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AaaaaAAaaaAAAaaAAAAaAAAAA!!!: 3 AM

AaaaaAAaaaAAAaaAAAAaAAAAA!!!: A Reckless Disregard for Gravity is a game I’m coming to associate with 3:00 at night. I once used the phrase “a real 5 AM game” to describe a game that makes you lose track of time, the sort where you look up at the clock and discover to your amazement that the sun is going to rise soon and getting any sleep that night is a lost cause. That’s not what I mean here. I mean that AaaaaAAaaaAAAaaAAAAaAAAAA!!! evokes the sensation of being awake at an unreasonable hour and knowing it.

It’s got the punchy sense of humor that I associate with sleep deprivation, with level titles like “We’re Not Bad People But We Hate Good People” and “What The Bloody Hell’s Tungsten Carbide Drills”. The whole premise of the game is an example of that kind of joke, and an example of the sort of thing people think is a good idea at 3 AM: “Let’s go jump off buildings in wingsuits. It’ll be awesome.” Going back to the level selection screen sometimes provokes an absurd and irrelevant radio announcement from “Nebin“, who sounds bored, or stoned, or possibly just sleep-deprived — either way, he’s definitely the sort of programming that gets put on the air late at night (even though his repeated “More news at midnight” line suggests that is isn’t actually 3 AM yet).

If you’re awake at 3 AM, it’s a pretty good sign that you’re not planning on being fully awake and alert for the duration of the day. It’s a kind of reckless disregard, just like in the title — the devil-take-tomorrow attitude of someone who’d engage in the kind of pointlessly dangerous activity depicted in the game. Note that Dejobaan’s previous title was The Wonderful End of the World. There’s a running theme here, a sense of apocalyptic desperation underlying the humor, like the desperation of an all-nighter. You’re cramming for an exam, wired on caffeine, listening to Nebin on the college radio station, unwilling to allow yourself to think about anything beyond your immediate concern. Your world ends with that exam, and it’s rushing towards you like the ground. At some point, you’re just completely unable to concentrate, but falling asleep would be disastrous, so you take a break with a videogame, to keep your nerves active while your mind takes a rest. When I was in college, I frequently used Wing Commander and its sequels for this purpose — the scramble/take-off music played on a Soundblaster was better than an alarm clock. But AaaaaAAaaaAAAaaAAAAaAAAAA!!! in general seems even better-suited for the purpose. It even has an Achievement called “I Avoid Sleep Wherever Possible, So I Played AaaaaAAaaaAAAaaAAAAaAAAAA!!! a Whole Lot”.

Droplitz

As I said in the previous post, Steam’s “Treasure Hunt” promotion for yesterday featured two games that I already had. The second, which I got in one of the recent Thanksgiving sale bundles, is Droplitz, which, like Obulis, is a port of an iPhone game. There’s a lot to be said about the rise of phones as gaming platforms and the imminent death of dedicated handheld gaming consoles, but other people are saying it adequately, and I’ve already done one long post today. This will be a short one.

Funny, I never noticed the disco dancer in the lower right before. I wonder if she's always there?Droplitz is essentially a relative of the hacking mini-game in Bioshock, except the tiles are hexagonal, you rotate them instead of placing them, and tiles that form complete paths from inlet to outlet are, after a while (enough time for a purple-highlighted droplet to make its way all the way through the path), deleted from play and replaced with new random tiles from the top a la Bejeweled. Also, perhaps most importantly, you don’t lose just because the fluid has reached the end of a pipe. Droplets are constantly coming in, and each one that gets lost costs you (in effect) a hit point, while each one that winds up where it’s supposed to go restores one. It’s essentially a game of splitting your attention under time pressure, trying to make paths as quickly as you can.

It’s rather Tetris-like in feel, the way that you can sometimes come close to death and then get things to mesh in a way that brings you back, but still inevitably lose. At least, that’s the way it is in “Classic” mode, which is the only mode I’ve tried so far. There are several others, and several different boards, with different numbers of inflow and outflow pipes, which you unlock via play. Unlocking all the boards in all the modes gives you an Achievement called “Completionist”, which is so apropos that I suppose it has to be my goal for removing this game from the Stack.

