Welcome!

Welcome, everyone, I am The Black Watcher. That does not refer to my skin colour, as I am in fact a white male from Scotland, but it does bare reference to my family army regiment 'The Black Watch'. As the word 'watcher' suggests, I am a fan of film and television...and video games e.t.c. This will be the foundation upon which my humble blog will be built, and that is reviews. I won't set any strict date for new reviews as the unpredictability of secondary education has somewhat crippled my ability of foresight beyond what I can currently repair, and as a result of this I can't really stick to any deadlines. Now, there are many things I cannot guarantee but here are some things that I can. I will not be biased (a media text is a media text, regardless of who made it) and I will not water down my opinions. For example, if I believe one film to be the complete embodiment of cinematic perfection, I'll tell you, and if I believe a film to be the epitome of my dread and sufffering in a motion picture format, I will also tell you. One other thing is that I will, as much as it pains me to say, watch films and play games that I would normally not even allow into my home for the benefit of my currently non existent fanbase. So whether you're just an innocent, internet dwelling member of the general public looking for something to read, or just a fan of media who is looking for a critic who may appeal to them, I will try my best to please you all.

Do svidanya
-Jamie

If you have any queries/opportunities, please contact me at www.facebook.com/blackwatcherreviews.

Tuesday, 19 November 2013

'Batman: Arkham Origins' (2013) Game Review


This move defined trial by fire. After developing two of the best games in the past decade, both winning numerous awards and receiving critical acclaim throughout the industry, Rocksteady were to pass the Arkham helm down to a much smaller, less proven developer named Warner Brothers Montreal. This relatively unknown developer didn’t just have boots to fill. It had a cowl, a cape and a Batsuit to fill. How did they fare? I would have to say they did pretty well in a lot of aspects, but not so well in others.

The story surrounds Roman Sionis a.k.a Black Mask and his attempt to get rid of the Batman by offering a $50,000,000 pay-out to any one of the eight assassins that he’s brought into Gotham on Christmas eve of all nights. It’s a simple yet effective premise that offers enough substance to stand on its own whilst also bringing some genuinely unforeseen (at least in my case) plot twists and revelations that went a long way to illustrate the mind-set of certain characters, as well as giving them a more thorough background in the Arkhamverse. One dynamic that I found to be particularly well done was the Batman and Joker relationship. This was a dynamic that I feel made the story far better than it may have been without it. As a result, I have almost forgiven the game for what was a disappointingly abrupt ending, leaving me feeling as if I hadn’t quite been given everything that I should have from the game, with one character being left out of the main story completely, despite being at the forefront of the game’s marketing campaign. The same goes for another character who was swept aside quite quickly after his encounter with Batman, only to reappear once more at the end of the game for a more than slightly interesting end credits scene. However, that scene and the Batman/Joker dynamic still didn’t completely wash away the slightly bitter taste I was left with as the credits came rolling, but the story on the whole was interesting, and I can’t fault the strokes of genius that screamed Rocksteady.

The gameplay is essentially a carbon copy of Arkham City with a couple of new features and slight improvements. The new features include:

The Remote Claw which really adds very little in the grand scheme of things, aside from its obligatory uses in missions and map traversal, as well as it’s combat capability incorporating environmental objects into its functionality such as knocking out thugs by Remote Clawing them to gargoyles or propane tanks (they must have mighty shoulders to be able to burst them open)

Shock Gloves which act as a significant damage multiplier when activated after being charged through successful strikes. These can help a lot in some situations but in others I felt as if it cheapened the combat, making all unique enemy abilities and weapons redundant when struck with the Shock Gloves

Virtual Crime scenes that are literally unlosable

Fast Travel which does exactly what it says on the tin, and a welcome addition considering the map size

All in all, I felt as if the only one of the new features that served any genuinely useful purpose was fast travelling. The Remote Claw was cool, but not essential, the Shock Gloves were a bit cheap for me and unnecessary, and the VCS’s were again just there more for the fact that WB Montreal could say “Look everyone, new things!” rather than genuinely innovating or improving the game. I’d say, all in all, this falls into the ‘If it ain’t broke don’t fix it’ category because, whilst not being revolutionary, it doesn’t really have to be, because the system is already a very good one. Multiplayer gameplay, however, is a completely different kettle of fish. Batman and Robin play much the same as they did previously, albeit with a more balanced combat capability to give the villains a chance, whereas the bad guys have a totally new scheme of controls involving another new aspect in the form of gunplay. Surprisingly enough, the controls are actually passable. A little clunky here and there, but that is more down to the fairly dodgy net code which causes an irritating but not game breaking level of lag. It’s a fairly simple layout with a Gears of War style sprint charge, left trigger ADS, right trigger shooting and button melee so there’s nothing particularly mind blowing or stupid in the controls. The multiplayer consists of one gamemode, Invisible Predator Online, that is built around the premise of 3 Joker thugs vs 3 Bane thugs vs Batman and Robin. The heroes have to build up their ‘Intimidation Meter’ by knocking out thugs, whilst the villains have to kill their opposite team (eventually bringing the other teams ticket count to zero) and the heroes whilst capturing various conquest style checkpoints that give them a ticket advantage. The villains are also given the option to take control of either the Joker or Bane (depending on the team) after reaching a certain number of points. Both of these leaders have significantly increased health and damage with unique weapons and abilities that can aid in their team in a big way, and even turn the tide of the match. All in all though, I would have to say that although IPO does have an interesting premise and does show some promise in the less laggy matches, it still lacks that killer element to make it especially interesting, and it also lacks some of the basic elements of a good multiplayer section such as good netcode and balanced gameplay, as it can often feel as though Batman and Robin are in fact less powerful than the villains (not a good thing).

The game’s overall presentation is still as good as before, with slightly more texture dropouts than usual due to the even larger map size than its predecessor, but not enough to cause any huge break from the game’s generally fantastic aesthetic. However, that doesn’t excuse the shameless lack of texturing in some of the game’s buildings, with a fair number of accessible exterior points being left with a flat, near textureless model that acts more as a filler to be viewed from afar, rather than something to be seen close up. This, in my eyes, definitely did take away from the game’s level of immersion, as I was left on a few occasions to simply sit and be greeted by a grotesque mass of lazy game development in the form of these buildings.
Above all else though, there is one thing that damn near killed Arkham Origins for me, and it is one thing that is simply not acceptable for a game of this pedigree. THE GAME CONSTANTLY CRASHES. I have been left on many occasions sitting looking at a still image of a game that I had just fallen in love with as it chose to bugger itself as soon as the main campaign drew to a close. Worse still is the fact that these crashes are so frequent that I genuinely struggled to do more than one objective at a time during the side missions without being met with the undesirable sight of a mid-zipline Bat-ass as soon as I had done it. This is a prime example of why I strongly oppose game developers choosing to release a game that is essentially incomplete, and then using patches to remedy faults that should have been caught during testing. Not even GTA 5 crashes in the way that Origins does.

Verdict:

I want to give this game a really high score, I truly do. It has so many spectacular elements in it. The story, whilst being short, was engaging and fun, the gameplay is as smooth as ever and the ability to travel throughout a huge chunk of Old Gotham is brilliant, but that doesn’t make up for the fact that the game is, at times, quite simply broken, and with a franchise like the Arkham franchise, WB Montreal should have taken more care to guarantee its quality.

Score:

7/10 (It would have been a six had it not been for the fun I had when it ran smoothly)




No comments:

Post a Comment