Part 1: Intensive Treatment
The game itself is split into three main parts: the story, the challenge mode, and the amusing little side-quests in the form of riddles. I will first review the story aspect. This is the "main" part of the game. The story starts off simple enough. The Joker, Batman's arch nemesis, has been captured by the Batman and is returned to Arkham Asylum, a large house for the criminally insane situated on a large island. The game starts off with a sort of cinematic game play of you controlling Batman as he merely escorts the Joker strapped to a gurney being transported through the halls of the intensive treatment ward. Nothing action-y or physical happens here, but it is a great moment to let the player sink into the game. It lets you take in the atmosphere in a controlled environment, without having to worry about the next bad guy to beat up. It works great, especially considering the game is third-person based (the term meaning the 'camera" is situated behind the character, rather than literally viewing the game through their eyes) as far as immersing the player in the game, and the graphics and level-design are top-notch, if a little dull in the colours department. (we'll get to that shortly)
The first thing fans of Batman: The Animated Series will notice is Mark Hamill and Kevin Conroy reprising their roles as the Joker and Batman respectively. They hits their notes perfectly, and some of the lines Joker is given are downright hilarious at times. After the "tutorial" level there's another cutscene. Here, it is explained that Joker surrendered without a fight, and not long before, a fire was started at Black gate prison, where most of the Joker's "sane" crew was incarcerated. After that, Joker escapes, and we are given our first shot at combat. The controls for combat are quite simple. The "X" button on the 360 controller is the strike move, while "Y" counters oncoming attacks. (indicated by little warnings above the attacker's head) When an opponent is down (on the floor with little starts spinning 'round their head) you can preform a ground take-down, holding the right trigger down and pressing "Y" near an opponent. the controls are smooth, and the game is pretty forgiving if your reflexes aren't lightning quick. Average console gamers or newcomers to video games should be able to grasp the basic controls.
After that combat introduction the game fully starts. The Joker invites Batman to come find him, and the chase is on. On the way, however, you find your path blocked and are alerted to an escaped patient who is holding a guard hostage. It is hear we first get to try out Batman's ability to grapple up to and perch on gargoyles mounted near the ceiling. (well, technically they would be grotesques, since they're... well, never mind) While up on one of these gargoyles, Batman can perform a gliding kick, where he uses his cape to glide down to the ground and kick an unsuspecting inmate onto the ground and take them down. Pressing "X" will execute this move. After that we get another brief cutscene, introducing Harley Quinn. (who is, like Joker and Batman, voiced by Arleen Sorken, her voice actor from the animated cartoon) She basically tells Batman that Arkahm island belongs to the Joker now, shows off her new outfit, and locks him in the room. To escape you merely have to travel to your left to a small ventilation cover on the wall, and use the "A" button to open it. Holding the right trigger (RT) will have Batman crouch, and be able to fit into vents.
Whilst crawling through the you will find a green "?" icon. This is a Riddler Trophy, left by, well, the Riddler. There are many of these scattered all over the island, but more on them in future installments. When you reach the end of the vent you will find yourself at the previously blocked door, however a guard has managed to unlock it and rushes over to find the decontamination room is filled with Joker gas. A toxic arisol poison that sends the guards and patients inside into helpless fits of laughter, and eventually dieing. Your job is to grapple up into an opening in the ceiling and work your way to the vents, into the room. Here, you have to amke your way to the end of the room, rescuing guards and inmates along the way. Holding down "A" will make Batman run, and when he gets to a ledge, he'll jump off. Continuing to hold "A" will make his cape flare out and allow him to glide. Once at the end of the room, hold the left trigger to ready a batarang, target the control panel on the wall, and pull RT to throw it. doing so with cause the control panel to malfunction and start the fans, clearing the room of gas.
After that, you get to a door with a sinister smiling face painted on it with green paint. The mystery and mayhem beyond that door will be covered in my Part 2 walkthrough, so check back within the next few days. Same bat-time, same bat-blog.
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