I probably won’t do much with it at the moment, though. I’m a bit annoyed at it, and a bit fearful of playing it, due to my problems installing and running it for the first time. My first attempt at installing it crashed shortly after the DirectX update, and my first attempt at running it produced no more than a black screen until I power-cycled the machine. Forums suggested running it in windowed mode (via a command-line incantation in the Steam settings), but then it just crashed to the desktop immediately, and, furthermore, left things in such a messed-up state that Duels of the Planeswalkers started crashing too until I rebooted. Ultimately, I had to wipe it and reinstall before it started behaving. I’d still prefer to run it full-screen, but it looks like that’s not going to happen. I assume that the iPhone version doesn’t have these problems. I wonder how many people bought it for the Steam promotion and then gave up before they got it working?

AaaaaAAaaaAAAaaAAAAaAAAAA!!!

Hot on the heels of their last bunch of sales, Steam is doing a singularly evil promotion: essentially, an achievement-based sweepstakes. Every two days until the 20th of the month, they post a set of criteria for filling in checkboxes that count towards a random drawing for free games. (Also, certain threshold numbers of filled-in checkboxes give special hats in Team Fortress 2, which is one of the strongest motivators known to modern ludology.)Most of the criteria involve playing games that they happen to have on sale for those two days, and apparently they’re all simple enough that you can be reasonably expected to achieve them within an hour or so of playing the game for the first time. So there’s a clear temptation here. Now, in the US, it’s illegal for a privately-run sweepstakes to actually require a purchase. Promotional sweepstakes that you enter by buying things are common, but there’s always an alternate way to enter, usually involving postcards, buried somewhere in the fine print. And so it is here; I could enter this contest without buying any games. But that’s missing the point. I don’t need the prize. I don’t even really want it. I just have a compulsion to do things that fill in checkboxes. (I’m one of the few people I know who played Achievement Unlocked and its sequel to 100% completion.)

But my will is iron. I have sworn not to buy any games solely for the sake of this promotion. Games that are already on my must-play list, though? That’s another matter. And so I’ve bought Dejobaan’s AaaaaAAaaaAAAaaAAAAaAAAAA!!!, which has a sufficiently quirky basis to be on my radar as worth trying out, if only for the lessons we can learn from its experiments.

That basis: it’s about base jumping. There are some levels with mountains, but mostly it’s base jumping past large floating artificial structures in the sky. You score points by getting dangerously close to them. Points give you money (or “teeth”, as the game calls it — the designers’ attitude contains a big hunk of non-sequitur humor) which you use to unlock more levels. There are more complications that I’ll probably get into in future posts, but that’s the essence of the game right there, in the same way that “enemy spaceships come from the right of the screen and you shoot at them” is the essence of myriad scrolling shmups.

And I mention scrolling shmups because, in a strange way, AaaaaAAaaaAAAaaAAAAA!!! feels like one. It has a similar sense of inexorable movement, and of twitchy reactions within a continuous framework of tactical decisions about which route to take. And when you come down to it, it wouldn’t take a lot to re-theme this game around spaceships. The main difference is just one of perspective, of whether you think of the direction you’re moving in as forward or down. (Ender Wiggin would approve.)

Arkham Asylum: The Final Riddle

Yesterday’s session, it turns out, had left me just a brawl and a fairly easy boss fight away from defeating the Joker and ending the story of the game. This doesn’t mean I ended the game quickly, though: I first wanted to take the time to try to finish up the Riddler’s challenges, the trophies and patient interview tapes and so forth that I hadn’t found. There’s one sort of riddle I particularly liked, involving question marks that you could only see in Detective mode —

Partner to Inspector Median and Constable MeanIt strikes me that I haven’t even mentioned Detective mode yet. It’s a major part of the game, and sometimes explicitly necessary for following people by tracking fingerprints or chemical traces. At any point other than cutscene and hallucinations, you can switch into it with the press of a button. When you do, the world takes on a bluish tint, with thin white outlines, and significantly interactive objects (like frangible walls and Riddler trophies) highlighted in orange. Furthermore, it’s a kind of X-ray vision: you can see people’s skeletons — there’s a cute gag where you can identify Clayface in his cell due to his lack of a skeleton — and furthermore, you can see them through walls. This makes it very useful in stealth sequences, or indeed any time you want to be able to see if there are enemies around. Since it’s both more informative and cooler-looking than the normal view, you might wonder why you’d ever want to not be in Detective mode. And, well, sometimes there are good reasons, like when you’re not sure if there’s a wall between you and the skeleton standing nearby. But in the hunt for riddle-stuff, I spent more time in Detective mode than out of it. I recently described the “eyeshine” effect in Escape from Butcher Bay as “one of the better nonhuman-vision effects I’ve seen“. It’s got some competition here.

