Usual flame-shield disclaimer: I've been nitpicking the game pretty hard in this series. This does not mean the game is bad or that you shouldn't like it. This is an exercise in comparing different art teams and design approaches. Rocksteady made the first two games, WBGM made Batman: Origins, and I find it interesting to see a property being handed off like this. Some of my complaints might have seemed small or trivial, but they're part of a larger point that I'm making.
Boss Fights
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| Okay, push the yellow button a whole bunch… now the blue one… now the… no no no! Wrong button! That’s not how I decided you will win this fight! Try again! |
I’ve never been a huge fan of the boss fights in the Arkham games. The fights with Titans in Arkham Asylum were pretty shallow old-school vidogame stuff: Wait for the big brute to charge you, then jump out of the way so he hits the wall, then punch him in the butt a few times and run away. There’s one way to beat the boss, and you just do the right move at the right time to beat him down. It’s all very… Zelda? I guess?
These sequence-based fights are the weakest parts of the gameplay. You lose your agency as a player and are shoved into a fixed set of actions with a simple pass/fail outcome. There’s nothing to do but do what you’re told.
Continue reading 〉〉 “Batman Arkham Origins: Over-Analysis Part 5”
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.