Monday, October 28, 2013

Batman: Arkham Origins

WARNING: MINOR SPOILERS

It would be easy--if accurate--to complain that Warner Bros Games Montreal has done nothing new with the Arkham franchise. On the one hand, Batman: Arkham Origins does give the impression of stagnation, as though the series has already become afraid to try anything new. On the other hand, more Arkham is fine by me.

Given a new studio at them helm of this installment, a brisk change of pace may have been unnecessary, anyway. It might even have made a great big glowing target of WBGM (God, the acronym is somehow just as cumbersome as the full name) because any significant change would've proved--at best--controversial among the fan community. So in Origins, it appears, the studio chose to prove they could deliver the same beloved product, plus a couple more things. In that, Montreal succeeds.

And Origins does tempt fate, allowing Batman to glide and run around "old Gotham City," which players will remember as the setting of Arkham City. And it looks here exactly the same as it did in the previous game if a bit less, um, decayed: same courthouse, same steel mill; a few buildings missing, a few more added, and Batman cannot interact with this portion of the city precisely as he did in the previous game. But it's undoubtedly Arkham City. The player can explore this area (and a brand new half of a city, as well) using the exact same orgasmically-intuitive game mechanics they've become accustomed to. If nothing else, it would be ballsy to remind players of a game they love while giving them a game they don't. Not going to lie: I smiled a bit, reliving old memories.

While we're tempting fate with a new studio trying to replicate near-perfection, we've gotten new voice actors to replace the near-unreplaceable Kevin Conroy and Mark Hamill. But happily, Roger Craig "Ezio Auditore" Smith's Batman is a reasonable facsimile with a flawless criminal-intimidation voice. Meanwhile, Troy Baker (who you will not recognize from here) ratchets Hamill's unmatchable rendition into a younger, more eager Joker. Both are solid enough and talented enough that I almost wish they had been allowed to break free with their performances rather than imitate what's already been done. Origins gave me that feeling frequently.

At this point, I realize I haven't gotten to the Batmanning. But that aspect is mostly the same as it was before. Crime scene reconstruction is a fun, only occasionally tedious, addition. And the Batplane quick-travel is a nice relief when having to traverse a game world that verges on over-sized. Otherwise, no big surprises here. Players who didn't like the Riddler's scavenger hunts still won't like them, and still don't have to do them. And players who love fluid fights and challenging predator sections (that is, every player) will still love those. It feels good to be back in the cape and cowl again. 

Side note: a brief jaunt into the challenge rooms left me disappointed, coming off as more a series of structured stunt-performances requiring none of the creative criminal-bashing I loved about the previous games' challenge rooms. Maybe opening up a few more rooms will improve that experience.

Joker aside, Origins opts to showcase the more obscure segments of Batman's rouges gallery. From semi-knowns like Black Mask and Deathstroke to out-of-left-fielders like Copperhead (now a chick!) and Anarky (whose inclusion is worthwhile solely for Batman's walk-out on a mopey manifesto). Bane, in a pleasant surprise, is a decently well-constructed villain: an enormous, hyper-intelligent tactician with a mercenary focus on killing the Bat. However, it's tarnished slightly by reverting him to the over-muscled, lumbering Bane we know from past games for the climactic battle, which is somewhat more thrilling than previous final Arkham boss fights. On that note, boss battles are decent this time around (special mention to the Mad Hatter section), but nothing like the spectacular Mr. Freeze fight from City.

True, Batman's early years--being hunted by cops, the slow-building trust with Gordon, his first meeting with Joker--have been done before. Sometimes better than this. There's nothing new or canon-shattering here. We even get a brief Knightfall retread. Montreal is not trying for the road less traveled here. But if it works, it works. And Origins works.

If Rocksteady never gets another shot at the franchise, at least Arkham is in steady (hm...) hands at Montreal. If it ain't broke, yadda yadda. This can get old quickly, and Montreal will need to do something of their own eventually. But so long as future games avoid the trap, I can live with evolutionary lull for one installment.

Grade: B+

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