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Batman: Arkham Origins

Batman: Arkham Origins

Review in Brief
Game: An action-adventure beat-’em-up with stealth elements set in Gotham City during the early part of Batman’s career.
Good: The exact same engine as Batman: Arkham City, as strong as ever; a couple interesting additions.
Bad: Literally copies the engine from Batman: Arkham City, adding nothing new; major plot inconsistencies; lazy sidequests; several design flaws; sudden, anticlimactic ending; glitchy.
Verdict: The engine stays strong, but the new content is lackluster, and the lack of new additions is disappointing.
Rating: 6/10 – “Fair – game is okay, but there are many better”
Recommendation: Why not just play Arkham City again instead?

“For an ‘origins’ game, there’s nothing original about it.”

Should reviewing a video game be about awarding recognition, or should it be about issuing a recommendation? That’s the conflict I found myself facing while playing Batman: Arkham Origins. The biggest flaw with the game, by far in my opinion, is that it contributes relatively little of substance to the franchise. The game uses effectively the exact same gameplay engine as Batman: Arkham City, with virtually no modifications. The engine is used in the context of a new game world and a new plot, and both of those are lackluster compared to the levels and stories of the previous Batman: Arkham games. Those, though, are really the only new elements in Batman: Arkham Origins, so it’s very hard to award very much recognition to the game. If reviewing is about awarding recognition, Batman: Arkham Origins deserves a 4/10.

That said, however, I can’t for a second say that I didn’t thoroughly enjoy Batman: Arkham Origins. It wasn’t quite as fun as Batman: Arkham City, but that was one of the best games of this console generation, and so it sets a pretty lofty standard to which to aspire. The flaws in Batman: Arkham Origins are relatively minor, such as a lack of allegiance to the comic book narrative that gave the previous games such a rich context and some errors in level design compared to the excellent products of the more experienced developers at Rocksteady Studios. The strength of the engine still shines through as Batman: Arkham Origins preserves its predecessor’s brilliant approach to multiple gameplay styles, its incredible implementation of properly-structured stealth gameplay, and its beautiful, contextual, rhythmic melee combat system. If reviewing is about issuing a recommendation, Batman: Arkham Origins deserves an 8/10, albeit a slightly softer 8/10 than the score I gave Batman: Arkham City.

So, in an attempt to straddle the line, I’m awarding Batman: Arkham Origins a 6/10. Had the game been released immediately following Batman: Arkham Asylum, it would deserve more recognition, but as it stands it is too incremental and iterative to warrant praise for its ambition or innovation. You can tell the game’s development history just from playing it: the engine, the graphics, the gameplay are all identical to that of Batman: Arkham City, as if the brilliant engine that Rocksteady had developed was handed to a rookie developer with no real idea of how to even modify it. So, they kept it intact, adding literally nothing of substance, and instead set about creating a new world and story. The new world and story, however, clearly show signs of being the product of a rookie developer; there are errors in level design, inconsistencies and indulgences in the story, and poor pacing in the plot. It’s still a hell of a lot of fun to play, but its appeal was almost entirely carried over from the previous game, and the new elements are almost universally detrimental. If anything, the fact that the game still warrants a halfway decent score is a testament to the quality of Batman: Arkham City.

The Game
In Batman: Arkham Origins, you, as is to be expected, play the role of the title character. It’s now early in Batman’s crime-fighting career and his existence is still a passing rumor throughout the streets of Gotham. Villains, though, know who he is, and one in particular, Black Mask, has put a massive bounty on his head. This bounty has attracted assassins from all over the world, many of whom Batman fans will recognize as the later villains in the franchise. On one night, Batman must take care of the assassins sent to kill him, many of whom are more than willing to put innocent lives in danger to lure out the Dark Knight. Soon, however, it becomes clear that the enemies coming after him are not totally what they seem.