Anyway, the Riddler has painted these question marks in invisible paint, and in pieces, on different surfaces, which line up from the correct vantage point to form the full figure. I feel like they could have done more with this idea, but it’s still pretty satisfying as it stands.

The game is generous with guidance towards finding stuff — it provides a checklist of riddles and collectibles for each area, and one of the items you can find in each area is a map that shows the approximate locations of everything else. So utter completeness is a reasonable and achievable goal, and therefore quite attractive to the likes of me. Just one problem: I was worried that I had locked myself out of it. Poison Ivy’s plants were still blocking a lot of passageways. The Riddler’s maps showed stuff waiting to be collected in places that I knew had become absolutely inaccessible during the lead-up to the confrontation with Ivy, as the game tried to keep me on the rails. I hoped that defeating her would wither the vines, but any withering was dismayingly incomplete. And I couldn’t even clear things out by going back to an earlier save, because the only save mechanism the game has is an autosave that it overwrites pretty frequently.

But then, the game clearly expected the player to revisit places to find collectibles, because, in Metroidvanian tradition, a lot of them are behind obstacles that you don’t have the equipment to get past the first time you pass by. It ultimately turned out that everything is in fact accessible in the calm moment before you plunge into the endgame. And even if, like me, you enter the endgame area without realizing that you can’t get out again, the game politely lets you go back to look for more stuff after the credits. Doing it this way fits into the story better than taking the time to hunt for them during the constant and escalating emergencies that form the plot anyway.

There’s just one more riddle ahead of me, and it’s one that I didn’t even realize was a riddle on my last post (as Merus guessed in the comments). Among the things that Riddler directs you to find are the fragmentary ramblings of “the Spirit of Arkham”, written in circles on altar-like stones. At first, they seem like just a recapitulation of established Batman continuity: Amadeus Arkham, asylum founder, went crazy and started secretly torturing and killing the people entrusted to his care. But the later entries — as with the patient interview tapes, you always find the texts in the same order, regardless of where you pick them up — the later entries make it clear that it’s describing the inmates of present-day Arkham. And the final entry more or less states outright that these records were made by someone alive today — someone either possessed by Arkham’s spirit or, more likely, bonkers — and that I can discover who by comparing the information in this narrative with that in the patient interview tapes. Now, even though I’ve filled in every slot in the Riddler’s checklist, there’s one slot left in the “Spirit of Arkham” profile, which I assume comes from confronting the culprit. Since your only option for talking to peaceful NPCs is “press A to talk”, this could probably be solved by brute force. But where’s the fun in that? I have at least one more game session ahead of me, and unlike the rest of the game, it will involve note-taking. But the game is off the Stack already, so I’ll post no further spoilers here.

The weird thing is that the main menu reports me as only 84% complete. I suppose it’s because I haven’t been chasing Achievements. Well, they can remain unchased.

Arkham Asylum: Bad Guys

For all the stylistic changes that Batman has gone through over the years, one thing has always been constant: the villains are the best part. Let’s take a look at how Batman: Arkham Asylum uses them. It does a surprisingly good job of assigning each of them a distinct role in both the story and the gameplay.

First and foremost is of course the Joker, the prime mover of the entire plot. The game opens with Batman delivering him back to Arkham after one of his many escapes, and although he disappears soon afterward, his presence is felt throughout the rest of the game. Even when he’s not hijacking security monitors to taunt Batman or delivering orders to his goons over the PA system, he’s a constant object of attention, as the goons discuss him or Batman makes discoveries about his plans. He’s the game’s GLaDOS, its Andrew Ryan. As such, I don’t expect a direct confrontation with him until the very end.

Since the Joker is thus consistently absent, Harley Quinn acts as his lieutenant on the scene, making recurring appearances wherever the designers want you to feel like you’re getting close to achieving your goals only to dash hope away. I’ve had an extended confrontation with her that I take to be the Harley Quinn boss fight — I suppose she could show up again later if someone lets her out of the very secure cell Batman locks her in, but if so, it’ll be kind of anticlimactic. The interesting thing is that the confrontation doesn’t involve fighting her directly — it’s more a fight that she directs, acting as what 4th edition D&D calls a “controller”. The writers seem to have a rule against hitting girls.

