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.
Showing posts with label Batman: Arkham City. Show all posts
Showing posts with label Batman: Arkham City. Show all posts
Monday, 21 September 2020
Thursday, 17 October 2019
New and improved
So is this a prequel to Omega Man or...
The other day I was walking down the street, (Huh, unintentional Arthur) and I happened upon a movie poster that really made me stop and stare. This wasn't because the strength of the marketing material, rather the opposite actually. This was a movie that was starring Will Smith, was soon to come out, and this poster was the first I'd seen of it. Even now, with the thing out, I'm still yet to see a trailer. (How little did you guys leave your marketing team with?) It seemed particularly noteworthy given that the movie boasted the enviable gimmick of pitting Will Smith against Will Smith for some reason. (Again, haven't seen a trailer so I don't have context.) However, I was curious enough, from the poster, to look up how and why this movie exists.
I discovered that this film, Gemini Man, was making use of de-aging technology in order to have a modern day version of Will Smith battle against a version of him that looks like he just walked off the set of Fresh Prince. (Okay, he doesn't look that young.) This makes sense giving that the 'wow' tech of modern years has been the systems that can be make actors digitally appear younger in a convincing way. Just look at Disney's attempts in 'Civil War', 'Antman & the Wasp' and 'Endgame'; as well as... Disney's work in 'Star Wars: Rogue One'. (I guess The House of Mouse are really the ones pushing this, now I think about it.) All this got me thinking about the idea of going back and sprucing things up, whether it be an actor's face, an old film's picture quality, or an entire franchise. With that in mind, let's talk about remasters. (No, you're a weak segueway!)
Ask any film fan about their feelings towards reboots and re-releases and you'll likely hear the same response across the board. "I don't why studios keep rehashing the same ideas instead of doing something new. It's just a waste of time, money and talent." (Those same people will then proceed to watch those movies.) There is a slightly different sentiment when it comes to how these things are handled in games. We've yet to get a significant full-blown reboot in the video game market (With the exception of, perhaps, 'Bionic Commando' and 'Sonic Boom'), but we have certainly seen a lot of remasters, re-releases and a few remakes, especially as we're nearing the twilight of this console generation. Gamers are, therefore, more forgiving to some approaches whilst more critical in others.
Firstly, there are the re-releases. These are always a celebrated event when it comes to film. It's the chance for modern movie goers to experience an event in cinematic history that they may have missed out on long ago. Fans can see cult classics like 'Back to the Future', 'The Godfather' and 'Apocalypse Now' on a theatre screen like they were meant to be seen. There isn't a movie fan alive who wouldn't get a little giddy as such a prospect. For gaming, on the otherhand, re-releases are something a lot more cynical. Game releases are never a huge event beyond being the point at which the public can finally get their hands on the software. When those games come back around for a re-release, it's usually just an excuse for the studios to update some minor things and slap it back on store shelves for full price. (In that sense, I guess it's a celebratory event for the accountants.)
We see this for games like 'Dishonored: Definitive edition' and the constant Nintendo reduxes of 'Ocarina of Time'. These are situations in which the company has decided that they need to re-establish their game's value and rake in the same sort of money that they originally saw. This is often the case when a new Console generation has launched and it doesn't support backwards compatibility. (Or it does support backward compatibility and they just knowingly opt out of the process so they can make a quick buck.) Defenders will often point to slight graphical improvements as justification, but I chose the above two games for a reason. 'Dishonored: Definitive edition' is a game that is attempting to impprove upon a highly stylized original product, to very little avail. The only noticeable improvement is a frame rate bump, and that is hardly worth £60. For Zelda, on the otherhand, Nintendo don't even touch the frame rate. (It's part of the charm, I guess.) All they do is touch up the controls, fix a decades old design decision every now and then, and slap a heavy price tag on the box. In gaming, we use the term 're-release' to refer to the laziest form of a company capitalizing on your nostalgia.
Remasters are a slight step up from Re-releases, although their quality can vary greatly. Once again, these usually crop up when a game becomes inaccessible, due to an across-the-board hardware upgrade, and the primary concern is ensuring the product is playable once again. However, game companies sometimes decide that they want to take advantage of the new tech available, or they have to in order to make the thing function, and so we get these 'improved' products labelled 'remasters'.
