Ray Carsillo interviews film producer Adrian Askarieh about his upcoming videogame-based feature films, including the upcoming Hitman: Agent 47, Deus Ex and Kane & Lynch.
Tag Archive: comics
Ray Carsillo interviews Disney Interactive’s Jose Villeta about the latest developments to the Disney Infinity: Marvel Super Heroes universe during the 2014 San Diego Comic-Con.
Spider-Man No More
If you’re like me, Beenox is a developer still relatively fresh on your radar. Sure, they ported some Spider-Man games to the PC in the mid-2000s, but it wasn’t until 2010’s Spider-Man: Shattered Dimensions, when the studio took point on the web-slinger’s gaming presence, that they really grabbed my attention. Since then, they’ve delivered three solid Spider-Man games in a row, a feat that hasn’t been done, in my opinion, since the LJN/Acclaim days. Unfortunately, it seems that all good things must come to an end, because Beenox’s latest, The Amazing Spider-Man 2, is one of the worst Spider-Man games I’ve ever played.
Right from the get-go, the game may confuse more casual fans, since it’s not a true “movie tie-in.” Instead, you need to go back to Beenox’s first Amazing Spider-Man game. There, they didn’t follow Marc Webb’s first take on the character beat for beat, but rather continued the story of that movie: You played through the fallout of Dr. Curt Connors’ cross-species research and fought several new creatures that resulted from it. Since Sony Pictures seemingly wasn’t enamored with the idea of having their blockbuster movie franchise follow the story a game created, Beenox continued their story from The Amazing Spider-Man, thus crafting an alternate continuity from the films. The Amazing Spider-Man 2 game, therefore, only has the loosest of tie-ins to the new movie in that Green Goblin and Electro are there (Rhino isn’t, because in Beenox’s Amazing Spider-Man universe, he’s a cross-species monster).
Still with me? Once you wrap your head around the multiverse idea, it’s not the worst thing that could’ve happened. This allows Beenox to still have a little creative freedom with the story and not be regimented to following a movie script. After the complicated setup, however, things quickly become mundane in regards to the narrative: Each chapter devolves into loosely tied-together boss battles. In fact, there’s barely any narrative cohesion, period. Most of the story relies on your ability to find audiotape collectibles instead of actually telling you as you progress through the game.
And the dialogue is some of the worst I’ve ever heard in a game, from both Spider-Man as well as his foes. My favorite was a thug screaming out “I like to hurt people!”—truly the bad-guy equivalent to “I like turtles” if I ever heard one. At the very least, the actors who deliver these miserable lines try the best they can with a script that clearly lacks any sort of entertainment value.
The weak narrative isn’t the only thing that makes this the worst Beenox Spider-Man yet; nearly every aspect of the gameplay is inferior to previous titles by the developer. The “menace” system, touted when the game was announced, is a joke. This is your typical “good guy/bad guy” meter that you see variations on in games like inFAMOUS and Mass Effect. As expected, it hinges on doing good deeds in the open world, or ignoring them and seeing the people’s view of you diminish. Only a handful of the same crimes repeat, however, so they become as boring as the boss battles. Meanwhile, there are usually so many going on at once that it’s a neverending uphill battle to keep Spidey from being viewed as a threat. The worst part is that all this has no influence on the narrative, and the reward for being lauded as a hero is minimal stat boosts and fewer enemies in the world. Why even bother at that point?
Also, going back to the boss battles for a brief moment, while it’s nice to see some of Spidey’s most iconic villains again in a videogame, the battles themselves are of the worst “rinse and repeat” variety, wherein the bosses don’t have more than two or three easily avoidable moves, causing you to repeat the same pattern over and over until you whittle away their health.
The developers also emphasized how much time you’d be spending in the open world this time around compared to the last Amazing Spider-Man game. That’s as blatant a lie as I’ve ever heard. There are just as many “dungeon” segments in Amazing Spider-Man 2 as there were in the previous game, and you probably spend even less time web-swinging down Manhattan’s concrete canyons than that one due to the shorter story. Beenox can do indoor sequences perfectly fine, as proven in previous games developed by them like Edge of Time and Shattered Dimensions, but when you stress that you’re going to keep players more in the open world, do it.