Batman: Arkham Origins is primarily an action beat-’em-up situated in an open-world setting, with a stealth combat mode as well. Melee combat is handled rhythmically as Batman builds long chains of hits by attacking, counter-attacking, and dodging at the right times. Combat is mostly crowd-based, with multiple types of enemies taking turns attacking. In the stealth mode, Batman hunts enemies with guns, sticking to the rafters because the damage done by the weapons is too high to sustain hand-to-hand. There are also several sidequests that Batman can pursue to occupy his time if the fate of Gotham isn’t hanging in the balance, such as finding data packs, destroying drug stashes, or solving crime scenes.

The Good
Batman: Arkham City was one of the best games of this console generation, and the majority of its strength was in its excellent combat engine. Batman: Arkham Origins basically copies the entire engine of Batman: Arkham City. So, it’s not surprising that Batman: Arkham Origins has a very strong engine. However, it has very little else going for it.

All of Arkham City‘s Gameplay’s Appeal
To write about why I really did somewhat enjoy Batman: Arkham Origins, I actually went ahead and pulled up my Batman: Arkham City review. It’s not at all disingenuous to say that Batman: Arkham Origins is essentially the exact same game. Virtually nothing is even updated iteratively: the combat controls are the same, the skills and abilities are the same, the visualizations are the same, everything visible and procedural about the game is exactly the same. If you played Batman: Arkham City, you’ll find that the controls and style of the game come back very quickly playing Batman: Arkham Origins.

And, ultimately, that’s not a totally bad thing. Batman: Arkham City was spectacular, and its gameplay engine was virtually flawless; the majority of my critiques were on the plot, story, and game world. Honestly, I’m not complaining that WB Games didn’t modify the gameplay engine at all. They didn’t really need to. A couple new skills, some refinements, or even just updated attack animations would have been nice, but they were not necessary. The problem is that the game doesn’t add anything strong outside of the gameplay engine, and that the pieces with which it replaces Batman: Arkham City‘s world and plot are largely lackluster. But I digress; the gameplay of Batman: Arkham Origins is as good as it was in Batman: Arkham City.

First, there is the melee combat, which is as spectacular as ever. It’s free-flowing, it’s natural, it’s strategic without being overly deliberate, and it’s active without being overly reliant on button-mashing. It’s rendered beautifully, with contextual animations and seamless transitions between attacks, dodges, and counter-attacks, and it’s a delight to play. It never gets too easy; even later portions of the game against weak, easy enemies are still engaging because it becomes a fun challenge to beat them as quickly and smoothly as possible. It scales its difficulty beautifully (although it relies a little too much on cheap attacks late in the game to raise the level), but more importantly the combat retains its appeal even when the difficulty drops again. The combat is never tedious, which is quite impressive.

Then there’s the stealth gameplay. Stealth has been a big thing in gaming in recent years, but Batman: Arkham City is one of the only games I’ve seen do it right. It incentivizes stealth not by failing you for not being stealthy (like Assassin’s Creed), but rather by providing enemies that are just too strong to take out in any other way. There’s nothing preventing you from trying to take them head-on except for the fact that you simply won’t win. You have to be stealthy, and it makes sense inside the game world. Of course, it does not always make sense why it seems Gotham’s villains seem to congregate all their gun-wielding henchmen into the same rooms while leaving other rooms entirely unarmed, but we’ll suspend out disbelief there out of acknowledgment for how strong the gameplay is because of this.

Batman: Arkham Origins also retains its predecessor’s excellent ambient dialog and story-telling. You get a sense for the development of the plot and the events that transpire not just because you’re shown them, but also because you hear random henchmen on the street talking about them. It’s a far more natural way to experience the story then having every scene thrown in your face with the story function readily apparent. This also affects the gameplay as well; in various places, ambient dialog is used to tip the player off about how to approach the next section, such as enemies commenting on the number of passwords for a time bomb or where they are currently searching for Batman in stealth sections. It’s an excellent use of ambient dialog to actually play a discernible function in the story.

Honestly, I didn’t write enough about how strong the gameplay in Batman: Arkham City was in my original review, but suffice to say that it was excellent, and that Batman: Arkham Origins reuses it flawlessly. Regardless of how much of a shameless copy it is, Batman: Arkham Origins is still very fun to play.

