Gamasutra.com's Leigh Alexander discussed the sophisticated story of Batman: Arkham Asylum, and how the game "is a case study in the way that the commercial demands on a triple-A game work against storytelling."

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The story would also have been substantially stronger if the game were shorter. There are a lot of well-designed fights, but the majority of them are not thematically or narratively interesting in themselves. The game would accomplish the same set of story goals, for instance, if it had incorporated fewer of the supervillains at once, and this might also have spared us some boss battles with less-than-inspired play. I liked the transformations that Poison Ivy brought in the landscape, but defeating her was one of the most tedious and aggravating parts of the game, and from a story point of view, I didn't feel there was a lot of need for it.

One might argue that Ivy's ecoterrorist impulses show what it looks like when vigilantism goes wrong, but there's not much in the game that effectively draws a comparison between Ivy and Batman. And Killer Croc brings even less to the development of the narrative line. He really is there only to make certain tasks more demanding. The confrontation with Croc is foreshadowed well in the earlier parts of the game, but that still doesn't make his contribution to the plot especially meaningful.
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  • 0
    Curt Connors Feb 10, 10
    This sounds like someone who's just not very good at games tbh. There may have been a little filler in the story, but I'm willing to put up with that in order for a greater game length and I suspect many gamers would feel the same way.
  • 0
    Miss Razz Feb 10, 10
    I thought the Poison Ivy parts were some of the best parts of the game, tbh. I loved the 'banter' between Joker and Ivy, and her plant enemies/obstacles gave the game some much-needed variety. Without her, the game would've been far too short.

    I do like this guy's idea for the ending though. Would've made the final boss fight so much more epic.

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