The first villain you meet who isn’t directly involved in the Joker’s plan is Victor Zsasz. As far as I’m aware, this is his first appearance outside the comics 1[UPDATE 16 January 2011] Shows how little I know! Not only does he make a brief appearance in the movie Batman Begins, he has no fewer than three videogame appearances predating Arkham Asylum. ; I was vaguely aware of his existence, but I’m not sure why. His deal is that he’s a serial killer, but not a flamboyant one like the Joker. He doesn’t even have a costume. He has a gimmick of cutting tally-marks into his skin for each of his victims, but that’s it. I suppose he’s useful to the writers of the comics when Batman is going through one of his periods of fighting normal, realistic crime. His role in the game, though, is to teach the player stealth mechanics. The first time you encounter him, he’s simply escaped from his cell in the chaos, and is holding off the guards by threatening to kill a hostage the moment anyone enters the room — so you have to take him down without being seen. He doesn’t stay down, though; I think the Joker finds him after you leave and releases him again. In the second encounter, he has another hostage, but can’t restrain himself from killing her for very long, so that imposes a time limit that forces you to use different techniques.

Bane is also an educational boss. The Joker’s plot involves turning his henchmen into an army of monsters by means of a newly-developed drug derived from Bane’s strength-enhancing “Venom”. I’ve encountered several of these mesomorphic abominations by now. They’re basically the sort of classic miniboss that charges into walls and becomes temporarily stunned and vulnerable, but with the twist that they only crash into the wall if you disorient them with a batarang to the noggin while they’re charging. Anyway, the fight with Bane is the tutorial for this. I have to feel a little sad for Bane; he’s fallen pretty far. As originally conceived, he’s Batman’s equal: polymath, master tactician, the only person with enough strength of will to use Venom and survive. But outside of the comics, he’s basically just a strongman in a wrestling mask who can be defeated by unplugging a hose. In this game, he at least gets to brag about having defeated Batman once (something the Schumacher and Animated Series versions of the character never managed), but he’s still just the Joker’s patsy.

But the game does give us one monster that Batman just plain can’t beat in a fight, and that’s Killer Croc. You can run away from him, you can temporarily disable him, and ultimately you can lead him into a trap, but going toe-to-toe with him isn’t even an option. If you try, game over. Croc is established as a lurking menace early on, glimpsed through a reinforced door long before the story takes you through his turf. He lives in the sewer under the asylum; the asylum guards throw meat down to him from time to time but otherwise leave him alone and count themselves lucky that they don’t have to get any closer to him. As such, he may not even really understand that anything has changed in the world above.

Similarly, the Scarecrow’s recurring appearances aren’t really boss fights in the conventional sense. They’re bad drug trips, and they’re by far my favorite parts of the game. Each encounter with him culminates a stealth/platforming sequence with a gigantic hallucinated Scarecrow towering over you, searching for you with deadly gaze. But that’s not the good part. Before you get to the platforming, you get a set-piece, a just-barely-interactive sequence comparable to walking through a carnival haunted house, but one that’s personalized to Bruce Wayne, themed around powerlessness and dead parents. These bits start with small but clear cues in the form of unsettling changes to the environment, like a Nightmare on Elm Street dream sequence — in one case, the first hint that I was hallucinating was that the location name of one room in Arkham Mansion had changed from “Library” to “Wayne Manor”. The final encounter simulates a crash and reboot of the console. This is perhaps less effective if you’re playing under Windows (I know what my machine looks like when it wigs out and it doesn’t look like that), but still brings it into that creepy Metal Gear Solid 2 territory where the game escapes from its established boundaries and addresses the player rather than the player character.

Poison Ivy is the big surprise. Not that it’s a surprise she’s in the game — you figure she’s going to show up as soon as you see a building labeled “Botanical Garden” on the map. The surprise is that she’s the dominant force for about half the story. When you first see her, she’s still imprisoned and helpless in an airtight glass case, distraught because she can feel the pain of the genetically-modified plants that are the source of Joker’s monster drug. She persuades Harley Quinn to release her, which is foolish on Harley’s part, because she has it in for the Joker as much as for Batman. Her chief effect in the game is altering the terrain, making huge roots and tendrils block the passageways you’ve come to expect, forcing you to find alternate routes, and generally causing more havoc and destruction than the Joker did when he took over. The Joker redecorated a bit, defacing statues and putting a mural of himself around one of the main doorways (the opening being his mouth), but Ivy is causing earthquakes. When you finally get to face off with her in one of the game’s genuine boss fights, the game once again asserts its no-hitting-girls policy by having her pilot a huge mecha-like flowering plant that you can hit instead.

