Arkham City: Killer or Filler?
Apologies to anyone upset that I've created a new thread for this but thought it may garner more interest... :blush:
Not posted here in a while, but with the release of the Arkham City upon us, thought I’d look for opinion on what this sequel needs to be more of an “Empire Strikes Back” and less “Excorcist II” (why did you do it James… Why?!)
Way back when Asylum was released I bought, completed, and posted my reaction to the game in the thread here on Pes Gaming. I won’t repeat myself here suffice to say I thought it was an accomplished effort by Rocksteady, largely deserving of its critical acclaim.
Obviously an attempt to critique a game yet to be released is nonsensical, but there are certain areas that City must improve on if it is to succeed where Asylum left off.
Of course we know that City’s environment will be far larger than Asylum’s. Good thing? All depends on the execution – part of Asylum’s success was how cleverly Arkham was constructed. Although confined, each area offered its own distinctive environment – from the close ceiling futuristic detailing of the holding cells, to the crumbling sewers and cave systems beneath the island and beyond. It all felt plausible and belonging to the world DC have so painstakingly created over the years. Even when the game leads you for the first time to the Bat Cave, it seemed like a clever addition to the island’s labyrinthine feel. What could have become a repetitive stroll though corridors, rooms and halls was cleverly constructed to feel like a continual voyage of discovery – the level designers did a bloody good job here.
So why fret about City’s more “open” intentions. In fairness I’m sure the separate strongholds, overseen by the various villains of the piece, will maintain if not improve upon the high standards set by the team’s last efforts. The only concern would be in the danger of repetition when travelling to and from them. No matter how prettily disguised, (I’m looking at you here Assassin’s Creed) repetition can be a curse.
The above though is not the chief concern. If Arkham City is to truly improve upon the marker its predecessor laid down, then it must deliver far more on its boss battles. I can’t have been the only one that felt cheated by the damp squib that Croc’s encounter delivered. Especially given the fact that the game unashamedly sets your expectations high within the first 5 mins with the characters nailed on introduction; banking on the fact that you have pressed the R3 button (as it advises you to do just moments before) Croc’s hulking, brilliantly observed character model turns, stares straight down the camera, and threatens to tear you limb from limb.
Turned out all you needed was the ability to hold down L1 and press R1, to put him out of commission. Repetition is a killer.
It wasn’t just Croc’s encounter either. Nearly to a man (and woman) the boss encounters in Arkham promised much but delivered little. If City is to succeed where Asylum left off, then I for one am hoping for a far more intelligent approach to such battles. And as much as I enjoyed the GOW series, I’m hoping for more a MGS 2/3 approach to taking down the likes of Penguin (toe to toe with Batman – I don’t think so) than any QTE situations.
Don’t get me wrong, I think Rocksteady have just about earned my 40 odd quid on their previous efforts alone (call me sentimental). But I’m looking for more than just a bigger environment, a few more combos/gadgets, and a rounder offering of the DC villain’s roster.
It could be the difference between cementing Rocksteady’s relationship with the Bat, and a long term cash-cow opportunity ruefully missed.
Apologies to anyone upset that I've created a new thread for this but thought it may garner more interest... :blush:
Not posted here in a while, but with the release of the Arkham City upon us, thought I’d look for opinion on what this sequel needs to be more of an “Empire Strikes Back” and less “Excorcist II” (why did you do it James… Why?!)
Way back when Asylum was released I bought, completed, and posted my reaction to the game in the thread here on Pes Gaming. I won’t repeat myself here suffice to say I thought it was an accomplished effort by Rocksteady, largely deserving of its critical acclaim.
Obviously an attempt to critique a game yet to be released is nonsensical, but there are certain areas that City must improve on if it is to succeed where Asylum left off.
Of course we know that City’s environment will be far larger than Asylum’s. Good thing? All depends on the execution – part of Asylum’s success was how cleverly Arkham was constructed. Although confined, each area offered its own distinctive environment – from the close ceiling futuristic detailing of the holding cells, to the crumbling sewers and cave systems beneath the island and beyond. It all felt plausible and belonging to the world DC have so painstakingly created over the years. Even when the game leads you for the first time to the Bat Cave, it seemed like a clever addition to the island’s labyrinthine feel. What could have become a repetitive stroll though corridors, rooms and halls was cleverly constructed to feel like a continual voyage of discovery – the level designers did a bloody good job here.
So why fret about City’s more “open” intentions. In fairness I’m sure the separate strongholds, overseen by the various villains of the piece, will maintain if not improve upon the high standards set by the team’s last efforts. The only concern would be in the danger of repetition when travelling to and from them. No matter how prettily disguised, (I’m looking at you here Assassin’s Creed) repetition can be a curse.
The above though is not the chief concern. If Arkham City is to truly improve upon the marker its predecessor laid down, then it must deliver far more on its boss battles. I can’t have been the only one that felt cheated by the damp squib that Croc’s encounter delivered. Especially given the fact that the game unashamedly sets your expectations high within the first 5 mins with the characters nailed on introduction; banking on the fact that you have pressed the R3 button (as it advises you to do just moments before) Croc’s hulking, brilliantly observed character model turns, stares straight down the camera, and threatens to tear you limb from limb.
Turned out all you needed was the ability to hold down L1 and press R1, to put him out of commission. Repetition is a killer.
It wasn’t just Croc’s encounter either. Nearly to a man (and woman) the boss encounters in Arkham promised much but delivered little. If City is to succeed where Asylum left off, then I for one am hoping for a far more intelligent approach to such battles. And as much as I enjoyed the GOW series, I’m hoping for more a MGS 2/3 approach to taking down the likes of Penguin (toe to toe with Batman – I don’t think so) than any QTE situations.
Don’t get me wrong, I think Rocksteady have just about earned my 40 odd quid on their previous efforts alone (call me sentimental). But I’m looking for more than just a bigger environment, a few more combos/gadgets, and a rounder offering of the DC villain’s roster.
It could be the difference between cementing Rocksteady’s relationship with the Bat, and a long term cash-cow opportunity ruefully missed.