How Batman: Arkham Asylum Redefined the Superhero Game
Rocksteady’s first Batman game was not just an excellent video game, but a standout piece of Batman fiction.
If there’s a single moment in Arkham Asylum that makes you
feel most like the Dark Knight, it isn’t dealing a knockout blow to a
bone-headed henchman or swooping from a ledge to grab a terrified goon.
For me, it’s in those few seconds as a group of Joker’s thugs charge and
you, as the Batman, walk slowly towards them – confident, calculating
and ready to deal out another beating.
When Arkham Asylum came out in 2009, Christopher Nolan’s
grounded take on DC’s most beloved character was at the peak of its
popularity and superhero games were stagnant to say the least. Flying in
the face of Nolan’s realistic take, Rocksteady opted to delve into the
larger-than-life side of the Bat-universe, and in doing so they created a
world that gamers and Batman fans alike (there’s a large overlap I’m
sure) ate up.
Arkham
Asylum was inspired by numerous entries in the Batman canon,
particularly Grant Morrison’s celebrated tale Arkham Asylum: Serious
House On Serious Earth, which is about as dark a story as has ever been
told about the Caped Crusader. Just as in Rocksteady’s game, the inmates
– led by the Joker – take control of the asylum, but that’s where the
comparisons end. Aesthetically, Rocksteady chose to present something
more approachable than Dave McKean’s wonderfully twisted art, but still
evoked the book’s feeling that the asylum itself was every bit as insane
as its inhabitants.
From the dank sewer dwelling of Killer Croc to the trashed Arkham
Mansion, the far-from-sanitary medical complex to the Botanical Gardens
in need of a prune, each area of Arkham Asylum is different enough to
remain interesting while also fitting perfectly into an interconnected
whole. Like any great game world the devil is in the details; every
weathered nook and cranny of the map helps create an atmosphere in which
these outrageous characters – from the billionaire vigilante, to the
enormous crocodile man, to the plant-controlling psychopath – feel at
home.
Setting the tale in Gotham’s
notoriously-easy-to-escape-from mental institution also makes a story
with multiple villains feel less contrived than it otherwise may have
been. In even the best Batman stories it sometimes feels like villains
turn up for the sake of it, but with The Joker in control of the island
he has its many inmates at his beck and call. This pits the Dark Knight
against the like of Bane, Zsasz and most memorably Scarecrow, whose
sections are particular highlights.
Hallucinogen-induced nightmares are a recurrent motif in
Arkham Asylum, creating some of its most memorable moments and touching
on Batman’s past without feeling forced. It’s the second hallucination
that sticks most, not just because it’s the only time in the game that
you play as Bruce Wayne, but also because of its poignancy. Even if you
know his origins like the back of your hand, the scene still holds
incredible weight because it’s in a young Wayne’s shoes that you finally
begin to feel that you are inhabiting a character not an avatar.
Third person action games came into their own in the
current console cycle, the innovations of multiple series combining to
create a rock-solid foundation for the genre. Third person combat has
always been tough to get right, and previously most examples of it had a
tendency to feel mechanical and rigid. In comparison Arkham Asylum has a
fluidity of animation that turns combat into a rhythm-based puzzle, the
key to which is the counter, which brings with it a vicious array of
animations.
Rocksteady’s greatest achievement was in perfectly juggling
the serious nature of the story with the light-footedness of the
animated series, for which the game’s writer Paul Dini also wrote. It
evokes the gothic decales of Morrison’s story and morbid undertones of
other Batman classics such as Jeph Loeb’s Long Halloween, but thanks to
its established voice cast it brings back fond memories of the friendly
90s cartoon too.
Bringing in Kevin Conroy and Mark Hamill to reprise the
roles that made both beloved figures in the eyes of Bat-fans was a
masterstroke. Whether, as some say, they are the best to ever play
Batman and the Joker is a matter for debate, but they are undeniably
brilliant and brought an element of magic to the finished game.Their
return wasn’t unexpected, but it was this decision that tips Arkham
Asylum into being not just a classic game but a classic Batman tale.
Of the two, it’s Hamill who shines brightest. The Joker may
not be his most famous role, but it is his greatest, and here he has
the benefit of extensive dialogue – thousands of lines – to give his
best performance. The key to all great Jokers is to mix his twisted
humour with truly sinister moments, and there are few better examples
than Arkham Asylum.
In Batman: Arkham Asylum,
Rocksteady Studios managed to perfectly juggle everything that makes a
Batman story work. There’s an appreciation of the inherent absurdity, a
dark sense of humour, a sense of fun and a vein of pure menace that runs
through everything from The Joker’s plan, to the Amadeus Arkham
backstory, to the inmate tapes and of course, the Dark Knight himself.
Not only does Arkham Asylum sit proudly among the greatest
Batman stories but it also changed the perception of superhero video
games. They don’t just have to be movie tie-ins, they can be their own
thing, and accomplish things films simply can’t. Just compare the
Rocksteady’s work to the most recent Spider-Man games and the difference
is clear. Warner Bros has taken over development for the upcoming
prequel, Arkham Origins, but Rocksteady’s eventual return to Batman will
be eagerly awaited.
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