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Monday, 21 September 2020

Is Arkham's driven narrative it's biggest problem?

Maybe Batman needs a rest every once and a while...

It's been a very long time since the Arkham series of Batman games have been relevant, so I haven't really had the excuse to talk about them; but with the impending release of two new Batman games, one directly related to the series and another inspired by it, I feel it's time to talk about the little bits which made up the greatest Batman games of all time. Although this wasn't all that inspired this particular blog, for you see I came across something which made me critically think about a key feature that all Arkham games share in a new light. It was actually a article covering some details about one of those new games in fact, Gotham Knights, which will change up a great many staples one has come to expect from their Batman games. As the article put it, the game would be 'fixing a common criticism of the Arkham games' by setting it's gameplay over a series of days rather than across one hectic night, and that got me to thinking; is Arkham's pacing one of it's biggest problems?

First let me specify what I'm talking about; in every single one of the popular Arkham games all of the action of the game, from the tutorial through to the post game, takes place on the same night which in which the game started. Of course, the series does shift days with different entries (and even years for some games) but every event in the main story will occur in roughly the same six hour stretch, with some games even noting the progression of the narrative as being concurrent with the progression of night. The developers play this up too, by having the battle damage system on Batman's suit which I positively adore, wherein the further you go into the game the more the Batsuit gets scuffed up. The wear and tear of this one particularly crazy night for Batman is written all over his person and although the legend never becomes tired (how could he, he's Batman) the bruises, scratches, bulletholes, popping poisoned veins and just destroyed gauntlets, all convey that sense beautifully.

But when we actually compare this to the way Batman's antics usually go in his many depictions on TV, film and in the comics, this is actually rather stand-out. Batman isn't usually the one to go duke out with every-single one of his villains in a single night of pugilism. I mean it does happen sometimes, sure, but for every single game to take place on that premise it does stretch the idea a little thin now that I come to think about it. The idea of having to fight one's entire rogue's gallery simultaneously is a pretty momentous one, but when you're literally doing that every other week it certainly does make Batman look a little overpowered, which has never been the idea when it comes to the Caped Crusader. But then if this is the case, why do all the video games thusfar circle around this idea? Well there's a few reasons.

Firstly come the convenience of it all, as Rocksteady themselves voiced when making Arkham City (as I recall) they weren't making a Bruce Wayne game, they wanted to make a Batman game, and Batman famously only usually comes out at night. Thus if the game takes place in the same night then there's no logistical transition that the team needs to figure out. Then there's the fact that with gaming, and the ability for adventure games to be as long as they really need to be, the team have the time and space to fit in these several villain storylines without the story feeling stretched at all. In fact, for gaming audiences we usually defer to the ideal of 'the more the merrier', as it were. Finally, and most resoundingly, when every single event is concurrent and not broken up by the passing of the idea, it creates a pace and rhythm that rides out to the final beat of the game. Pacing is a huge tool when it comes to storytelling and learning how to master it can be the difference between a breakneck adventure and a chilled stroll across action set-peices.

In fact, I keep coming back to the idea of the 'Pace' as likely being the key reason behind this design choice, maybe not even consciously, but it's influence is there. When Batman starts his night, whether that be through rolling up to Arkham Asylum or being thrown into Arkham City, a rubber band is set into the ground. From that point forth, as he unravels the mystery of his environment and get's deeper into the various factions involved or enters the sights of yet another assassin, the elastic band gets stretched, and for every moment Batman is active that tension is wound back. Breaking that up at any moment, even through a quick cutscene which shows of Bruce doing his day-to-day so that the player can get back to the action, immediately let's that rubberband snap back and makes it so that the narrative has to build up that tension and pacing all the way from the beginning again. Turning away from that and doubling down on the chaos of the one night allows for the tension to build into a towering crescendo where Batman's ultimate duels feel as weighty as they should, because they've been appropriately built up.

On the flipside; Gotham Knights approach of turning the events to more of a day-by-day affair does a good job of evoking the episodic nature of Comic books and really make the player feel like they're setting into the everyday life of a hero. As the overall story literally frames itself with Batman's protegees rising up to take his mantle, this neatly fits that mould as we see Barbara Gordon, and the Robins fill that mammal-shaped hole. This also allows the developers to simulate the daily lives of the citizens of Gotham which is something that we have, inexplicably, never got out of a Batman game before. Arkham City took place in an entire chunk of the City turned into a prison, Arkham Origins was on the same night as a blizzard warning, encouraging citizens to stay indoors, and Arkham Knight took place at a time when the city was getting bombarded with threats from a lunatic in a scarecrow costume; I wouldn't want to poke my head out the front door either!

Now to be clear there is no single better way to tell a story between the approach of many different days and a single night, in fact the 'man on fire' style of storytelling generally isn't done too much anymore, as it was done to death a while back. I'd say that John Wick was probably the best recent iteration of "All the events happening within a breath of each other." I think that Gotham Knights approach does fit the game a lot better, given that our villain appears to be The Court of Owls; A mysterious cabal of Gotham elites who specialise on being in the shadows and behind other schemes. Treated right this could even be as climatic as the Arkham games, it's all just a matter of execution.

In conclusion, I don't think that the narrative design of the Arkham series is at all one of it's problems, like that article would suggest, but rather one of it's strengths. But as this upcoming new title isn't even an Arkham game, why it's hardly the end of the world if that game frames it's narrative a little differently. (I welcome the diversity) When it's all said and done I will undoubtedly miss the whole 'progressive suit damage' as the story goes on, as well as the way that the environments you traversed seemed to become more chaotic as everything falls apart, but it's not going to ruin my day or anything. I yet remain excited for Gotham Knights and reverent of the Arkham series that helped spawn it.

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