Speaking of web-swinging, though, this is the worst gameplay change. Talk about trying to fix something that wasn’t broken to begin with. I understand there’s a movement for “realism” in comics and games, but this is a story about a man who has spider-based powers fighting a man made out of electricity. The need to be grounded in reality isn’t necessary, but Beenox tried anyway and now web-swinging requires a solid surface to stick to. While this design has been done in games before, this iteration of Spider-Man’s Manhattan—already a bland and lifeless shell of the hustling, bustling metropolis—doesn’t lend itself well to this tweak. I’d often shoot my web at some ridiculous angle, if I could find one at all, in order to adhere to this rule. Thus, I never really got into a great rhythm with my web-swinging, which was especially frustrating during the game’s racing side missions, which require a lot more precision than the game allows.
But wait! There’s more! While it’s clear that the combat/counter system is a rip-off from the Batman: Arkham games, it seems Beenox couldn’t resist to steal a little more from the Dark Knight. Amazing Spider-Man 2 sees stealth rooms make an appearance, and they just reek of the “predator room” designs from Rocksteady’s games. And, like everything else in this game, they’re inferior in every way. Spider-Man’s Spider-Sense replaces Batman’s Detective Mode, and much like Arkham Asylum, players will run into the problem where they’ll feel like they never have to turn the power off. This means that even if the levels were beautifully designed (which they aren’t), they’d only see them in the red-and-blue hues this mode paints everything in. On top of all this, the combat upgrades from the first game have been simplified into only eight powers, with three upgrades each. So much for doing everything a spider can.
My final issues with the game come from the technical side of things: Glitches galore, folks. Not only are the character models bland—and only half a dozen of them are scattered throughout the game—but many of them love just vibrating themselves through walls, sidewalks, and rubble. Throw in three late-game crashes in the middle of boss battles, and I almost had enough to never look at this game again.
Despite the abject time I had playing the game, I was able to finish it, however, because flashes of the competency Beenox illustrated in their previous games do appear sporadically. These came in the form of tributes to some iconic moments from Spider-Man comics—like Cletus Kasady being wheeled into Ravencroft at the start of the Maximum Carnage storyline—that, as a lifelong fan, I understood and instantly recognized. But that only made me more frustrated, because it meant that Beenox had to know them, too, and yet they still let this miserable pile of data get stamped onto a disc and sent to stores. If you’re a Spidey fan, hope that Activision lets Beenox out from under this movie-licensing deal and gets them back to making original Spider-Man games.
| Developer: Beenox • Publisher: Activision • ESRB: T – Teen • Release Date: 04.29.14 | |
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2.5
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Easily Beenox’s worst outing with the Spider-Man brand. Nearly every game system is a step backward from the previous three Spidey games—this one isn’t worth your time or effort.
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| The Good | The story has its moments. |
| The Bad | Web-swinging takes a huge step backwards, the “menace” system is a joke, and the dialogue made me want to stick a pencil in my ear. |
| The Ugly | 40 years of comic book history was diluted down into a less than 10 hour game. |
| The Amazing Spider-Man 2 is available on Xbox One, PS4, Xbox 360, PS3, PC, Wii U, 3DS, iOS, and Android. Primary version reviewed was for PS4. Review code was provided by Activision for the benefit of this review. | |

The Dark Knight returns
Everyone who knows me understands that I am one of the biggest Batman fans around. I spit out comic book storyline recaps like they were scripture and swear by all things The Dark Knight. So, when Warner Bros. announced Batman: Arkham Knight—and the return of Arkham Asylum and Arkham City developer Rocksteady to the franchise—my elation could hardly be contained. My feelings of ecstasy only intensified, however, when I was finally allowed to see a half-hour of the game at GDC last week.
