Showing posts with label Batman Arkham Asylum. Show all posts
Showing posts with label Batman Arkham Asylum. Show all posts

Sunday, 24 July 2011

Bigger Is Not Better

This week I’ve been playing a lot of video games. I have some free time at the moment (because I don’t have a job) and the steam summer sale ended not long ago, so I have a few new games to play around with. The games I’ve been playing are Portal 2 and Assassin’s Creed 2. Both sequels to games on my top ten list, and both a whole ton of fun in their own right. I’d like to compare both games to the game which they follow, and look at the upcoming sequel to Batman: Arkham Asylum, Arkham City which is coming out very soon.

The thing I want to pick out about each of these three sequels is that they are all significantly longer than their originals. Portal 1 was only about three hours long, while Assassin’s Creed 1 and Arkham Asylum were about ten hours each. By contrast, Portal 2 is about six hours long and Assassin’s Creed 2 is fifteen hours and counting. From what I hear, Arkham City will be significantly longer than Arkham Asylum. I suspect that Assassin’s Creed 2 and Arkham City will be about twenty hours each, so let’s assume that a doubling of play time roughly a theme.

I don’t know whether other sequels fit this pattern, but it makes sense. Games cost money to make, the longer the game, the more money it takes, so an original game being given a relatively small budget by a studio because anything original is bound to be a bit of a gamble makes sense. With a relatively small budget, you can only make a relatively small game. If the game is a success, the sequel (and there will always be a sequel) is given a much bigger budget, so a much longer, more ambitious game is made.

The most startling example of this is Portal. Portal 1 was originally a very small project created by a team within Valve. It was thrown into the Orange Box along with Team Fortress 2 because Valve were a bit embarrassed that Half Life 2: Episode 2 took so bloody long. On the other hand, Portal 2 was a full scale project with the whole of Valve’s production team and budget behind it. It’s a full scale game, rather than just a little throwaway, experimental, indie game.

The reason for this, from Valve’s point of view, is very simple, they can make a hell of a lot of money selling Portal 2 as a game in its own right for the same price as any other game. Portal 1 was hugely successful and popular, so a sequel was always going to sell well. The reason behind making Assassin’s Creed 2 and Arkham City much longer is not so obvious. The thing that springs to mind immediately is that they think a longer game is going to be better. They can simply fit more stuff into a longer game and increase the variety of the gameplay experience. They can write a more interesting and complex plot, fully flesh out the characters and the setting. Most importantly though, you get players playing for longer, so they are going to be telling their friends about how much fun they’re having for longer, meaning that their friends are more likely to go and buy it as well.

Only the last of those is true. A longer game does not, by any stretch of the imagination, make for a better game. Just as a thousand page novel is not better than a three hundred page novel by virtue of being longer. It is perfectly possibly to tell a good story in a hundred pages, or three hours of play time, or an hour of screen time. There’s nothing wrong with telling one in a thousand pages, or twenty hours, or two and a half, but length bring about its own problems.

I’m currently re-reading Robert Jordan’s Wheel of Time Series and thoroughly enjoying it, but as I make my way through the 9th book with no plot resolution in sight, it has being increasingly obvious that Jordan simple has too many characters and too much plot. It takes an incredibly skilful writer to deal with that much stuff happening without getting bogged down. Pacing gets harder and harder the longer and more complex your plot is.

The same is true for all mediums. A video game is just as likely, if not more so, to get bogged down in the detail when the plot starts stretching for twenty hours. Assassin’s Creed 2, thus far, has managed to get itself bogged down, partly by doing away with the very structured approach taken by Assassin’s Creed 1, and partly by simply having too complex a plot. You lose sight of the overall motivations of the characters, or those motivations simply stop meaning anything given the context of the action. This is partly down to poor writing, but the length of the game does not help at all.  I fear that the same might happen with Arkham City.

Of course, story is not as important as gameplay to most developers and most gamers. A longer game certainly meant that more gameplay can be put into the game, but then it also increases the potential for boredom. There are only so many time that one can stab an unsuspecting soldier in the back, or tie him upside-down from a gargoyle before it gets boring. Of course, after a few weeks or months break, it gets interesting again, but by that stage it’s easy to have forgotten why you were ever doing it.

