Thursday 23 July 2009

I've played Batman: Arkham Asylum, who wants to touch me?



Surrounded by mannequins depicting a selection of gaming’s greatest characters, not to mention some preposterously breasted Lara Croft models, I started wondering if Batman has what it takes to join them in gaming’s pantheon. On the evidence I’ve seen it definitely has what it takes to impress Batman fanboys, thanks to endless visual and dialogue references to all parts of the Batman canon and a selection of script and voice talent from the popular animated series. So, as a massive comic geek I can say that I’m deliriously happy with the game. But the question is, what’s it like when you pick up the controller?

I’ve now had about two hours of hands-on time with a copy of Batman: Arkham Asylum that’s so close to being finished that there’s little more than a bit of sound balancing to be done, and from what I’ve seen so far, it’s really very good…but perhaps not perfect. I won’t review on the basis of two hours, but I’m guessing the finished game is heading for a very positive three stars or perhaps even four.

For starters, it’s beautifully presented, with everything from the strangely tinted lighting effects through to the rippling of Batman’s cape clearly showing the benefit of some painstaking work. Huge amounts of motion capture have been used, with the actor playing Killer Croc wearing weights on his legs to get a suitably lumbering, musclebound gait.

Combat is split between three buttons: Y for counters, X for strikes and B for ape sweeps that brush aside knives and batons. Dealing with hand-to-hand weapons is one thing, but Bat’s really doesn’t like guns, and if armed opponents are around you’ll need to use stealth to get above, below or behind them unnoticed, and then use the stealth takedowns you’ve unlocked to take them out. It’s a nice mixture of smooth, combo-based brawling and clever stealth that looks a lot smoother and less scripted in play than it does in the trailers.

You can see if opponents are armed using the game’s detective mode, a visor that scans opponents, walls, hostages and weapons to identify their conditions, weak points and grapple points. It can also be used to follow scent and chemical trails and to spot the question marks left around the asylum by the Riddler.

This mixture of scanning and swinging, combined with the need to re-traverse certain areas, gives Batman: Arkham Asylum the feel of Metroid Prime at times, albeit a Metroid Prime with added stealth and hand-to-hand combat sequences.

The script is excellent, and while there are a few dud moments in the delivery, the important lines from the important voice actors are delivered perfectly.

I have got a few reservations, mind you. The Detective mode is almost too useful to turn off, yet having it on all the time gets in the way of the gorgeous graphics. In two hours of play, I never came across a reason to come out of detective mode apart from my own desire to see the game properly. Without a cost, or a need to recharge it, Detective mode feels like it might become one of those game mechanics so ever-present that it becomes a distraction.

On top of that, the game seemed strangely room-based, having you progress along corridors towards open areas in which large brawls take place, in a fashion that feels more like an old-school beat-em-up rather than a modern action-adventure game.

Small complaints like that don’t mean its not one of the best games I’ve played for a long time, or that I won’t be buying it come August 28th, but they are enough to make me think that it might not get a full five stars.

Tuesday 21 July 2009

What's up?

I've reviewed all the Fallout 3 DLC side by side over at The Leisure Lab, which is a bit like reviewing a gorgeous side salad that's been served alongside your crackpipe. It's not really necessary and in some cases incongruous, but it does make an unquittable experience even better.

Apart from Operation Anchorage, of course. That's the brown leaf in the salad, or perhaps the Vim in the crack.

Anyway, Batman, Wolfenstein and Mini Ninjas on their way later, I need to sort my thoughts out, as at present Mini Ninjas seems to be the most engaging of the three!

Monday 20 July 2009

Ok, ok...

...I'll do some real posts later. I'm going to the offices of Eidos this morning for a hands-on with Batman: Arkham Asylum and Mini Ninjas, and I should be getting preview levels of Wolfenstein this afternoon as well. So, real content is on the way.

Follow diversion

I used to follow an excellent blog called Dave's Long Box, and loved every hilarious post, especially his attempts to turn 80s chopper-combat show Airwolf into an adjective. But do you know what I didn't like? I didn't like it when he left the Long Box unattended for lenngthy spells to write for other blogs.