With bated bat-breath I watched as Rocksteady devs showed us what they’d been working on as their first project for the new generation of consoles (and PC). The Scarecrow threatens Gotham with a WMD that would flood the streets with a new, highly potent brand of his trademark fear toxin. After evacuating millions of people out of Gotham, all that remains is a skeleton police force, the criminals who want to take advantage of the mayhem, and the Batman. But Batman isn’t alone in the shadows. In addition to Rogues Gallery mainstays like Two-Face, Penguin, and Riddler, a new villain, the Arkham Knight, emerges.

Although Rocksteady isn’t divulging too much info about the Arkham Knight himself just yet, we do know a couple of facts. First, he’s a brand new character, and he’s making his DC Universe debut in the game. We can see from pictures that he brandishes a large pistol and has taken on a motif similar to Batman’s (pointy ears, chest plate). His “anti-Batman” description also gives him an air that reminds me of the comic book villains Wrath and Prometheus. Whoever he is under that mask, we saw him get the drop on Batman during the demo, so I’m sure he’ll be quite the adversary over the course of the game.
After running through the basic plot points, we finally got to see Batman in action once again. New-gen tech has allowed for a bevy of upgrades and we got to see many of them in action. The biggest change is how Batman gets around. We finally get to drive the Batmobile. A major gameplay pillar this go around, the Batmobile is essential in helping Batman navigate a world that is 20 times larger than Arkham Asylum. But, as brand marketing producer Dax Ginn told us, the Batmobile isn’t the whole game.

“We wanted to be very confident and sure that we didn’t add the Batmobile and it suddenly just felt like a driving game or a driving bolt-on. That was something that was really, really important to us,” Ginn explains. “So, we’ve integrated Batman’s abilities and the Batmobile’s abilities, so that it very much feels like it’s a man and his machine, the integration between the two. You can eject out of the Batmobile to gain insane height, and that sort of augmentation of Batman’s gliding ability is the perfect example of how the Batmobile complements Batman’s features. There’s a lot more the Batmobile can do, but the way Batman gets into the Batmobile, gets out of the Batmobile—those things have really been designed to feel very natural and very organic.”
And from what he showed us, the Batmobile did seem to be more of a complement than the entire experience. In one segment, it launched the Caped Crusader into the night sky allowing Batman to effortlessly glide onto the roof of the building he needed to infiltrate. When Batman was ready to move onto his next objective across town, with a single button press, the Batmobile came roaring around a corner and Batman dropped into the driver’s seat, seamlessly, as Batman then raced off to his next destination. The player was in control the entire time. But between these segments there was still plenty of gliding, fighting, and case solving for the Dark Knight to do.

Also, it should be noted the Batmobile could be used for more than just catapults and driving around town. There are car-chase sequences where Batman can fire debilitating missiles to stop runaway criminals and even Riddler rooms dedicated solely to pushing the Batmobile—and your reflexes—to the limit.
“The role [Riddler] had in Arkham City, he’s more of an engineer. Very physical, constantly covered in a layer of grime, and so we wanted to think about what he would do next, where would he take the motivations he had in the previous game,” Dax says. “Integrating that with the Batmobile was an interesting design choice because he can achieve so much, even just as one guy, but it really comes down to the focus we put on the Batmobile. Driving through Gotham feels incredible, but there’s so much that it can do that the Riddler caves give us an opportunity to design puzzles that are specifically there to push the Batmobile to it’s limits, so we can really give gamers the opportunity to experience the Batmobile in all of its insane facets, not just driving incredibly quickly on the flat. You can drive up walls, drive on the ceilings, but that’s not so easy to do in the open world of the city. But the Riddler circuits can be anything, so that’s where it really starts to get fun and interesting.”

So, yes, the Batmobile can drive up walls. It is confirmed. I saw it do so, and it was amazing. But Batman’s car isn’t the only thing that’s tricked out in Arkham Knight. Gotham’s Guardian has a few new tools as well. In combat, Batman can now utilize the environment, like smashing a thug’s head through a car window, to get instant knockouts. He can also finally use his gadgets while gliding to get even more of a drop on unsuspecting ne’er-do-wells. And speaking of gliding, the precision while doing so has been increased so Batman can even do 180-degree turns midflight.