Of course, a good sequel will always involve new gameplay aspects. Assassin’s Creed 2 has almost Prince of Persia type platforming sections (with all the same engine issues, but just as much fun anyway) and some really interesting vehicle sections. The latter are really well integrated into the story, whereas the former is not, so it feels a little bit pointless. That is actually indicative of Assassin’s Creed 2; there are lots of things to do above and beyond the plot, which makes it very easy to get lost and loose track of where you are in the plot. It also makes the game feel very flabby. The first game was very tight, because all the different sections of the game were tied (if a little tangentially) to the plot, whereas here, all the assassination submissions, platforming sections, rooftop races and punch ups having nothing to do with the task at hand, so they feel like they have been tacked on. This all helps to bog down an already convoluted plot, putting the pacing even further off.

I hope this is not what will happen with Arkham City, but I get the feeling that is will. From the little Rocksteady have told us, there will be plenty going on to distract from the main plotline. That sounds great, but the thing that really keeps players (or this player, anyway) playing a game is the story. I play games to drive the story forward and I find it very easy to get bored if my actions don’t seem to be doing that. The problem is that I also tend to do everything in games because I assume it’s all got something to do with the plot, so games which have loads of stuff going on above and beyond what is required for the plot tend to feel very flabby and unfocused to me. It’s the issue I have with RPGs a lot of the time.

I understand that I’m in the minority in that, but the point still stands; longer time does not necessarily make for better gameplay. New stuff has to be integrated into the plot, otherwise it feels tacked on, and more time simply means more time to get bored. After fifteen hours of Assassin’s Creed 2, I’m bored with stabbing people. I’m sure it will become interesting again in a few weeks or so, but for now I’m bored. I fear I will become equally bored after fifteen hours of Arkham City when it comes out.

Add to that the fact that a longer story is by no means a better one and you have a pretty decent argument against story driven games being longer than ten hours. In fact I think ten hours works really well for a game. It’s more than enough time to tell a really good story with interesting characters, Assassin’s Creed, Bioshock, Arkham Asylum, Prince of Persia: Sands of Time and Psychonauts all show us, and funnily enough all of those gamed are on that top ten list I mentioned earlier. It’s not that Assassin’s Creed 2 is a bad game by any stretch of the imagination, neither is Portal 2, it’s just that they’re not as tight or neat as the originals. They’re almost trying too hard to be bigger and better than their predecessors, while forgetting that bigger does not, necessarily, mean better. In fact, bigger is actually an awful lot harder to pull off. I suppose the perfect example of this would be the big RPGs like Mass Effect and Fallout 3, which are consistently flabby and overburdened.

Of course, I am in the minority. Most people, it would seem, are happy to play games simply for the sake of playing them. I suppose I am too when it comes to the Total War franchise and other strategy games. Nevertheless, I would like to see more games driven by their story, constructed around their story and with the story at the heart, not the gameplay. I firmly believe that games are a fantastic storytelling medium that needs to be exploited more. And that can and should be done by games that need not ever exceed ten hours of gameplay, because that just makes it harder for everyone involved.

Sunday, 4 October 2009

Nanananananananana batmaaaaaan

I have a great idea for a super villain. As a child his rich parent were murdered by a poor person. From this day on he hates the poor and the homeless and tries in his own sick and sadistic way to punish them for their collective crime against both himself and society as a whole. Having trained as a ninja, he returns to his home city to terrorise the local lower classes. Taking over his father company he uses his obscene wealth to lead a double lifestyle; playboy by day and vicious murderer of vagrants by night. He deploys his company’s wealth and arms manufacturing prowess to develop sophisticated equipment to help him on his deluded quest for vengeance. His main weapon however is fear. Turning his own childhood fear of bats against his perceived enemies he dresses up as a bat and terrorises the poor of his city, stalking the shadows, striking without being seen, swooping down on his unsuspecting victims and picking them off one my one. Who will stop the batman’s vendetta against the underprivileged?