The problem is that sometimes these 'remasters' get the things we love about the original wrong. Final Fantasy X/X-2 HD went the graphical improvement route, only to sacrifice some of the advanced graphical integrity of the original. Sure it looks better when all you do is count pixels, but the artistic merit sometimes suffers. This is because these remasters are usually not handled by the same people who made the original and sometimes not even the same studio. It's like asking members of the public to restore a faded painting, sometimes you get what you want and sometimes you were better off living it alone. One game in which this was certainly the case was the 'Return to Arkham' remasters of 'Arkham Asylum' and 'Akham City'. There are countless examples of the way how almost every character model in the game were uglied in the pursuit of 'graphical improvement'. (With the exception of Harley Quinn, who got so much attention put into her it makes me wonder about the priories of the team responsible.) Just look at the comparison between the different version's of the iconic Hugo Strange interrogation scene from the beginning of 'Arkham City.'
Finally, and most rarely, we have the remake, which is the closest thing to a reboot we have in the gaming industry. This is when a gaming company makes the decision to go back to one of it's beloved classics and rebuild it from the ground up, with new textures, gameplay, story, VA's and just about everything really. To be honest, we see so many changes in these projects that they might as well be called 'reimagineings'. But Hollywood managed to make that term sound excessively wishy-washy so we'll stick with remake. This is probably the easiest to respect out of the examples of re-releases in the gaming market, as it is the process in which Devs put the most effort and thought into and truly do earn that price tag.
Capcom have dabbled in the remake territory before, with the decent 2001 remake of the original Resident Evil and the spectacular 2019 remake of Resident Evil 2. Both these games show examples of games that are deigned to capture the spirit of the original, but still take things in a different direction. Resident Evil 2 (2019) even goes so far so to restructure the fundamental game in order to better fit modern game design conventions. Square Enix also hope to jump onto the bandwagon soon with their Final Fantasy 7 Remake, which ditches the semi-turn based style of the original in favour of a full action game approach. Major story beats have been changed or reshuffled in order to accommodate for a brand new episodic structure which is going to have us RPG fans reliving the story of Cloud until 2025. (At least.) Unlike with movie remakes, these remakes are not attempting to replace the original product, rather celebrate everything that those games got right and present a new way that they could have been handled. (Now for the love of god remake MGS 3, Konami. Please!)
Some may look at these practises and conclude that they are examples of the game industry moving backwards rather than forwards, and in a way they would be right. But art, as a whole, is a medium in which you can revisit the pieces you love time and time again and find something new and special. That makes it as much about looking back as it does about looking forward. And considering how every game is devolving into a 'live-service' abomination of late, it helps to take a look back at the classics of old and remind ourselves why it is that we love games in the first place.
The other day I was walking down the street, (Huh, unintentional Arthur) and I happened upon a movie poster that really made me stop and stare. This wasn't because the strength of the marketing material, rather the opposite actually. This was a movie that was starring Will Smith, was soon to come out, and this poster was the first I'd seen of it. Even now, with the thing out, I'm still yet to see a trailer. (How little did you guys leave your marketing team with?) It seemed particularly noteworthy given that the movie boasted the enviable gimmick of pitting Will Smith against Will Smith for some reason. (Again, haven't seen a trailer so I don't have context.) However, I was curious enough, from the poster, to look up how and why this movie exists.
I discovered that this film, Gemini Man, was making use of de-aging technology in order to have a modern day version of Will Smith battle against a version of him that looks like he just walked off the set of Fresh Prince. (Okay, he doesn't look that young.) This makes sense giving that the 'wow' tech of modern years has been the systems that can be make actors digitally appear younger in a convincing way. Just look at Disney's attempts in 'Civil War', 'Antman & the Wasp' and 'Endgame'; as well as... Disney's work in 'Star Wars: Rogue One'. (I guess The House of Mouse are really the ones pushing this, now I think about it.) All this got me thinking about the idea of going back and sprucing things up, whether it be an actor's face, an old film's picture quality, or an entire franchise. With that in mind, let's talk about remasters. (No, you're a weak segueway!)
Ask any film fan about their feelings towards reboots and re-releases and you'll likely hear the same response across the board. "I don't why studios keep rehashing the same ideas instead of doing something new. It's just a waste of time, money and talent." (Those same people will then proceed to watch those movies.) There is a slightly different sentiment when it comes to how these things are handled in games. We've yet to get a significant full-blown reboot in the video game market (With the exception of, perhaps, 'Bionic Commando' and 'Sonic Boom'), but we have certainly seen a lot of remasters, re-releases and a few remakes, especially as we're nearing the twilight of this console generation. Gamers are, therefore, more forgiving to some approaches whilst more critical in others.
