnatural statue wearing a cape. Gotta be honest though – in today’s game industry, too often there is a focus on the quality of the cut scenes, and the game suffers as a result. Far be it from me to complain about a slightly sub-par movie, when the game play is so phenomenal. This game was slightly lacking in the one area where it is perfectly fine to be slightly lacking – there was a dip in quality there, but they deserve points for having their priorities right.

One other bit about the game that was a slightly bigger problem – the beginning. At this point, Batman has captured the Joker, and he is being processed for incarceration at Arkham Asylum. Batman is suspicious because Joker gave up too easily, and decides to accompany the Joker and his guards until he is satisfied that his nemesis is safely in custody. So you walk – and only walk – for at least 10-15 minutes, following the Joker until he makes his move. The voice-work during this time is outstanding of course, but it is long, and quickly becomes something you have to tough out.

Batman Escorting JokerOutside the game itself, there are several “challenges” that try your still at both group combat and stalking. I found these to be a blast – but also a great way of honing your skills for some of the more difficult encounters later in the game. The combat challenges were particularly valuable, as they help you get over just mashing X in combat, and actually timing your selected shots. Being able to fight mob after mob without having to die and watch a couple scenes again was a lot of help. Don’t skip these until you finish the main game – you will pick up skills there that will help you beat the game. Plus, its a fair bit of fun. Those challenges also keep track of your scores, which allows you to compete and compare with your friends, or with all online users. A nice couple of extras, and nothing forced.

Is this the “Greatest Comic Game of All Time” as some people are proclaiming it? I really can’t say – that kind of thing is whole lot of hype uttered by some pretty self-important folks.

But there are two things that are absolutely true about this game. One – its an outstanding comic game, that successfully captures what it is to be Batman.

Two – it is plain and simply an outstanding game. You owe it to yourself to check this one out.

Rating:

Buy your comics online from X-World and save!

Batmanand Commish. Gordon

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