A Couple Nifty New Features
Batman: Arkham Origins hardly adds anything at all to the franchise, but the two things it does add are (just barely) worth mentioning. First and less importantly, the game has added in a function where random crimes will break out near Batman’s location that he can swoop in and stop. Sometimes it’s thugs harassing a police officer, other times they’re robbing a hobo, etc. They’re silly, random little events, but they do give some good opportunities to get some combat practice in while still feeling like you’re doing more than picking on the thugs minding their own business on the rooftops.

The more interesting expansion is an enhancement to the original game’s detective mode. In Batman: Arkham City (and, before that, Batman: Arkham Asylum), Batman would sometimes enter detective mode to find clues about a crime scene. There, these scenes were largely scripted and required little player interaction at all. In Batman: Arkham Origins, this has been expanded to actually involve the player in finding clues, rewinding and fast-forwarding the scene, and tracing back the event as it happened. It’s a good bit more involving and is actually quite fun, and the game capitalizes on this by including several side-missions based on this kind of detective work. Batman stumbles across various crime scenes, investigates and recreates the crime, tracks down the original perpetrator, and catches them for the police. All in all, a pretty fun little inclusion.

The Bad
The bad parts of Batman: Arkham Origins fall into two categories: there is the stuff that the game didn’t do, and the stuff that the game did badly. The game didn’t do much to expand on the earlier game, and what content from the earlier game it replaced to justify a new release was largely implemented quite poorly.

Nothing New
The biggest flaw in Batman: Arkham Origins is that it does ultimately nothing new where it counts. It created a new game world and a new plot, but those were necessary just to have a new release; you couldn’t justify a new release in Arkham City, and you certainly couldn’t justify one without a new plot. The gameplay, however, remains entirely unchanged. It’s actually somewhat profound the extent to which the gameplay is identical; the animations, the combinations, the pace, the controls, the specific attacks, everything is exactly the same. There aren’t even the iterative little changes to the icons or the heads-up display that you’d find in other iteratively-changed sequels, like the Assassin’s Creed II trilogy. Compared to Batman: Arkham Origins, Assassin’s Creed II: Brotherhood looks like a completely different franchise than its predecessor. This was how I knew beyond reasonable doubt that Batman: Arkham Origins is built on the identical engine as Batman: Arkham City: you could not so identically recreate another game’s engine if you tried without actually building directly on it.

Even the places where the game tries to do seemingly new things, it becomes immediately apparent that they’re mere palette-swaps of earlier mechanics. For example, the game has glue grenades. Throw a glue grenade in the water and it becomes a raft. Throw a glue grenade at an enemy and they get stuck for a few seconds. Sound familiar? It should, because that’s exactly how the ice grenades in Batman: Arkham City worked. Functionally, they’re the same; the only change is to the visualization. This applies to essentially everything in the game. If you played Batman: Arkham City, then Batman: Arkham Origins is a very easy game to play because there’s literally nothing new to learn. There are no new enemies, there are no new power-ups, and even the sidequests are barely altered compared to their iterations in the earlier game. The biggest difficulty I have with recommending Batman: Arkham Origins is that it seems that it would be just as entertaining to play Batman: Arkham City again. It had all the same appeal, and without most of the following flaws.

Major Plot Inconsistencies
The plot of Batman: Arkham Origins actually has some strong elements. It paints a fascinating view of the Joker and Harleen Quinzel, it has some poignant moments, and it’s as powerfully acted and voiced as the previous Batman: Arkham games. I almost put the plot as one of the good features of the game, but ultimately, while the game has a couple good scenes, it isn’t strong overall. More importantly, however, it has some major weaknesses that easily overshadow whatever strength the plot may have had otherwise.

The biggest issue with the plot in Batman: Arkham Origins is simply that if you dropped the word ‘Origins’ from the title, you would never know this was an origin story. There are a couple token bits of dialog where enemies talk about whether or not Batman exists, and we a couple classic Batman characters make their “first” appearances in some version of the term, but there really is very little to separate Batman: Arkham Origins from being just a prequel. First of all, Batman already kicks ass. He is as strong at the beginning of Batman: Arkham Origins as he was at the beginning of Batman: Arkham City, so there’s no training, no simpler combat, no watching him truly become Batman. It’s just as if it’s an alternate universe where it took Gotham too long to catch on to the fact that there’s a caped man flying around its streets at night. Batman’s already incredibly strong, so there’s little “origins” in his character and power development.