That leaves the Riddler, who I’ve mentioned before. The Riddler isn’t so much a character in the story as a delivery device for collectibles and other optional challenges; I don’t expect to actually fight him, because eliminating him from the story would break the game mechanics. The game has some light RPG stuff going on, with Batman leveling up and getting new abilities and upgrades with experience (even though you’d think he must be level 20 in everything already). And, although you get experience for winning fights and for advancing the story, the safest way to level up is by solving the Riddler’s puzzles, which mainly means finding his question-mark-shaped trophies, which are scattered in inconvenient spots throughout the whole gameworld. Sometimes they’re in useless fake ducts that don’t go anywhere. Sometimes they’re sealed behind very old brick walls or other places that he couldn’t possibly have had access to. There’s nothing that makes in-world sense about this, but then, Arkham isn’t a sensible place.

That’s all I’ve seen so far, and I think I’m very close to the end of the game now. Certain of the Riddler’s things unlock character bios of major and minor characters from Batman continuity, including several villains I had never heard of, such as Humpty Dumpty and the Ratcatcher. But I doubt I’ll be seeing them.

References
1 [UPDATE 16 January 2011] Shows how little I know! Not only does he make a brief appearance in the movie Batman Begins, he has no fewer than three videogame appearances predating Arkham Asylum.

Arkham Asylum: Controls and Feel

I’ve heard the controls in Batman: Arkham Asylum described as “solid”. A lot of people seem to have independently hit on this word to describe the feel of the controls, but what does it mean? I think it’s mostly a matter of the feedback: any time you press a button to perform an action, the game plays a satisfying sound cue, and often shifts the camera, the better to show Batman very decisively acting as instructed. Also contributing to the “solid” feel is that your actions pretty much always succeed. When you fail, it’s because you did something foolish, like charge at someone with a gun rather than sneak up on him or take cover and throw batarangs at him. You don’t fail because you attempted the right thing but got the timing slightly wrong and didn’t execute it correctly. After all, you’re Batman. Batman executes everything flawlessly. Even in combat, you don’t throw punches and miss. You press that punch button and someone gets punched. With a bone-jarring thud, and sometimes in slow motion. You can fail in combat, but only by making bad decisions, like trying to do a takedown move on one guy when another guy is preparing to hit you.

I once said that in some console games “the level of detail in the solution… is on a much coarser scale than the level of detail in the presentation“. The feel I’m trying to describe here has a lot to do with that. On the screen, there’s a lot of messy analog stuff going on with physics, but the exact placement of objects in the world seldom matters much. Anything important happens at the story level, the level of deliberate decisions. A lot of what you do is stuff that could be expressed in a text adventure with no loss of detail, like kicking a grating off the wall or using a gadget to make a sentry move away from his post. There may be an infinity of routes you can take from point A to point B, but all that matters is whether you chose one of the routes that has sufficient cover from observation or attack — and that will be a route that a game designer intended. There’s enough simulation that the game doesn’t just come down to CYOA, but the interactions between game elements are all very planned-out in a way that makes me think of the methodologies recommended by Jesse Schell.

Having played the game a bit with both a gamepad and mouse/keyboard control, I find it interesting that the two control schemes are not completely isomorphic. In most games, I’d expect the left mouse button to perform the same function as some particular button on the gamepad, probably the one that performs an attack or whatever the most commonly-executed action is for that game. Here, the left mouse button is indeed the “punch” button, but it’s also the “use gadget” button when you’re in gadget mode. (Being in gadget mode basically means using your analog controls to choose where to aim the gadget.) It makes sense for both of these actions to be on the left mouse button because they’re both your basic “do the thing now” action in their particular contexts. But with an Xbox controller, which doesn’t have a single most privileged button, those two actions are separated: “punch” is the X button, “use gadget” is RT (the right trigger button). It makes sense to put “use gadget” on the right trigger because pressing and holding the left trigger is what puts you into gadget mode in the first place, and the easiest thing to use in combination with a trigger button is the other trigger button. With mouse/keyboard controls, the thing that puts you into gadget mode is holding the right mouse button, which is also the “counterattack/take-down” button if you just click it instead of holding it.