I have of course, with some changes, just described to you one of the most well known superheroes ever created; Batman. The point, unless it wasn’t obvious, is that Batman is not exactly your archetypal virtuous superhero who fights crime and never puts a foot out of line. Put simply, Batman is a bastard. He runs around in the shadows beating up petty criminals and using the various gadgets on his utility belt to interfere with the plans of crime lords. He is not an ever-present demi-god who is so absurdly overpowered that he can completely stop all crime ever; he is a very rich guy trying with limited success to stop crime in one particular generic city in America somewhere. Batman makes villains fear him because he does not do the honourable thing by beating them in a fair fight; he sneaks up behind them and hits them over the head. This is because, were Batman to face up to a bunch of criminals with guns he would get shot several times before he could use his ninja training and belt full of gadgets. What makes Batman such a good superhero is that he is very human. Ok so he’s a pretty badass human with ninja training and loads of cool gear, but he’s still a human. It’s not like he’s juiced up on some radioactive bullshit that gives him special powers to fight crime.

Why, you may ask, am I blathering on about Batman? The answer to this question and actually the main topic for this week’s blog is the new Batman game that came out recently, Batman: Arkham Asylum.

The clever thing about the Batman universe is that they created this place called Arkham Asylum, a mental institute where they can lock up all their super-villains, allowing them to be reused. Batman doesn’t actually ever kill anyone; he just sends them off to Arkham so that when the writers need a new idea they can just break one of the old hands out for Batman to reel back in again.

Exactly such a thing has happened in the game; The Joker has broken out of the Asylum and reeked havoc on Gotham until Batman caught him to throw him back into Arkham. Inevitably it’s not that simple; the whole thing is a set up to get Batman locked up in Arkham with all the maniacs and a good helping of thugs to go with them. The perfect set up for a videogame.

Because it’s confined to Arkham Island the game is set in a fairly small location, so all the action takes place in a very limited area. This makes the game very tight, allowing it to tell a coherent and well paced story. The storyline is pretty well linear, although you are free to move around the Island as you please to complete all the side quests, which mostly constitute finding a load of random things scattered around the various buildings on the Island by The Riddler. By setting very deliberate and obvious limits on the scope of their story, the game developers have succeeded in making a very close-nit and coherent storyline, which really works well.

There is one massive issue with the storyline which really annoyed me. While the presence of Arkham Asylum means that you can reuse villains, it also means you can never reach any sort of closure. At the end of the game we are left with all the villains being put back where they belong, the status quo has been restored. The perfect set up for a sequel. In fact we are given one parting shot in the very final cut scene which more than suggests a sequel. Given the success of the game I expect that someone at Rocksteady games is already mulling over how they can spin the story out for another few hours. Open ended storylines where nothing is really achieved except the restoration of the status quo is not good writing.

The main problem any serious medium will have with Batman is that he is essentially a nutter running around in pyjamas and a cape. It’s very difficult to be dark and gritty when you have Batman running around fulfilling every child’s dream by dicking around on the rooftops and flying. Ok so he’s easier to fit into the modern fad of being gritty and realistic than most superheroes because he wears black rather than the incredibly vibrant spandex that most superheroes wear and has very dubious morals, but he still dresses like a bat for goodness sake. The game compensates for this by dressing up all the villains in even more vibrant colours and making half of them batshit insane. Of course this works because they’re in a mental asylum. The Joker especially is presented as being completely off the wall (as is appropriate). For most of the game he sits in a room making snarky comments as Batman runs around beating up his minions, he seem to take pleasure in the fact that the thugs that are getting haunted by Batman and are completely helpless to stop him. This of course gets around the fact that there’s really no point posting guards when you know Batman will just beat them up, perhaps the Joker just enjoys watching them suffer.

Fortunately, given that an almost constant commentary is given, the voice acting, is on the whole, pretty good. The only person who got on my nerves to much that I literally had to turn down the volume was Harley Quinn and I’m pretty certain that was intentional. The only annoying thing was some of the dialogue, which was at times so filled with clichés that I wanted to cry. Batman especially was stoic and full of emotionless tough guy drivel that I was almost hoping the Joker would win. Writers can’t seem to realise that they can give the main protagonist a personality without making him a complete pussy.

Actually to give due credit to the writers, they did include some really well done sections using Scarecrow to confront Batman with his past, creating a real sense of vulnerability. This is especially well created when the figure of Batman is replaced by Bruce Wayne as a child, walking through the rain soaked streets of Gotham when the soundtrack to his parent’s murder is played. Unfortunately these elements are few and far between and the actually levels where you fight scarecrow don’t quite live up to the cut scenes.

