![]() While many modern superhero games like Marvel’s Spider-Man and Infamous Second Son might be technically superior to Arkham Asylum, they owe a lot to Rocksteady’s 2009 masterpiece. There are also several moments in which Batman glides across the dark sky with the moon in the background while it’s raining and it’s still jaw-droppingly gorgeous even 13 years after. Once again, this proves just how in tune with the source material developer Rocksteady was. The horrifying sounds and visuals during these stages add tension and weight, without making you fight in a traditional sense. It would have been simpler to just make this an action-packed boss fight, but given the Scarecrow’s emphasis on fear - which often feels surreal - these sections make much more sense. These sequences require Batman to escape from nightmarish levels while avoiding the Scarecrow's deadly gaze. Likewise, the game’s enemy design is just so memorable, especially the Scarecrow sections. This made it feel expensive and cinematic, leaning closer to an animated series at times, rather than a video game. It feels so much more official thanks to Kevin Conroy and Mark Hamill reprising their roles as Batman/Bruce Wayne and Joker, respectively. Tying everything together is a stunning presentation from its overall art direction to its character design, and acting. ![]() This game still looks awe-inspiring, even when compared to modern releases. This respect for the source material gives Arkham Asylum more of an edge. Giving players the option to choose between stealth or traditional hand-to-hand combat just works so well, and truly ties to who Batman is as a character. By the time you get to the last enemy, they’re often seen trembling as they walk around, hoping you’ll go away. Sticking to the shadows and taking out enemies without being seen is in your best interest - and the more enemies you take out this way, the more fear you instill in the ones who remain. ![]() On top of the more aggressive combat style is a robust stealth system that feels just as fleshed out. Eventually, you can get through battles without even getting touched. It’s not a straightforward combat system, by any means, but once you get into the flow of attacking, dodging, and mixing up your strikes, it becomes so much more satisfying. You’re encouraged to keep the combo going, because the higher your combo, the bigger your multiplier, which results in more XP. Instead, Batman can jump over goons, grapple them, use takedowns, counters, and implement his plethora of gadgets to keep his combo going - all in a fluid motion. It goes beyond simply letting you punch and kick bad guys. Interactive EntertainmentĪrkham Asylum is also famous for its freeflow combat system, which still gets copied to this day. Free flowing combatīatman: Arkham Asylum’s iconic freeflow combat system gets copied to this day. It’s such a simple, yet effective design choice that encourages players to explore every nook and cranny of Arkham Island. But after you finally get your hands on the Explosive Gel, a lightbulb goes off, and you think of all the new places you can explore. For instance, when you come across breakable walls early on, you can’t get through them. This, when combined with its light Metroidvania elements give it such a distinct gameplay loop that makes it hard to put down. It’s large enough to offer meaningful exploration, without feeling too big. In fact, this game respects the player’s time much more, offering more meaningful stories and objectives rather than a bunch of fluff. Sure, Asylum seems tiny compared to modern games, but thanks to the condensed placement of its points of interest, it never feels too small. Arguably Arkham Asylum’s greatest strength is its small world and emphasis on linearity. The major thing that separates the two is the sense of scale and design. There’s debate about whether Arkham Asylum or Arkham City is the better game. It has far less fluff than modern open-world games that feel artificially massive, with little substance. Arkham Asylum’s smaller world isn’t a weakness. ![]()
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