The same can be said for Batman’s relationships with his enemies. A couple burst onto the scene and are considered by Batman as if he’s never heard of them before, but for the vast majority of them, he already has massive dossiers on their histories. Many talk to him as if they know him. There are allusions to past battles with several of them. Of course, that’s part of what makes the Batman franchise rather cool; the relationships he has with his enemies, his nature as the anti-hero and some of their natures as anti-villains, and the dialog between the characters is always entertaining. I might say that Batman as a whole has some of the best-developed enemy characters in any fictional universe. However, if Batman: Arkham Origins is to be an origins story, then none of that should be there yet. We should see how Batman first meets and gets to know these people, but instead, it just feels like it’s the first time the broader city of Gotham becomes aware of something that’s been happening under their noses for years. This has a deeper ramification as well. One of the fascinating ideas of the Batman mythos is the idea that Batman’s existence actually created the super-villains through escalation. If these villains all already exist before Batman appears on the scene, then that entire interesting angle goes out the window. If, on the other hand, they didn’t, and their emergence happens before Batman: Arkham Origins begins, then the game really isn’t much of an origin story.

These plot inconsistences come up in the gameplay as well. It would stand to reason that Batman gets more and more powerful over time. Batman: Arkham City gave a good justification for Batman to lose many of the power-ups he acquired in Batman: Arkham Asylum, and even then he was stronger at the beginning of the latter game then he was toward the end of the former game. In Batman: Arkham Origins, however, he almost immediately has all of the special technologies we saw him invent in one of the two previous games. How does he already have things that he needs to invent later in time? This works for that gameplay angle as well. In later games, we see him learning certain moves, like the stun attack, for the first time, and yet here he is relying on it in the past? If Batman was able to defeat the final couple battles in Batman: Arkham Origins, why does he have such difficulty with the early battles in later games? I understand that, to a certain extent, this is a suspension of disbelief that comes with a prequel game, but the identical engine makes it hard not to ask these questions. It prevents Batman: Arkham Origins, and the broader Batman: Arkham franchise, from being really considered a unique story arc or interpretation of the Batman universe.

But that begs another major weakness in Batman: Arkham Origins. Previously, the Batman: Arkham series was not an original interpretation of the Batman universe. It never claimed to be. In the original two Batman: Arkham games, the game goes to decently great lengths, through its collectibles and several allusions in the plot, to define the comic books as the backstory of the game franchise. The games take place after the stories in the comics have already happened and all the villains are captured. That’s a powerful maneuver because it gives the games a rich back story that they do not have to expend any energy recreating themselves. However, Batman: Arkham Origins drops all of that. It rewrites the origins of Batman and his adversaries, and writes a much worse story than the comics on which this game franchise was originally based. That’s not a criticism of the story, the game could never have created a back story as rich as the hundreds of comic issues and decades of lore the franchise had otherwise. The problem is that we didn’t need a game to even try to. We didn’t need a prequel game for this franchise; because it leveraged the comics, the back story was already spectacular. Why bother trying to rewrite it? It was unnecessary, it introduced massive inconsistencies with the original two games, and if taken as part of the Batman: Arkham canon, it severely degrades the quality of the story. If the rumors of Rocksteady returning for another sequel are true, I hope they explicitly state that Batman: Arkham Origins is not part of the Batman: Arkham canon.