Another techniques used by the writers to make Batman less of a cold, heartless bastard is to have Joker and co. constantly comment that locked up an Arkham is exactly where Batman ought to be. While this is a step in the right direction, in many ways it doesn’t go far enough. Joker keeps on saying that Batman is a nutter, but never seems to present any evidence, simply repeating the same old one-liners over and over again. The idea that Batman is as bad as the criminals he’s fighting could have been presented really well by using Scarecrow’s hallucinogenic drugs to present Batman with a twisted view of his own past, much as I did at the start of this review. Instead the idea of Batman’s insanity is presented in an incoherent and underwhelming way.

I’ve just noticed that I’m almost at two pages in Microsoft Word and I still haven’t mentioned gameplay, so let’s do that. Actually there’s very little to say, the combat flows beautifully, is fun to play and appropriately challenging. The main problem with it is that there is too little variety. Once you’ve beaten up one thug with a pipe, a brick, a knife or an electric rod, you beaten up them all. A couple of different variations of thug would make some of the fights less samey. Despite this the combat system is one of the most entertaining I’ve ever played.

While unarmed thugs are taken out with seamless, flowing combos, thugs with guns are generally taken down by creeping up behind them and taking them out silently. These stealthy elements mix with the hand to hand combat seamlessly and progress nicely in difficulty, although the game doesn’t really exploit the final developments of that progression. There is one really challenging level near the end, but nothing after that, which is really disappointing. One does have to wonder however why the thugs don’t ever look up and why whoever designed the interiors had such a fixation with gargoyles.

It just would not be Batman without gadgets. There is always the danger of overpowering Batman with a whole dirge of different gadgets which can solve any problem. Fortunately the game balances the gadgets really well, meaning that, although new things become available, they don’t necessarily make life any easier. Gadgets allow access to different areas, most of which only contain more of the Riddler’s challenges. The main issue with the gadgets is the way in which Batman gets them; at one point he even calls in his batmo-plane to deliver a new gadget. Why not just get in the bloody thing and use that to stop the Joker? Maybe Batman is insane after all, that or the writers couldn’t think of any other way of getting that particular gadget to you.

The principal weakness of the gameplay in Arkham Asylum is the boss battles. Batman seems to have an infinite number of Batarangs because every single goddamn boss fight requires that you throw one at an appropriate villain at an appropriate time. One would hope that the developers could think in slightly more innovative ways of defeating people like Killer Croc or Bane than simply throwing a Batarang at them and running away. The only thing that makes it harder is that you have to beat a load of thugs up at the same time. As I have already alluded to the fact that Scarecrow levels are particularly underwhelming. The first one is good, but after that they don’t get much harder. If only they did because the sections themselves are excellent. Probably the best boss battle is the one with Poison Ivy, which is both challenging and really fun, although even then it’s still just throwing a Batarang at the giant plant. It also contains the game’s one quick-time event, so it looses marks there. The pinnacle of inadequacy comes with the final boss battle against a juiced up Joker. Essentially it’s a fight against a load of thugs with the occasional bit where you have to run away from a giant version of the Joker. That is all the game can offer? Fighting one of the most psychopathic and brilliantly insane super villains of all time and all the game can offer is exactly the same as it has for the last few hours? All the developers can think of to do with the Joker is given him some spinach like half the other bosses in the game and make you avoid getting beaten up by him? After completing the game one is left with an underwhelmed feeling of ‘is that all you’ve got to offer’. We are left with the feeling that the game is rummaging around in its toy box, searching for something new to show us. The Joker is a crazy psychopathic clown for goodness sake, how hard can it be to create a really wacky and at the same time truly challenging and original boss fight?

Despite its flaws, this game is superb. If you haven’t bought it yet, go and do it now. Batman Arkham Asylum is one of the best games I’ve ever played. Sure it’s not perfect, but it’s well worth the expense. Not only does the story make for hours of fun, the challenge mode allows you to make the most of the game’s best bits. Given the game’s success I think it’s inevitable that a sequel will emerge at some point. Let’s just hope that they put as much time and effort into making it as good as this game as well as trying to iron out some of the issues. The game could easily have taken a different direction and I hope a sequel will try to develop some of the things the game didn’t really do very well. I fear that any sequel will fail to live up to the game’s very high standard, but, if done properly, a sequel could be just as good if not better. Anyway, to sum up this absurdly long blog, Buy. This. Game