Batman: Arkham Knight is looking great—but with only a small taste of the full game so far, I’m eager to see if Rocksteady’s plans indeed pan out. Still, if there’s anyone I trust to make a Batman game, it’s them, so I have faith they’ll be able to deliver on their promises of the best Arkham game yet. Knowing the care and detail that came off in this demo, it’s hard not to believe they’ll come through for Bat-fans everywhere in the end.


Rocksteady has confirmed that no multiplayer mode will be present in Batman: Arkham Knight.
Even though last year’s disappointing Batman: Arkham Origins had a versus multiplayer component handled by Brink developer Splash Damage to go along with Warner Bros. Montreal’s sad attempt at a prequel, Arkham Knight game director Sefton Hill has already gone on record saying that won’t be the case with this game.
“[Arkham Knight] is a single player game. There is no multiplayer. Right at the start this was our vision. It’s going to take all of our effort for all of this time. We don’t have the time to do multiplayer,” Hill told Game Informer (via VideoGamer).
“We want to focus on making the best single player experience we can. We don’t feel that it needs a multiplayer element. Warner Bros. backed that up right at the start.”
I don’t know about the rest of you Bat-fans out there, but I, for one, am thrilled by this announcement, as the multiplayer in Origins felt tacked on and completely unnecessary. Thank goodness the franchise is back in Rocksteady’s trusted hands.
Batman: Arkham Knight is due out sometime later this year for the PS4, Xbox One, and PC.
Los Angeles based Ray Carsillo is your go-to-guy when it comes to sports, games, comics, and more. From local red carpets to gaming conventions in Germany, Ray has traveled the world to give you his unique perspective. Having worked formerly for ESPN and ABC, Ray is currently the Reviews Editor for Electronic Gaming Monthly and Walmart Game Center.
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A load of Killer Croc
Batman’s seen so many great representations in different mediums over the past couple of decades, whether it’s animation, movies, or videogames—so it absolutely boggles my mind when someone utterly fails to capture the essence of the Dark Knight. Batman: Arkham Origins Blackgate is such an awful depiction of the Caped Crusader, however, that I had to wonder whether Armature had even heard of Batman before being tasked with making this game.
Set several months after the events of the console Arkham Origins, Blackgate sees Batman infiltrating Blackgate Prison—again—in order to quell a riot. Three of Batman’s most notorious foes are at the head of all the chaos, and they’ve divided the prison up into sections that their respective gangs control. Batman must defeat them all if he hopes to save the hostages kept in the prison’s Arkham wing.
Aiding Batman is Catwoman, whom he apprehended a couple of weeks prior to the riot. In exchange for her assistance, Batman will put in a good word for her to be moved to more “accommodating” quarters, since supposedly a fragile thief like her could be torn apart in a place like Blackgate. Batman must unlock new abilities and gadgets to help him traverse the different security systems and hazards of the now-dilapidated prison, often backtracking frequently to do so.
And sure—this sounds like the makings of a decent Batman game. The prologue level that revolves around catching Catwoman at an abandoned construction site gave me high hopes that this would be the Batman game we never knew we wanted on handhelds. But as soon as you set foot on the prison grounds, the game takes a serious nosedive. When I sat down to write this review, two words kept coming into my mind to best describe Blackgate: broken and boring.

The first major flaw? Armature tried to develop the game as a Metroidvania within the confines of the story. As we all know, Batman is never without his gadgets and his utility belt, and he goes to Blackgate of his own volition after being called by Commissioner Gordon. Yet, right from the get-go, all he has are Batarangs. No rhyme or reason—just to stay within the parameters of what defines Metroidvanias as a genre.
Someone who actually knows the character would’ve set up the story so to have Batman kidnapped and dragged to Blackgate against his will. Since we’re talking about a young Batman here, he wouldn’t have all the safeguards in his utility belt to prevent it from being forcibly removed. Batman shouldn’t randomly find a Batclaw in a container—like he does in Blackgate—just because he forgot his other one at home. Breaking the character’s basic traits to fit the genre you want your game to be is not forgivable.