In addition to those story and plot problems, there are also very simple issues with the game world. Gotham, as interpreted in Batman: Arkham Origins, is very lackluster. The city is disappointingly small; I do not know an exact measurement, but I would speculate significantly smaller than Arkham City, which makes little sense. It was also very underwhelming; the entire city kind of blended together with only the specifically-designed areas standing out. Everything else is just a series of black buildings, many so reused that they start to run together. Off the top of my head I can remember at least three interesting locations from Arkham City (the church, Joker’s amusement park, and Mr. Freeze’s lab), yet right now, only an hour after finishing Batman: Arkham Origins, I’m struggling to even remember one. There were interesting levels, sure, but there were not interesting locations right there on the world map. In addition to that, the entire city just feels dead and uninhabited. It’s as populated with villains and thugs as Arkham City, but Arkham City was literally a restricted-access prison area. Why are there as many thugs in actual Gotham as there were in its giant prison? This, combined with the tiny size of the city, makes the game feel like there are no real stakes. When a character threatens to destroy a building, you don’t feel like that matters because it feels like no one lives anywhere in the game world. This was true for Batman: Arkham Asylum and Batman: Arkham City, too, but for those game worlds, this made sense. In Batman: Arkham Origins, it makes no sense.

Lazy Sidequests
The late Ethan Schaeffer, one of GamingSymmetry.com’s other authors, coined a term in one of his article series: “Assassin Flags”. Named after the infamous sidequest in the original Assassin’s Creed, assassin flags are sidequests where the only task is to go around finding something that has been randomly scattered around the game world. It’s a very lazy approach to sidequest design, and unfortunately, it describes almost all of Batman: Arkham Origins‘s sidequests.

The biggest sidequest, as with the earlier games, is the Riddler sidequest. In this one, you first have to go around to all of the high points in the city and disable radar jammers, typically involving a quick little puzzle and a short fight. Then, you have to destroy the dozens of “network relays” around the city, literally just green camera-looking devices to walk up and destroy. Then, you have to beat up all the data handlers around the city. Then, you have to go pick up all the data packs around the city. It’s four different variations on Assassin Flag-style sidequests. Sure, there’s a little more gameplay, but not enough more to excuse the lazy design.

There are nine (I believe) total sidequests, and most are like this. There’s one to go around disabling weapon canisters. There’s another to go around destroying drug caches. They’re that same lazy Assassin Flag-style design. A couple are more interesting, sure – there are ones to reach and defuse a bomb before it explodes, and there are a couple themed around puzzles. Most of the rest, though, are one or two tasks to complete, followed maybe by a fight. The only reason for an open-world game to be open-world is to provide access to a context for the game’s events and side missions spawned from new icons, but Batman: Arkham Origins barely provides either, thanks in large part to how lazily designed its sidequests are.

Design Weaknesses Compared to Other Arkham Games
This is the dimension where the rookie developer behind Batman: Arkham Origins really shows. Batman: Arkham Origins was developed by Warner Bros. Games Montreal, and is their first original release after taking care of the port of Batman: Arkham City to the Wii U last year. As mentioned, the engine in Batman: Arkham Origins remains the same as the earlier game, leading to much of the gameplay’s strength, but most of the areas that Warner Bros. Games Montreal had a hand in are clearly taken care of by amateurs.

First, the levels in Batman: Arkham Origins simply are not as well-designed as they were in the earlier games. This is especially true for the stealth-oriented areas. In the earlier games, there were clearly routes, scripts, and patterns that enemies executed that were set up to reward creativity and clever thinking on the part of the player. The levels were designed very intentionally to encourage certain gameplay styles and support players that came upon interesting ways of approaching the missions. In Batman: Arkham Origins, it seems like they’re imitating merely the visual appeal of the original levels, but not their functions. There are still the gargoyles, the vents, the destructible walls, but the placement is not nearly as intentional, nor are enemy behaviors specifically constructed to encourage interesting usage of the levels. Generally, I found the only real way to approach these areas was to get behind enemies and take them down silently, which while better than facing them head-on still pales in comparison to the excellence of Batman: Arkham City‘s levels.