Kind of like playing the videogames in the Strong Bad adventure games.Probably the most problematic adaptation, and the clearest illustration of the fact that the game was designed around a gamepad, is the Cryptographic Sequencer. This is a sort of lockpick for the game’s many electronic locks. You operate it by twiddling a couple of knobs to tune a waveform and holding it for a second in its optimum position when you find it. With a gamepad, you do this with the two analog sticks. A colleague of mine has praised this as being the one thing in the game that makes you feel the most like you’re Batman: he’s on the screen doing exactly the same thing that the player is doing, manipulating a pair of rotary controls with his thumbs, in unison with your own movements. But with keyboard/mouse, you don’t have an analog control under each thumb; only one hand has an analog control. The designers apparently decided that the feel of controlling each knob with one hand was the important part, and made it so that you control the left knob with the keyboard, using the A and D keys to twiddle it clockwise and counterclockwise, and the right knob with the mouse, using the left and right mouse buttons — yes, not even using the mouse as an analog control, presumably for consistency with the other knob. The result is unintuitive and not at all as solid-feeling as using gamepad.

Arkham Asylum: Style and Influences

So. Batman. Few characters have been through so many major stylistic changes without leaving the public eye, from the pulp-inspired revenge fantasy of the 1940s to the childish superheroics of the post-Wertham 1950s, leading up to the deadpan campiness of the Adam West’ TV series, which remained the culturally dominant view of the character until Frank Miller turned the focus to the story’s inherent brutality, Tim Burton to its grotesquery, and the writers for Batman: The Animated Series to its melodrama. B:tAS, with its famous voice acting and German-expressionism-inspired visuals, pretty much replaced Adam West in the public consciousness as the default version, the one that young people think of first when the character is mentioned. And it probably still holds that position, despite the popularity of the Christopher Nolan films.

Batman: Arkham Asylum is something of a mixture of these past portrayals, but it’s mainly in the grotesque mold, taking advantage of the power of modern graphics processors to give everybody highly-detailed wrinkles and warts and scars. The characters are a far cry from the polygonal stylization of the last Batman-themed game I played 1Batman: Vengeance, a game based on the later “New Batman Adventures” seasons of Batman: The Animated Series. As such, the extreme stylization was a matter of remaining true to the source, not of technical limitations. , but I can’t call them realistic. They have all the unnatural-looking distortion and exaggeration of a cartoon made flesh. And, of course, they have that CGI sheen. But this is one place where the Uncanny Valley effect works with the fiction.

The setting is a mixture of crumbling gothic architecture and high tech, all glowing electronics and gargoyles, that reminds me the most of the Tim Burton films. The character of Batman himself is of course also a mixture of gothic and high-tech, but his style here, and the style of his equipment, reminds me more of the Nolan films: very sleek and professional without being flashy, the one portrayal that makes him seem almost normal (and, consequently, not very interesting as a character). Despite the weirdness of his premise, he exudes a calm authority; the asylum guards let him more or less take charge because he’s the one person who isn’t panicking. He even punches people with great authority (as Joss Whedon once said about David Boreanaz). Mind you, the comparison to the Nolan films is helped along by the similar music, and also by the way Batman can use his cape to glide, even when not supported by a rope — something that was part of the earliest Batman comics, but which had pretty much vanished from the character’s attributes at some point (possibly due to the difficulty of pulling it off convincingly in the live-action TV show).

Most of the main characters have the same voice-actors as in Batman: the Animated Series. Well, they could hardly do without Mark Hamill as the Joker, could they? He’s the definitive Joker voice these days. And even those with new actors seem to be aiming for the B:tAS versions of the characters — the Riddler, for example, is a man characterized by smug derision, someone who seeems like he genuinely doesn’t want his riddles to be solved (because he takes pleasure in the sense of superiority that comes with stumping you), rather than the giggling mania of prior versions, who always seemed to be barely restraining themselves from blurting out the answers. (A good decision, if you ask me; before B:tAS, the Riddler was little more than a poor man’s Joker.)

The thing is, the voices are rather incongruous for the subject matter. This is a very dark game. B:tAS, as children’s programming, wasn’t allowed to have anything too gruesome. It would never have the Riddler making a disturbing joke about mutilating a baby, the way he does in a psychiatric interview tape you can find in the game. And yet, as I just described, it’s clearly the same version of the Riddler character. It feels a bit like discovering a coworker’s unsavory fetishes. Which may be the point. That particular bit reminds me a lot of a similarly horrifying-rather-than-funny joke involving a baby told by the Joker in Grant Morrison and Dave McKean’s surreal and disturbing 1989 graphic novel Arkham Asylum: A Serious House on Serious Earth, which shares the current game’s title, setting, and, very loosely, plot. I wouldn’t say the game is based on the graphic novel, but it’s certainly inspired by it, or at least aware of it. The graphic novel questions Batman’s sanity, something that was popular in the 1980s, but I really don’t think that’s going to happen in the post-Nolan version here. Sure, he’ll face his inner demons — a confrontation with the Scarecrow is never complete without some reliving of unpleasant memories — but only as a step towards reaffirming his position. Still… I’ve found a couple of messages from Amadeus Arkham, the asylum’s founder, hinting at revelations similar to those in the graphic novel, that the place is build on cursed ground, that Batman is an unwitting agent of something occult and malign. We’ll see. For now, let’s just chalk it up as another influence.