Firstly, there are the re-releases. These are always a celebrated event when it comes to film. It's the chance for modern movie goers to experience an event in cinematic history that they may have missed out on long ago. Fans can see cult classics like 'Back to the Future', 'The Godfather' and 'Apocalypse Now' on a theatre screen like they were meant to be seen. There isn't a movie fan alive who wouldn't get a little giddy as such a prospect. For gaming, on the otherhand, re-releases are something a lot more cynical. Game releases are never a huge event beyond being the point at which the public can finally get their hands on the software. When those games come back around for a re-release, it's usually just an excuse for the studios to update some minor things and slap it back on store shelves for full price. (In that sense, I guess it's a celebratory event for the accountants.)
We see this for games like 'Dishonored: Definitive edition' and the constant Nintendo reduxes of 'Ocarina of Time'. These are situations in which the company has decided that they need to re-establish their game's value and rake in the same sort of money that they originally saw. This is often the case when a new Console generation has launched and it doesn't support backwards compatibility. (Or it does support backward compatibility and they just knowingly opt out of the process so they can make a quick buck.) Defenders will often point to slight graphical improvements as justification, but I chose the above two games for a reason. 'Dishonored: Definitive edition' is a game that is attempting to impprove upon a highly stylized original product, to very little avail. The only noticeable improvement is a frame rate bump, and that is hardly worth £60. For Zelda, on the otherhand, Nintendo don't even touch the frame rate. (It's part of the charm, I guess.) All they do is touch up the controls, fix a decades old design decision every now and then, and slap a heavy price tag on the box. In gaming, we use the term 're-release' to refer to the laziest form of a company capitalizing on your nostalgia.
Remasters are a slight step up from Re-releases, although their quality can vary greatly. Once again, these usually crop up when a game becomes inaccessible, due to an across-the-board hardware upgrade, and the primary concern is ensuring the product is playable once again. However, game companies sometimes decide that they want to take advantage of the new tech available, or they have to in order to make the thing function, and so we get these 'improved' products labelled 'remasters'.
The problem is that sometimes these 'remasters' get the things we love about the original wrong. Final Fantasy X/X-2 HD went the graphical improvement route, only to sacrifice some of the advanced graphical integrity of the original. Sure it looks better when all you do is count pixels, but the artistic merit sometimes suffers. This is because these remasters are usually not handled by the same people who made the original and sometimes not even the same studio. It's like asking members of the public to restore a faded painting, sometimes you get what you want and sometimes you were better off living it alone. One game in which this was certainly the case was the 'Return to Arkham' remasters of 'Arkham Asylum' and 'Akham City'. There are countless examples of the way how almost every character model in the game were uglied in the pursuit of 'graphical improvement'. (With the exception of Harley Quinn, who got so much attention put into her it makes me wonder about the priories of the team responsible.) Just look at the comparison between the different version's of the iconic Hugo Strange interrogation scene from the beginning of 'Arkham City.'
Finally, and most rarely, we have the remake, which is the closest thing to a reboot we have in the gaming industry. This is when a gaming company makes the decision to go back to one of it's beloved classics and rebuild it from the ground up, with new textures, gameplay, story, VA's and just about everything really. To be honest, we see so many changes in these projects that they might as well be called 'reimagineings'. But Hollywood managed to make that term sound excessively wishy-washy so we'll stick with remake. This is probably the easiest to respect out of the examples of re-releases in the gaming market, as it is the process in which Devs put the most effort and thought into and truly do earn that price tag.
Capcom have dabbled in the remake territory before, with the decent 2001 remake of the original Resident Evil and the spectacular 2019 remake of Resident Evil 2. Both these games show examples of games that are deigned to capture the spirit of the original, but still take things in a different direction. Resident Evil 2 (2019) even goes so far so to restructure the fundamental game in order to better fit modern game design conventions. Square Enix also hope to jump onto the bandwagon soon with their Final Fantasy 7 Remake, which ditches the semi-turn based style of the original in favour of a full action game approach. Major story beats have been changed or reshuffled in order to accommodate for a brand new episodic structure which is going to have us RPG fans reliving the story of Cloud until 2025. (At least.) Unlike with movie remakes, these remakes are not attempting to replace the original product, rather celebrate everything that those games got right and present a new way that they could have been handled. (Now for the love of god remake MGS 3, Konami. Please!)
Some may look at these practises and conclude that they are examples of the game industry moving backwards rather than forwards, and in a way they would be right. But art, as a whole, is a medium in which you can revisit the pieces you love time and time again and find something new and special. That makes it as much about looking back as it does about looking forward. And considering how every game is devolving into a 'live-service' abomination of late, it helps to take a look back at the classics of old and remind ourselves why it is that we love games in the first place.
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