So I just finished Batman: Arkham Asylum, which while not a profound experience, was still very good. Never before could you immerse yourself in the fantasy of being a comic-book hero to such a degree. Sneaking around; gliding down on opponents; unleashing martial arts prowess; dangling upside down from gargoyles before catapulting around rooms on your batropes; all things you’ve seen Batman do in cartoons, movies and comics.
The gameplay is best in these set-pieces, where you’re alone in cavernous rooms with a number of criminals in the dark, and must take them down one by one. Approaching the challenge head-on you’ll find your bat gunned down ignominiously. But by creeping about, you actually start ‘thinking’ like Batman; getting into the challenge of not being seen; and using all his tricks and traps to overcome them. The game responds by actually makes it scary for the bad guys on screen who, the more you do to them, the more freaked out they become. No one likes walking down a catwalk and finding their friends dangling upside-down from a gargoyle. That’s just weird!

So that was fine, and in other challenges, like solving visual puzzles posed by the Riddler on screen, made for some interesting game play. The game also had something close to a compelling narrative to it, with an overarching plot that strung together the various villains of the Asylum, giving you reason to move from boss-battle to boss-battle. The designers also played with the idea of perspective created by a video-game experience, allowing feats of storytelling dexterity that would be impossible in any other medium. So, bravo, good job there.
But strangely for a game that excelled in so many aspects, in the bigger picture, it did not live up, specifically in the climax. The endgame was simply that, you find the Joker, as you were meant to all along and then simply beat-up bad-guys; only more bad guys; more variations on the physical coordination that you needed to thumb and button your way through the rest of it. Only faster, better, more! And somehow, that did not seem enough. There was something missing here, the surprise of a meaningful ending, the sense of urgency that anything matters to any of the characters, the idea that anything would be different in any of your possible circumstances other than who beats up who. I suppose I had my expectations set by the few narrative twists found earlier in the game.
Perhaps this is a question for all game designers– how do you make something where you create that meaningful climax—something momentous and memorable in the final act. It takes something more than just well, more of the same. Witness Bioshock– the best ‘reviewed’ game of its year– and yet despite it’s twenties decadent gothic Ayn Randian world and evocations suggestions of memory and character; it ended in well, another big fist-fight, a giant beat-em up. Which leaves me thinking, so? So what? What does this matter to anyone? Not that I think games need to simply replicate movies or TV narrative for how to make an ending, but they could do worse.
The playability of a game, how it expresses itself most fully in the way we play is one aspect of gaming that gets forgotten about when trying to compare it to other storytelling mediums. However for a game to get that right; it needs to try harder; reach for something which is actually an extension of it’s own play and themes. And maybe take some risks, and create something which is actually not a heroic ending, but more of a tragedy. That might be the ultimate maturing of the medium. There are exceptions of course, Mass Effect and Portal immediately coming to mind, but they remain that, the exception not the rule.
Is there a true life or death choice that you must make, that will have meaning for you experiencing the game, or any genuine revelation for that matter. Or are you simply put thing your thumbs and your eyes through the wringer? (a metaphor that doesn’t really work although, when I did complete the second last beat-em up battle in Batman it was because I hadn’t blinked, and had to pause for a few minutes to regain my sight.) Games, even mainstream titles, should aspire to more than just bigger, badder boot-to-the-heads. It’s only then that they will create work that can truly be considered a masterpiece.





Japanese novelist read in translation, so it makes me wonder how it will work. I’ve heard that he is an influence on David Mitchell’s stuff, so I was definitely intrigued, and we certainly move enough of them on the fiction shelf here so there must be something going on.