Speaking of breaking character, Catwoman’s always played both sides of the fence in Batman lore, but she fills the role of Oracle/Alfred in this game—again, for no apparent reason. Catwoman doesn’t need Batman to break her out of prison, and she doesn’t really need to help Batman. After what happened in Origins, Batman should know Blackgate like the back of his hand. If he does need help, though, did Batman give Alfred the night off? Were his shows on again? Yes, I could definitely imagine Alfred curling up with a cup of Earl Grey and catching up on Downton Abbey instead of manning the Batcomputer!
The story isn’t the only element that’s broken, though. The game itself, from a technical standpoint, is as glitchy as it gets: items flickering in and out of existence, Batman getting caught on invisible walls, or falling through the floor to oblivion (or a checkpoint reload). At one point, I actually glitched through a wall and into a hidden compartment that had an armor upgrade I shouldn’t have been able to get to at that point. I was lucky I could backtrack with the gadgets I had—otherwise, I might’ve had to start over completely.
And if I had to start over, I might’ve just chalked this game up as a lost cause (more so than I already do). If I had to stare at another gray, bland, repeated prison wall, I’d have broken my Vita. The only good-looking aspect of the game is the comic-style cutscenes.

You can forgive the look of a game to an extent if it’s at least fun to play. But with Blackgate, the combat system that has made the Arkham games great is almost completely nonexistent. You can’t quickfire any gadgets, and you don’t even need to counter most of the time, since you’ll rarely encounter more than three of four guys in a room at once. Sometimes—almost like an early-’90s side-scrolling arcade game—a couple more will crawl out of the background when the first group’s been dispatched, but never will there be more than a few fightable enemies onscreen at any given moment.
Detective mode was also a pain in my cowl. I don’t mind having to tap the touchscreen to turn it on—it actually helped deter me from wanting to stay in Detective mode and served as a unique fix to a persistent problem with the series. But I did mind having to keep my finger on the screen to actually scan or look for things because it prevented me from freely interacting with the environment while I was in the mode. I had to move, enter Detective mode, scan, find I was out of range, turn the mode off, move to a better position, re-scan, turn the mode off, then interact. Just let me scan things automatically—no one wants their thumbs off the sticks for that long!
At least the boss fights provide much-needed variety. New characters to the Arkhamverse like Bronze Tiger actually make you work for your wins, since they’re more or less the only time you need to utilize multiple gadgets or techniques. And even though we’ve seen most of Batman’s gadgets before, the one new addition—an explosive-gel launcher—was something I’d like to see on consoles at some point. It reminded me a lot of a grenade launcher, and it could be used in a lot of ingenious ways in both combat and puzzle-solving.
Some decent boss fights aren’t enough to save this game, though. Never before have I been so disappointed in a Batman-inspired property. Plus, this is also one of the worst examples I’ve ever seen of a Metroidvania, since the backtracking and gadget-finding is kept to a bare minimum. Broken, boring, and just plain bad, everyone should steer clear of this as though you had chiroptophobia (fear of bats).

| Developer: Armature Studio • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 10.25.13 | |
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3.0
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A waste of potential, Batman: Arkham Origins Blackgate is a broken, boring game and a stain on the Metroidvania genre. Its positives are few and far between, buried under a mountain of glitches, tedious gameplay, and poor level design.
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| The Good | Comic-style cutscenes look great. |
| The Bad | One of the worst Metroidvanias you’ll ever play. |
| The Ugly | All of Blackgate Prison—and its single shade of gray. |
| Batman: Arkham Origins Blackgate is available on Nintendo 3DS and PS Vita. Primary version reviewed was for PS Vita. | |
It’s been a while since I’ve done a video of any kind, and I felt I needed to shake some rust off my interviewing skills. NYCC 2013 seemed like the perfect place to serve this purpose and so I went around the show floor and chatted up some awesome cosplayers. Enjoy!