Checkpoints in the game are often far too far apart, a problem that to me is among the most indicative signs of an amateur developer. To maintain engagement and flow, players must not be forced to go through the same steps over and over again, yet in Batman: Arkham Origins this is a relatively common occurrence. In one area, the checkpoint occurs before a 2-minute glue raft section. The raft section is tedious and slow, yet if you die in the challenging battle at the end of the section, you must replay the entire raft section again. In another area, you are asked to travel all the way across the game map to get to a certain mission. If you die in the mission, you are transported all the way back to the previous checkpoint, wasting almost four minutes of time. The problem here is that the tasks the player is asked to repeat are not challenging or engaging, but rather padded and tedious.

One of the strong pieces of Batman: Arkham City was how easy it was to travel around the city quickly using the grappling hook and cape. Batman: Arkham Origins, however, apparently missed the memo on that. Not only is the city so homogenous and bland that it all blurs together, but a surprising portion of the ledges and buildings are not accessible via grappling hook. This means you must travel across the map far more manually and deliberately rather than the satisfying grappling runs that were characteristic of the earlier game. This, to me, reflects a lack of understanding of what made the open world in Batman: Arkham City so good. It was varied, it was easily navigable, and it was specifically structured to allow fast travel around the game world. In Batman: Arkham Origins, none of that is true. Half the time, the world and its buildings seem like they are in the way.

In combat, the game often interrupts you with frustratingly invasive tips on how to proceed. When these are presented the first time you face a certain enemy, such as the enemies that require a stun before you can attack them, this is somewhat appreciated. The problem is that if you fail to properly respond to these enemies a couple times in a row, the game puts the guide back on the screen and refuses to remove it until you successfully execute the move. The idea is that the player may have forgotten how to deal with a certain kind of enemy, and by that logic, the design is appreciated. The problem is that in practice, they are unneeded about 90% of the time they pop up. For example, there exist big enemies that require three stun attacks in a row to defeat. If they hit you two or three times, the game decides to remind you of this fact. However, because they require three stun attacks, it is easiest to save these enemies until the end since it is hard to get off three stun attacks with other enemies swarming. As a result, on multiple occasions, I found myself fighting long portions of the battle with that tutorial visible because while I knew what to do, I did not want to do it yet. These tutorials should have been less invasive, either in where on the screen they appeared or when the disappeared.

Sudden, Anticlimactic Ending
I won’t spoil anything, but in open-world games, there is something I call the point of no return. This is the point where once you start a certain mission you will not be able to return to the main game world until you complete the game. In good games, these missions are made abundantly clear, either because the plot sets them up as final (as in Batman: Arkham City or because the game pretty explicitly says, “Once you proceed, you cannot come back” (as in infamous and its sequel). In bad games, you pass the point without knowing it, as in every Assassin’s Creed game except the original. Batman: Arkham Origins is definitely in the latter category. I knew I was getting relatively close to the end of the game, but I had no idea I had actually passed that point of no return. That is partially because the game didn’t make that move very climactic, and partially because there is a relatively long series of missions after the point of no return. It’s not just a final mission as in most games, it’s a series of missions that can only be completed one after the other with no option to return to the world map.

Plot-wise, the ending is very anticlimactic as well, in part because of how weak the build-up immediately preceding it is. It really does feel like they simply ran out of time to finish the game. The ending sequence is thoughtfully executed in terms of gameplay, but it feels like there’s about 3-4 hours of content missing before the last mission, as if they suddenly said, “Shoot, we’re shipping today. Good thing we wrote the ending first!” And in terms of plot, the ending is ultimately very anticlimactic. It feels as if the game ends just because it has to, not because it builds toward a logical conclusion.

Glitchy
Among the most publicized criticisms of Batman: Arkham Origins is that it is very glitchy. I experienced this a little bit: the game froze twice, and in one battle it never triggered that I was allowed to fight, so I had to restart and go through a frustratingly long stretch before that because of the checkpoint issue mentioned earlier. I’ve heard far more dire stories, however, of players encountering game-breaking glitches that outright prevent them from proceeding. Either it’s an elevator that won’t lift or a generator that won’t activate, but either way it’s game-breaking. The game is strictly based on auto-saves, meaning that if you encounter such a glitch, you cannot back out and start the mission again or even go back to the game world for sidequests. You also cannot back up your save within the game. If you encounter one of these glitches, your save file is toast.

