As I have previously established, I am a
fan of Batman. I am currently reading Scott Snyder’s take on him in DC’s
why-is-it-still-called-the New 52, which I really like reading, and I’ve seen a few movies about the character. While not all of his movies have really been
that great, his more recent games are. Rocksteady’s Arkham games, Arkham Asylum
and Arkham City, have been hugely successful by defying all conventions and
being licensed Batman games that are actually good, helped by the fact that the
entire dev team clearly put a lot of care into the story and gameplay and
showing their love for the Dark Knight. Following Arkham City, which I consider
to be a perfect video game, I was pleased to learn that there would another
entry called Arkham Origins. To my surprise however, I found out that it would
not be Rocksteady handling the latest game, but rather WB Montréal, the people
who ported the previous game to the Wii U. I knew that Arkham City would be a
really tough act to follow from the get-go, but knowing that a different
developer would be handling the game made me a little nervous about how it
would turn out. While Arkham Origins came out in October, it wasn’t until I
received it as a Christmas present, and did some other stuff, that I was able
to get my hands on it. Having played the game for a few days now, I’d say that WB
Montréal is very competent, but the end result is not without its own share of
problems.
Befitting the title, Arkham Origins is a
prequel to Arkham Asylum, though at an unspecified point in time (all we know regarding
this is that Batman’s been around for about two years). On Christmas Eve,
Batman intervenes at a breakout in Blackgate Prison instigated by Black Mask. After
prevailing against Killer Croc, the caped crusader discovers that not only has
Black Mask placed a $50 million bounty on his head, but eight of the world’s
deadliest assassins have gathered in Gotham to try and collect it. At the same
time, some of the GCPD’s corrupt cops want to claim the reward themselves. Now
Batman must learn why Black Mask wants him dead, defeat the assassins and prove
himself as a hero that Gotham can trust. Not far into his investigation
however, he also finds out about a mysterious new criminal named “the Joker”
and tries to figure out how he fits into the equation.
The eight assassins after Batman's bounty. Only six are plot-relevant. |
While Paul Dini has no involvement with
the writing this time, the story is actually very well-written. It follows a
nice arc for Batman, showing him in a somewhat harsher light as someone who
wants to work alone, but as the game goes on he learns the value of teamwork
and being able to depend on others for help when he needs it most. There are
some moments that show him in a more vulnerable state, as in more human, which
is fine because these moments are a good source of his character growth. Black
Mask, from what I can tell, is also portrayed well and is a very competent
villain, though eventually the spotlight is given completely to the Joker, who
is very much a true monster. His antics are very in-character and finding out
his past before and with Batman, at least in the context of the Arkhamverse,
was very interesting and fleshed out his character a little more.
Despite my praise though, there are a
couple of things which stand out. There are a couple of continuity errors that
go against what was established in Arkham Asylum and Arkham City, the most noticeable
one being how Joker and Harley Quinn first met, or even in the Arkham Unhinged
comics, that being the first encounter between Batman and Black Mask. I was
able to let these go for the sake of this game’s plot, but in the long run I
find it bad that WB Montréal couldn’t take the time to go through the other
games or the comics and try to stick closely with the canon that was already there.
There is also at least one plot point mentioned that never really goes
anywhere, though the one that immediately comes to mind is the fact that
Calendar Man is set free at the beginning of the game but there is no special
story revolving around him, which would actually have been quite interesting.
Black Mask (center) is a formidable adversary. |
While I’m at it, I might as well talk
about the character selection. The game establishes that there are eight
assassins within Gotham, although a few of them are only accessible through side
quests (more on that later). As the game mentions, the assassins are Killer
Croc, Deathstroke, Firefly, Copperhead, Deadshot, Electrocutioner, Shiva and
Bane. Other villains in the game include Penguin, The Riddler (as Enigma), Bird
and Anarky. Thanks to having played the previous Arkham Games and seeing quite
a bit of The Batman when it first aired, as well as passing knowledge of Beware
the Batman, I was able to identify some of the villains (at least those who weren’t
already heavily in the public eye). However, I must say that some of the ones
chosen are quite obscure (to me), since I had absolutely no idea who
Copperhead, Electrocutioner, Bird or Anarky were before now. Maybe it’s my
fault for not watching Justice League or reading any pre-New 52 Batman comics,
but I get the feeling that WB Montréal scraped the bottom of the barrel for new
villains to face. On top of that, the boss fights are kind of a mixed bag, with
some being really fun (Firefly, Deathstroke) or just plain ridiculous in the
setup (Deadshot).