The joke’s on us
Fandom. It’s a weird little concept, but it can add color to so many different elements of our lives. For me, my fandom centers mostly on Batman—and has since I was a little boy watching Adam West in reruns of the campy ’60 TV series. After that, I worshipped Michael Keaton and Jack Nicholson. And now, I still swear up and down that Batman: The Animated Series is one of the greatest cartoons of all time. To this day, I adorn my apartment with Batman paraphernalia.
All of this makes reviewing a game like Batman: Arkham Origins a potentially enjoyable or maddening endeavor, however, because my lifelong obsession has me feel the highs and lows more than a casual observer might. And, at points, Arkham Origins goes very low.
The story is a simple one. The Caped Crusader has been cleaning up the streets of Gotham City for just about two years now, but just as we learned in the movies with Batman Begins, when you introduce an element like Batman into the world, there’s bound to be escalation—an evil to counterbalance the good that he represents. In Arkham Origins, the world’s eight best assassins have come to Gotham to try to collect a $50 million bounty that mob boss Black Mask has put on the Bat’s head. And when you get that many criminal elements converging on a sprawling urban center, “escalation” might not even begin to describe it.
This script is a brilliant breakdown of how everyone in the Arkhamverse reacts to this growing conflict when it first happens—and how Batman finally begins to transition from urban myth into a hero in the limelight. Though the story may start off a bit slow, once it hits its stride around the midway point, the twists and turns are worthy of any Batman story we’ve seen in print or on a TV/movie screen before. Dooma Wendschuh and Corey May—best known for their work on Ubisoft franchises like Assassin’s Creed and Prince of Persia—have proven themselves adept at handling the Dark Knight as much as any comic-book writer. And Christopher Drake (a veteran of several animated Batman films) delivers a chilling soundtrack, highlighted by some truly creepy Christmas-themed music, that sets the tone for a classic Batman adventure.
But there’s a lot more to a game than just the plot and atmosphere. Even though Warner Bros. Montreal took Arkham Asylum and Arkham City developer Rocksteady’s basic framework for much of Arkham Origins, it’s clear they wanted to put their own stamp on the franchise—but in the process, they’ve sullied several cornerstone elements from the first two Arkham games.
The first huge disappointment comes in the form of the boss battles. The game’s already scraping the bottom of the barrel with its many C-list villains, but Warner Bros. Montreal does most of them no favors from escaping that label. For every great boss encounter, there’s a horrible, pointless one that makes you question the character’s presence in the game in the first place. And even though the game touts eight assassins, not all of them are actually woven into the story. Instead, they’re relegated to side-mission status—but some of these conflicts are actually better than the story-related ones. It makes you wonder why Warner Bros. Montreal didn’t just trim the number of assassins down in order to deliver the consistent quality of encounters that players expect.

The biggest mistakes are found in the gameplay, though. The highly touted Detective mode crime reconstructor turns out to be a dud, since there are fewer than a dozen instances that you actually use it—and most of those are during the story. It’s an interesting idea that I would’ve loved to have seen more fully fleshed out, but at least the new Detective mode works.
The same can’t be said for combat, due to two of the new gadgets in Batman’s arsenal. The first, the Remote Claw, throws a tightrope between two points, allowing Batman to cross large gaps not normally traversable by the Batclaw. This gadget can also throw objects in the environment at thugs—or even slam two baddies together by attaching to both of them.
But when you give the Remote Claw its two upgrades via the new XP system, you can spam your attacks to make the stealth-based predator rooms far easier than they should be. At that point, you can use the Remote Claw to actually string up three thugs to gargoyles from a distance, never leaving the room’s opening perch, and whittling down the numbers from a daunting six to eight gun-touting thugs to a much more manageable three to five.
This is also a good time to mention that the AI in these rooms seems to have taken a step back from previous entries. You can easily lure all the henchmen in the room back to a gargoyle with a suspended thug, cut down the strung-up one with a Batarang, swing around the room, and string up a new thug to the same gargoyle. I could do this with an entire room, whereas in previous games, not every foe would go to these same spots over and over—they’d catch on to the trick sooner or later. Instead, now I have a pile of eight bodies in one location, which makes it very easy for the janitor to clean up after Batman leaves all the bad guys huddled together.