The game was patched recently which may have fixed many of these issues, but the glitches are not all so blatant. There are often little inconsistencies with when a particular prompt appears or whether detective vision highlights all the relevant items in a room. It overall seems to reflect a lack of attention to quality, a sad turn for the franchise.

The Verdict
Batman: Arkham Origins ultimately borrows so much from Batman: Arkham City that it is still very fun to play. The engine from the original game remains one of the best gameplay engines ever created in an action game. Based on that alone, Batman: Arkham Origins is still somewhat worth playing. However, it is still disappointing that a game in such a strong franchise could ultimately be such a shameless rip-off of the franchise’s previous accomplishments. It really does feel somewhat like a cash grab. That may explain why it was given to a rookie developer like Warner Bros. Games Montreal instead of the seasoned Rocksteady; the new studio may have been cheaper, and since the company perceived the majority of the work as having already been done in the form of the engine, why bother hiring the expensive guys for the next game? I’m just speculating, but regardless of the reason, Batman: Arkham Origins borrows every positive element from earlier work by a different developer.

But is that so bad? The game is still very fun to play, and isn’t that what game reviewing is supposed to be about: recommending which games are fun to play? Obviously with issues like these, the game isn’t going to win any Game of the Year awards, but is every review an assessment of the game’s ranking on some fictitious listing of Game of the Year candidates? Personally, I don’t know. Gaming has not yet totally completed the splintering that has taken place in other art forms to separate the The Avengers from the The Artist, Tolstoy from Twilight, Beethoven from Beyonce, or Breaking Bad from The Big Bang Theory. In other media, there is a clear differentiation between products for the audience and products for the artistry. That has only started to happen in gaming, with gems like Journey, BioShock, and The Last of Us pushing the boundaries of what games can be artistically. As such, there is only now emerging a demand for reviews that take all games for their artistic contributions rather than simply their apparent entertainment. According to this metric, the liberties that Batman: Arkham Origins in borrowing so extensively from its predecessors prevent it from receiving much praise at all… but it’s still very fun to play if that’s all you’re looking for.

My Recommendation
Fun to play, especially if you liked Batman: Arkham City, but let’s not reward shameless cash grabs from underqualified studios and greedy producers. Instead, just play Arkham City again.

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  4. あなたのサイトに私のブログのリンクを追加することができますか?私はあなたが重要であり、すべてのものであると言うもの、を意味します。しかし、そのないパンチ、ノーポップを得られません!あなたは、PICまたは2、ビデオを追加しましたたぶん場合はどうなりますか?あなたは、おそらく人々はyoureのはそれを研究するの代用として約話すか見てみましょう人のための余分な非常に効果的なウェブログを持つことができます。とにかく、私の言語で、通常はこのような多くの十分な供給がありません。

  5. 。素晴らしいです。あなたはこの問題を説明しており、最も重要なのは、あなたは、記事の公開の美術をマスターしています。あなたからより多くの著作のために期待。感動

  6. ありがとう!クールなブログ。そこにこの話題についての意見の数があり、このブログでは問題は非常に良い状態。

  7. 私は本当に良いの読み取りのためにこのブログに自在与えられた情報、感謝に感謝します!決定は本当に動揺してイライラすることができますように自分自身に依存して

  8. はあなたのウェブサイトにこの優れた書かれたコンテンツの普及に関係するありがとうございました。私は、検索エンジンでそれを発見しました。あなたは余分なariclesを公開する場合、私は再び戻ってチェックすることができます。

  9. !あなたはそれで電子書籍を書いたか何かのように、このことについて多くのことを知っているように見えます。私はあなただけのメッセージの家を少し強制的にいくつかの%で行うことができると信じているが、それに代わって、これは素晴らしいブログです。優れた読み取り。私は間違いなく戻ってきます。

  10. 読んeboksが好きな人のために非常に有用であると思います。グレートポスト。この特定のウェブページをブックマーク

  11. モーニング!私は単にFarmeramaのを楽しむが、誰doesntの?私はライブ検索を介して、ここでサーフィンまで

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