Anyway, I've just written a head 2 head battle between Grand Theft Auto IV and Fallout 3 for Megabits of Gaming. Check it out, it's totally Airwolf!

Monday 13 July 2009

A confession...


Anyone who knows me will tell you that I’m very picky about racing games. I don’t care about realistic damage simulation, the effects of tire degradation or the accurate recreation of sports cars that cost the same as a small house.

By the same chalk, I don’t really care for the ability to shoot at the cars I’m racing, or pick up power boosts, or the ability to come off a bump in the road and achieve the sort of pants-wetting heights that should only be attained under the control of a skilled pilot, with an over-friendly air hostess handing you a complimentary gin and tonic and a couple of Mogadon.

So, there you have it, I don’t like racing simulators, and I don’t like arcade racers. I don’t want to feel that my choice of sparkplug is going to come back to haunt me, nor do I want to win by shooting someone with a red tortoiseshell. I want a game that lets me race as if I’m driving a real car on a real track, but doesn’t penalise me for the fact that I can’t drive for toffee.

Which is why I’m expecting to be in the minority when I say that I really enjoyed Superstars V8.

Ok, it’s comparatively limited in tracks and drivers, one moment its penalising you for cutting a measly corner while the next its letting you get away with a massive detour across the grass, and its damage simulation boils down to little more than a wobbly bumper, but if you can get past all that, and the awful heavy metal soundtrack, then you’ve got the sort of racing game they used to make. The sort that makes you call up a bunch of your mates and have them come round to your house (take that, Xbox live) with beers and peanuts and spend an evening passing controllers back and forth, roaring encouragement at each other and feeling like Jimmy Hunt.

Between its howling turbos, surprisingly invulnerable cars and aggressive but not overly intelligent pack, Superstars V8 will have you breaking late, diving for gaps that aren’t there, and generally doing your best to drive intelligently while slowly succumbing to the red mist.

It doesn’t have thoroughly realistic handling, it doesn’t have many tracks, and it’s even missing a few real life cars thanks to licensing issues, but that didn’t stop me having a cracking good time with it.You can watch my in-game footage in my Superstars V8 review.

Wednesday 1 July 2009

Fallout falls to Fight Night 4!


Well, it was bound to happen eventually, Fallout 3 has been knocked off the top of my playlist.

What could topple the huge and addictive RPG? Well, partly it’s the arrival of EA’s excellent Fight Night Round 4, but mainly, it’s the presence of a really ill judged piece of DLC.

Now to be fair to Bethesda, they’ve come a long way since cheekily trying to get gamers to part with their money for horse armour in Oblivion. In general, the Fallout 3 DLC has been well worth the money, with the Pitt offering new weapons and a compelling story, Brokent Steel offering new weapons and an increased level cap, and Point Lookout offering new weapons and new environments. But Operation Anchorage? Well, it offers new weapons. Alas, it also offers an incredibly dull gameplay that feels at odds with the general Fallout 3 experience.

Heavily combat oriented and almost entirely linear, Operation Anchorage has you playing what is essentially an FPS with Fallout’s VATS system, placing you in a virtual reality historical simulation of the war that led to the devastation you see everywhere in the main game. Alas, the snowy wastelands, prescribed paths and lack of any real exploration or gameplay choices are completely at odds with the rest of Fallout, and even the addition of the excellent Gauss Gun can’t compensate for the way Operation Anchorage wrenches you out of the Fallout experience.

To be honest, much had been made of the Operation Anchorage’s weknesses before now, which is why I’d gone for all the other DLC first, but when Anchorage appeared with a 35% reduction, I assumed it would be worth it. Don’t make the same mistake-get the later DLC, but steer clear of Operation Anchorage.

The other part of Fallout 3’s temporary removal from my must play list? Fight Night Round 4. It’s a wonderfully nuanced and speedy simulation of the sweet science, one that uses authentic physics, realistic fighting styles and varied fighter to produce an utterly addictive gaming experience, and that’s before you’ve even taken it online, where it really starts to excel. Check out my full Fight NightRound 4 review here.