References
1 Batman: Vengeance, a game based on the later “New Batman Adventures” seasons of Batman: The Animated Series. As such, the extreme stylization was a matter of remaining true to the source, not of technical limitations.

Arkham Asylum

I really should have thought to take a screenshot of the "downloading update" progress bar, because that would have been much more representative of my experience.My story today beings with annoyance. Having downloaded Batman: Arkham Asylum from Steam, I found that it wouldn’t let me play (or at least, wouldn’t let me save the game, which is pretty essential in a game like this) until I registered for a Games for Windows Live account — something I’ve managed to avoid doing so far solely through my taste in games. Once I did that, it needed to download a Games for Windows Live update. Installing the update required me to exit the game and restart it, sit through the uninterruptible logo movies (including one for nVidia, even though I have an ATI graphics card installed) and log into Games for Windows Live again (even though I had checked the “log in automatically” checkbox — I’m guessing that the update reset that), at which point I was told that I needed to install another Games for Windows Live update. I had to go through this cycle something like five times before it let me play the game. I almost gave up and hit the support forums, because there was no clear indication that it was actually making any progress. For all I knew, it might have been downloading the same update every time. At least it never went as far as to make good on its warning that it might have to restart the machine.

Since Microsoft has recently been making noises about turning Games for Windows Live into a viable iPhone-like app store that can compete with Steam, it’s worth noting how much worse this experience was than my first Steam experience. Back then, I wanted a particular game, and retail had failed me as a way to obtain it. So, Steam was my rescuer. I downloaded the latest client, and it gave me access to what I desired. Games for Windows Live, on the other hand, I first experienced as an obstacle. The only reason I sat through those updates was that it was holding my game hostage — the game I had already installed, which is not enhanced in any significant way by such a pairing. (It provides leaderboards, which I have no interest in, and achievements, which might as well be completely local for all I care.) I suppose that someone who bought the Orange Box on physical media might have a similar experience with Steam, but even then, my experience with Steam updates is that they’re much more polite than the “You must download this and restart the game now and not ask why” found here, more like “I’ve just finished downloading this. May I have permission to install it? No rush, I can do it later if you prefer. Here’s the changelog, if you want it.” Or consider the business of the “CD key”. The game is set up to require such a key the first time you run it, even though I’m playing without a CD. Steam is kind enough to provide this key, both on request and automatically when you run the game for the first time, in a nice dialog box with a button just for copying it to your clipboard, so you can just paste it in when the game requests it. And this works when the game requests it, but Game for Windows Live redundantly demanded it as well, and required me to enter it into four separate text fields, breaking copy-and-paste. At this point it seems like it’s just being ornery. Steam wants my experience to be a pleasant one; Games for Windows Live wants to throw its weight around.

Now, Arkham Asylum is a port of a console game, and one of the things I’m interested in learning from it is how it managed the translation of the controls to the PC. I’ll go into more detail later, when I’ve seen more of the game’s mechanics and can give a more complete report, but for now, let me just say that, although the game can be played fully with mouse and keyboard, it really wants a gamepad. Fortunately, I have my trusty Dualshock Controller for PS2 and third-party USB adapter! Unfortunately, the game is only willing to recognize an actual Xbox controller. This is not a matter of technical incompatibility: my controller is supported by DirectX and recognized by various other console-to-PC ports. Furthermore, as far as I can tell, it’s exactly equivalent to an Xbox controller in its capabilities, and could probably even masquerade as one with sufficient hackery. I personally don’t need to take things that far, because I have access to an Xbox controller that I can borrow for a while. But it’s still another unnecessary annoyance.

It all really seems to come down to one thing: Microsoft feels like it should have control over my machine. It was their ability to function as part of a system with open standards, an environment in which anyone could create software or even hardware, that initially gave Microsoft their dominant market position, but, having achieved such dominance, they have developed a taste for dominating. The Xbox comes a lot closer to their ideal than the PC does: a locked-down system where every title has to meet stringent certification requirements, many of which have more to do with helping Microsoft push the Xbox brand than with making the game better for the player. They must be really jealous of Apple’s ability to get away with this stuff without losing the goodwill of their customers.