Deadshot does sniper work with his wrists (?!) and feels a compulsive need to ricochet his shots. |
The gameplay of Arkham Origins is
largely the same as Arkham City, which isn’t too surprising considering that WB
Montréal developed Arkham City: Armored Edition. There is a strong sense of
familiarity because of this, which isn’t bad all things considered since I like
the gameplay of Arkham City, but at the same time I can’t help but feel like it
isn’t as polished. Combat doesn’t feel as strong and the gadgets that are at
Batman’s disposal are essentially slightly weaker versions of what he had in
Arkham City. The Freeze Blast and Freeze Cluster, for instance, are both
replaced with the weaker Glue Grenade, and the Remote Grapple, while very
useful in Predator situations, doesn’t have as many viable places to use it as
the Line Launcher. I understand that this would make sense in the context of
the game’s placement as a prequel, so Batman isn’t as strong, but a game should
still be polished to the fullest anyway and the combat generally wasn’t as fun
or tight as its predecessors. Despite this shortcoming, Free Flow combat is
still fun enough that you feel like a badass and the Shock Gloves from Arkham
City: Armored Edition help with that feeling a lot.
Gotham City is still very impressively
detailed, though there was a huge sense of Déjà vu from the fact that about
half of the map in Arkham Origins is Arkham City but presented at a different
point in time. This makes sense due to the nature of the previous game and if
anything Gotham is now bigger than ever by being able to explore the other half,
opening up new possibilities for side quests. While I liked being able to
explore the city again however, I did find it a little less fun to go through
this time around, which isn’t really a good sign, although this is mitigated
somewhat by the integration of a Fast Travel system involving the Batplane. I
hope that the inevitable next game either takes the story to a new location or makes
going through Gotham feel fun again.
Since I’ve mentioned it a couple of
times already, I think I should talk about the sidequests. These make a return
from Arkham City, though naturally they are a bit different. A running one
involves thwarting Enigma and by collecting his extortion data and taking out
his radar networks to access his HQ and stop him from exposing the darkest
secrets about Gotham’s citizens. Another involves finding out the perpetrators
of certain murders through an awesome new mechanic where you reconstruct a
crime scene gradually and scan the evidence that you find over time by doing
so. Overall, the sidequests are a bit fun, though I’ll admit I haven’t played
all of them since I have idea how to trigger events which lead to certain
assassins and at least one path was severely glitched anyway, which is a shame
because otherwise I would have really tried to do everything barring the Enigma
stuff.
Reconstructing a crime scene is actually pretty cool. |
A lot of praise I might give the game
however is overshadowed somewhat by the number of big glitches still in even
after extensive patching. I’ve had situations where enemies clip through walls
after I knock them out and a time when the Triangle button absolutely would not
work, necessitating quitting the game and reloading. The biggest glitch of all
however was when I tried a side mission to track down the character Bird and
the first mission would not execute properly. After beating the game I tried it
again and it failed to go off at all, meaning that I’ll now have to start all over
again just to try that one mission. At that point I felt like I had played
enough to write this review.
This game is so glitchy that they removed this awesome Worst Nightmare skin from the game, which they even waited until SDCC to announce! |
The visuals are easily among the game’s
strong points. Everything is magnificently detailed and the stylized look of
everyone and everything still looks good the third time around. I also liked
the costume designs of the characters, since they pretty much fit the overall
tone and setting of the story. However, there are a couple of snags. There is
sometimes quite a bit of texture loading, more than was present in Arkham City,
which was a bit distracting when it did happen and did nothing but elicit a
laugh from me (I also laughed hard at some of the funnier glitches). Also,
there is a point in the game where the fire is frighteningly low-res, which is
enough to take you out of the immersion and try and figure out just why it was
so difficult for WB Montréal to program fire in an otherwise detail-oriented
game.
Apart from the great sound effects in
the game, I should also mention the voice acting. Everyone is good in their
roles and I have no real complaints, but two voices in particular that need
addressing are the roles of Batman and Joker. Rather than Kevin Conroy and Mark
Hamill, the respective roles are played by Roger Craig Smith and Troy Baker.
Both are very competent at what they do and I respect their decision to try and
emulate their predecessors, just sounding younger in the process. This, to me,
helps the characters sound believably younger, as they have a continuity to
uphold, but I think that even if another great Arkham game was made and they
couldn’t get Kevin Conroy again, these voice actors could still work as
incredible substitutes. Heck, even if they got Kevin Conroy back, they should
still keep Troy Baker on standby because of his uncanny ability to channel Mark
Hamill in his depiction of Joker; unless you knew beforehand that Hamill
retired the role and Baker took over, the difference is nearly
indistinguishable and I love the voice even more for accomplishing that.
Troy Baker does an excellent job voicing Joker. |
Batman: Arkham Origins is a great game
and a strong entry in the Arkhamverse, though not quite as good as the
Rocksteady titles. It has a very good story and the gameplay is still good,
though the combat is a little less polished and more time could have been spent
ironing out the texture problems and numerous bugs. I would recommend this game
to existing fans of the Arkham games so that they can form their own opinion
about the voice acting and change of studio, but for new fans I would say that
there are two routes ahead of you. If you want the experience in chronological
order, begin with Arkham Origins. If you want the highest quality Batman games
around, begin with Arkham Asylum and Arkham City.