Sticking By The Bat-Book
If you’re going to make a game adaption of a comic book character, you better get it right. Not only will you be under scrutiny by general and mainstream players, you’ll also have legions of fans breathing down your neck. We’re pretty sure Rocksteady knew the pressure.
Rocksteady has taken the essential bits of what made the Dark Knight work, and designed its two sandbox games around it. The Detective Mode for example is not only a feature that’s appropriate in the series, but also a nice gameplay mechanic that immerses gamers in the mind of the world’s greatest detective. By turning on a view mode that’s part X-ray and part clue-giving scanning machine, it lets you piece evidence and clues together, find suitable spots to lay traps and hide, as well as figure out where your adversaries are and their conditions.
Since the Dark Knight works best in the dark, the game rewards players for taking the stealth route. With dark corners, crawlspaces, vents, and gargoyle statues to take advantage of, the majority of the game focuses on players taking their time experimenting over how to dispatch their opponents without triggering any alarms. The Metal Gear style of gameplay just fits with Batman’s nature of handling volatile situations.
Even the way Batman levels up fits well into context of the series. In Arkham Asylum and Arkham City, Batman starts off in a situation where he’s caught with his tights down. Whether it's being under-equipped or in his Bruce Wayne guise, he has to periodically go to hot spots to get new equipment sent by his butler Alfred, and unlock prototype functions of his existing items. Hidden passageways and previously closed-off points of interest will then be accessible as Batman unlocks more of his gadgetry throughout his crime-busting journey.
These mechanics established by action adventure titles such as Legend Of Zelda give players a sense of escalated accomplishment. As they uncover bits and pieces of the whole Arkham-laden landscape, they get rewarded with new skills, toys and combat tricks. At the same time, it keeps in context that Batman’s still the same millionaire ass-kicker from the comics and films.
A common way to start off a game’s design during pre-production is to look at all the different interpretations of the franchise. With so many game adaptations stemming from way back in the '80s, the trick is figuring out how to create a game that stays relevant to current entertainment trends without alienating its core fans.
Batman for the NES (based on the 1989 Tim Burton film) was one of the best action platformers of its time, even though the majority of the game’s content had little to do with the film. Michael Keaton’s Batman certainly never fought with a cyborg beetle or a supercomputer while balancing for dear life on a conveyor belt. Neither did he wall-jump like an '80s video game ninja in the film.
But you know what? Gamers didn’t care.
Why? Because it was a good game. Despite being quite challenging, it came with stellar production values (at least for its day) and the platformer genre was massively popular at the time. Having the Batman film license certainly helped companies like Sunsoft, Konami and Sega to shift huge volumes.
Like the old Batman platformer from the '80s, Rocksteady focused on making their Arkham series game fun. Take away the Batman license, and you’d still get a really entertaining open-world action game with stealth elements.
Still, it is possible that many of the old Batman game titles also informed Rocksteady's design decision.
Batman: Dark Tomorrow for the original Xbox and GameCube was one template that probably inspired the developer. While not exactly a great game, developer HotGen and publisher Tecmo Koei had the best of intentions to be as respectful of the source material as possible, while delivering an action adventure game that focuses on gadget use and combat.
Despite their best efforts, the game bombed, and then some.
Inspiration is the key word here: Rocksteady made way more improvements to the action adventure genre. The Arkham series' free-flowing combat system may have been an extension of past beat-em-ups such as Batman Returns (SNES), Batman Forever: The Arcade Game, and Batman: Rise of Sin Tzu.
To their credit, Rocksteady built on the best elements of those games while solving the genre’s repetitive nature by making Batman handle crowd control with the grace of a ballerina. Well, a ballerina that has hands and feet that hit like an Eddie Stobart.
With so many different digital game interpretations of the Dark Knight, it’s hard to pinpoint which of these games were the biggest sources of inspiration for Rocksteady. What we can see, though, is that each, whether successful or not, contributed to what the Arkham series is today.