Riddle me this...
Why has no one ever made a decent Batman game? LEGO Batman is just about the only passable tie-in with DC Comic's darkest of avengers. And that was hardly what you'd call a dark, gritty realisation.
Batman: Arkham Asylum is going to change all of that. After playing the entire first chapter, we're pretty damn sure that this will do for Batman games what Christian Bale's caped crusader did for ol' Bats at the box office.
Jokering around
The campaign kicks off with the Batmobile careering through the streets of Gotham towards the infamous Arkham Asylum. Batman has captured the recently escaped Joker, whose goons have also been transferred to the asylum from a nearby jail facility. Sensing something isn't right, he tags along as guards wheel the strapped-down supervillain through the industrial corridors or prisoner processing.
Our initial impression is of a more fluid Dead Space with smooth melee combat. You can even pull the L trigger to ready the Batarang, firing it with the R trigger.
Then, just as they tell our hero he can go no further, Joker escapes and all hell breaks loose, leaving the Dark Knight and Commissioner Gordon trapped in a place full of criminals they helped put away. Talk about a bad day at the office...
For us however this proved rather handy, giving us our first taste of Batman: Arkham Asylum's free-flowing combat system. Movement is on the left stick, the camera on the right, and attacks sit on the fascia buttons: X for strike, Y for counters, B to stun with Batman's cape, and A sending your into a dodge-roll; or sprinting if held down.
Coupled with the chunky character models our initial impression is of a more fluid Dead Space – albeit with smooth, hassle-free melee combat. You can even pull the L trigger to ready the Batarang, firing it with the R trigger. Put it all together and you have a system that lets you batter a horde of prison thugs with satisfying, brutal efficiency.
The next challenge however requires a far more subtle approach; one of the prisoners, a psychopath named Zsasz, had captured a guard and strapped him into an electric chair. Here, the game guides us through Batman's acrobatic abilities; entering Detective Mode with LB to highlight grapple points; grappling high onto stone gargoyles with the right bumper, manoeuvring behind Zsas from above, and glide-kicking his lights out with a X. More than a nod to Ninja title Tenchu there, then.
I warden't if I were you...
With that, a cutscene plays – the Joker's dominatrix-wannabe sidekick Harley Quinn has Arkham's Warden hostage, and she's locked down the doors to prevent our progress. Appearances are deceptive, though; we've soon prised a grill away from the wall and crawled through to the next challenge – rescuing guards and inmates alike from a noxious cloud of the Joker's poisonous gas. Holding A we soar between platforms, pull people up, quick-grappling out with RB when we fall, and eventually activate the extraction fan with a well-placed Batarang throw.
All of our hard work pays off in the next scene – we've finally caught up with The Joker! Alas, before Bats can snag him, he unleashes a deformed henchman and we're forced to roll-dodge away from him until he charges into an electrical fence, opening him up for a swift melee combo.
Really badass stuff that perfectly captures the fear and ferocity that everyone loved in The Dark Knight movie.
By that time, Joker's escaped – but he's now the least of our worries. CCTV footage shows Prison guard Bodes turn bad and cart off Commissioner Gordon! Again though, Batman has a solution; guided by the voice of Commissioner Gordon's daughter Oracle via the intercom, we return to the scene of the abduction and enter the Metroid Prime inspired Investigation Mode – scanning the air for traces of Bodes' bourbon breath, and following the traces all the way back through the corridors to...
An encounter with Harley Quinn! The Joker's psychotic sidekick isn't happy about Batman's progress, and blows out the hydraulics on the elevator she's stood upon, sending our hero scurrying for safety. Naturally though that isn't going to deter us – and what follows is a quite ingeniously designed piece of grappling, jumping, crawling, ledge-shimmying and climbing the maze-like shaft in order to get to what turns out to be the last area in the opening chapter.
In the fashion of the rest of the level, this introduces a few new skills, as well as asking us to call upon those we'd learned throughout the playtest so far. Cue us grappling over and behind gun-toting inmates; silently stealth killing them by shuffling forwards holding crouch (R trigger) and pressing Y up close – then entering a large multi-tiered area packed with buildings, in which we're given the chance to take a set of thugs out however we wish. Grappling into the shadows, stealth-killing, glide kicking and employing bruising combos, this proved some really badass stuff that perfectly captured the fear and ferocity that everyone loved in The Dark Knight movie.
Brucie bonuses
Stealthy, brutal, dark and intelligent, Arkham Asylum is more than your run of the mill action-adventure. In fact, it's also one of the most faithful superhero games around. The team have gone to enormous lengths to pack this with authentic Batman elements, from the collectable statues, puzzles and challenges courtesy of The Riddler to the 20 upgrade slots for Batman's attacks, abilities and gadgets; a whole back-story to the asylum dotted about the world in scannable symbols; and the unlockable bios for each important character, there's far more content here than anyone could hope to cover in just one 12-hour playthrough.
For us, 90 minutes was enough to know that this will be hands-down the best Batman game ever, and quite possibly the standout game of the whole summer. August's final Friday can't come soon enough.
Preview by: 'The Mark Knight' Scott
Version Tested: Xbox 360
Preview Published: 14.08.09