The second gadget in question breaks the other key gameplay element: hand-to-hand combat. When you get the Electrocutioner’s Shock Gloves, you can throw out any semblance of strategy. You see, the Shock Gloves are unblockable. So, when you activate them, instead of having to balance your attack against shield foes, armored enemies, and stun-baton thugs and actually strategize how to keep your combos going, you can just whale on them with the Shock Gloves for easy massive combos and no longer worry about performing cape stuns or dodges and attacking from behind. What was previously an intricate fighting system becomes a standard button-masher when using the Shock Gloves.
Of course, these gadgets—like everything in Batman’s arsenal—are wholly optional, so if you want to avoid using them to give yourself a more authentic experience, that’s entirely up to you. But, should you choose to use them, they’re clearly overpowered.
Now, I mentioned the new XP system before, and this is actually an addition that works pretty well. It makes every fight and action Batman takes mean something, since you’re constantly working toward leveling up and unlocking new abilities. It also does a better job breaking down how you get XP than what we’ve seen in previous games.

There’s another addition called The Dark Knight System, however, that’s irritating and locks some useful items behind it. In all, 60 specific tasks fall under being Gotham’s protector, thugs’ worst nightmare, being the best vigilante possible, and working toward becoming the world’s greatest detective. Each branch has 15 items in it, but only by completing each item in order can you unlock the next one, with rewards being given at different levels (like the Sonic Shock Batarang). I just couldn’t help but wonder why I needed to do the tasks in order, considering how hard the later ones are; if you accidentally pulled off task No. 14 while still on task No. 12, you’re out of luck and need to do it again. This is incredibly frustrating, especially because it’s an interesting idea that falls flat in execution.
Speaking of frustrations, glitches abound in Origins. This stuff could be patched at a later date, I suppose, but plenty of technical issues hindered my experience—and even forced me to restart many checkpoints. Thugs would suddenly start to hover 10 feet off the ground, so I’d have to do a dive attack from a higher perch to knock them off whatever invisible box they were standing on.
The controls froze up in several instances, preventing me from hurting any of the bad guys—but, interestingly enough, they couldn’t hurt me, either, which forced a checkpoint restart. Other times, I looked to Batclaw up to a higher point, and I got the RB button prompt to do so—but I instead launched across the room in the opposite direction.
And, of course, Arkham Origins also includes your standard bugs like the camera getting stuck on corners. Finally, there’s my personal favorite, lag and screen tearing in the open world. Not a lot of it, but enough to be a nuisance—and the frequency definitely spikes later in the game as more thugs are on the streets. Sure, it’s not like any of this is foreign to games, but it’s also stuff I didn’t see in the previous games.
Arkham Origins also includes something else we didn’t see in the previous games: versus multiplayer. Heck, I didn’t even know about it until I got the game. This is another example of an interesting idea from Warner Bros. Montreal that’s horribly executed—and completely unnecessary.
Eight players are split into three teams: three players on the Joker’s team, three on Bane’s, and the other two play as Batman and Robin (who doesn’t appear in the story at all). If you play as a Joker or Bane henchman, the game takes on a third-person-shooter viewpoint where you try to kill everyone on the other team. Each team has 25 respawns, and when these are exhausted for one side, the other team wins.
Besides kills, you can also capture three points in the environment. With each capture, the opposing team loses a reinforcement. Batman and Robin’s objective, then, is to perform stealth takedowns—like in the predator rooms—on as many thugs as possible in the hopes of filling up an intimidation meter in order for them to win. If they get shot and die, though, the meter is depleted. Players can also race to become their team’s inspirational boss midway through the match, bringing the Joker or Bane onto the field and giving one team a decided advantage, since most of Bane and the Joker’s powers are one-hit kills. What’s more, you can’t be Batman and Robin two matches in a row, since a randomizer selects who’ll don the cape and cowl after each match.

Just typing that made my head hurt. There’s way too much going on in any of these matches, and the term “clusterf***” came to mind frequently during my playtime. The shooting controls feel way too loose, the maps are far too small for Batman and Robin to ever be truly effective, and their stealth techniques are nearly impossible to pull off throughout an entire match because it’s so hard to predict human nature. Plus, they’re completely negated as long as teams stick together, since Batman and Robin can only take one guy down at a time. The two partner players will often immediately turn their guns on Batman and Robin as soon as something happens, since many of the takedowns also take far too long to complete.
But my biggest complaint about this mode is that Batman is the last character who needs a multiplayer component in his game, and I fear something like this could lead to co-op with Robin, Nightwing, and Batgirl down the line.
The addition of multiplayer shows where this game went wrong: from the get-go. Instead of trying to appeal to the core Batman audience, it feels like WB and DC rushed this game out the door in order to try to maintain the accepted two-year development cycle that’s become a standard for most franchises in order to maintain the widest audience possible.
And by asking Roger Craig Smith and Troy Baker to impersonate former Batman and Joker actors Kevin Conroy and Mark Hamill—instead of having them do their own takes on the characters—I think WB and DC are scared of upsetting an already precarious status quo that sees Marvel thumping them in almost every single media endeavor. Even though Smith and Baker do a stellar job for 90 percent of the game, that other 10 percent—where they sound like they’re struggling to get in the spirit of Conroy and Hamill—shatters the immersion. It’s so jarring, it’s like if I were watching Christopher Walken in Batman Returns, and then suddenly, Jay Mohr is there in his place instead. But the only reason why you’d have them do impersonations in the first place is because you’re scared the casual fanbase won’t be able handle change of any sort. You make a game for the lowest common denominator—the kind of player who needs multiplayer.
But most Batman fans are better than that. It goes back to that fandom thing: The diehards are amazingly in tune with their favorite characters and everything going on with them. To my knowledge, there wasn’t a huge clamoring for multiplayer. And there wasn’t a change in voice actors because WB felt they needed “younger-sounding versions” of these characters—especially because they got everyone else from the previous games to reprise their roles.
This all leads to my main problem with Batman: Arkham Origins: It’s nothing more than a stopgap game to keep Batman fresh in the minds of the casual consumer. With Rocksteady hard at work on whatever they’re doing for next-gen, whether it’s the Batman game we want that picks up right after Arkham City (and hopefully follows Hush) or some other DC-related property (there’s always rumors of them taking a crack at Superman), Warner Bros. felt they had to put something out there. In order to not rock the boat even further, they even figured out a way to work the Joker back in with the idea of a prequel.
At its core, despite the flaws, there’s a decent Batman game here, since it still has the basic mechanics of Arkham Asylum and Arkham City. But the game could’ve been so much more if WB Montreal had really tried to carry the series forward instead of trying to do their own impersonation. And at least then—if this effort had been in the name of wrapping up the series on this console generation with a truly magnificent bang—they could be forgiven a little for all the things they broke when it comes to gameplay. Instead, it feels like they cut corners, slapped a Christmastime coat of paint on Rocksteady’s previous framework, built a second island that looks strikingly similar to the first, and hoped that making a couple of references to the previous games would keep the fanbase satisfied. Because of all this, the game falls short of the lofty expectations established by the first two Arkham games—and my expectations as a lifelong Batman fan.

| Developer: Warner Bros. Montreal • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 10.25.13 | |
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6.5
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Batman: Arkham Origins is a massive step back from Rocksteady’s Arkham efforts due to countless technical problems, poor gadget balancing, and a needless addition of versus multiplayer.
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| The Good | The story, atmosphere, and music are all worthy of the Arkham series. |
| The Bad | Many of the new elements Warner Bros. Montreal introduces are wholly unnecessary—or ruin Rocksteady’s cornerstone elements. |
| The Ugly | The lack of faith WB and DC has in its fanbase. |
| Batman: Arkham Origins is available on Xbox 360, PS3, Wii U, and PC. Primary version reviewed was for Xbox 360. | |