Next post, I’ll talk about the game a little. But I may return to grumbling when SecuROM decides to take its turn at being a dick.

WarioWare: Completeness

As per this blog’s charter, WarioWare, Inc. was deemed off the Stack as soon as I completed story mode, which happened before the last post. But there were a couple of days left of PAX after that, and of course the journey home, all of which involved waiting on line to one degree or another, and you know something? WarioWare is positively ideal for waiting on line. Particularly in Grid mode, where there’s so little at stake. So I’ve made some pretty good progress towards really completing the game.

So, here’s a brief description of the game’s optional goals. First of all, every microgame in Grid mode has a threshold, a number of iterations that you have to complete without running out of lives in order to get its spot on the grid marked with a red flower. Supposedly something happens when you get all the flowers. I’m still fairly distant from this goal, and it’s not clear to me that I’ll ever achieve it, unless I find myself in another situation involving lots of waiting in line. At the moment, I don’t even have all of the microgames available in the Grid — remember, they only show up there after you’ve randomly encountered them in Game mode, so there’s the whole last-pixel syndrome to contend with. Add to that the fact that Grid mode is the title’s tedious side, and this is a goal for the very patient.

Secondly, certain levels in Game mode unlock extra content when you pass indicated thresholds. It should be noted that these goals are impossible to reach the first time around. When you reach the threshold necessary to proceed with the story, you immediately get an epilogue to the current level and then get thrown back to the level menu. So in order to complete more microgames than it takes to continue the story, you have to come back to the level after completing it — which reinforces the idea that these are optional challenges, and not part of winning the game.

The content you unlock in this way consists mostly of additional games — mostly versions of the microgames that have been expanded into full minigames, which means they play continuously instead of being interrupted every few seconds. One of the unlockables is a full version of Doctor Mario, a game I recall mind-melding with in its coin-op incarnation back in my school days, an experience much like the play-by-brainstem necessary in WarioWare when it gets fast. It seems a little ironic to see it in this context, an inversion of the usual sort of unlockable mini-game, which is something less sophisticated than the main game.

It’s notable, however, that I’m definitely not playing the game in order to gain access to the unlockable content. This is clear because I delilberately threw access away. I actually bought this game used — something I don’t normally do, but this was at a rummage sale for charity, and it looked to be in near-mint condition, with its box and instruction manual and everything. The instruction manual contains a sheet of stickers, and specific spots marked in the manual for you to stick them, which tells you what audience they were targeting. The copy I got was pristine, with all of its stickers still on the sheet, which is a pretty good indication that the person who bought it wasn’t part of that target audience. Months later, when I actually got around to playing it, this helped me to forget that it was used, and I was briefly confused by how different my experience was from that described in the pristine manual: everything seemed to be already unlocked! Once I figured out what was up, I went into the options menu and reset the whole thing, erasing the previous owner’s progress.

This is because, to me, the point of unlocking stuff is simply to unlock it, not to have it unlocked. It’s not like I’m going to spend any significant amount of time playing the unlockable minigames. Their purpose is only to acknowledge by their presence what I have done, like an Achievement or Trophy on the newer consoles. These optional goals are, after all, the only way to win in a game that’s otherwise based on the sort of old-school arcade-game design where things just keep getting harder until you lose.

(Remember, this game is from 2003, so this sort of structure is retro. The game even acknowledges it by throwing in an entire level where the microgames are all simplified versions of Nintendo classics (such as Doctor Mario), some of which were otherwise never released outside Japan. The mere fact that it gives you lives is basically retro by now.)

WarioWare: Wario

WarioWare, Inc. is divided into a series of levels, each with its own set of microgames and its own host character who supposedly authored that section and also needs your help to get through the situation depicted in the level’s intro and epilogue. There’s some serious confusion of levels going on there; it’s as if Deus Ex started off with a cutscene of Warren Spector begging for the player’s help at defeating the secret organization pursuing him. No, that’s not quite right. That suggests a connection between the frame and the content. It’s more like Deus Ex starting with Waren Spector playing baseball at a company picnic, and every time you complete a mission, you get a cutscene of him hitting a home run.

The first and last levels are hosted by Wario himself. Because I’m primarily a PC gamer, this is the first significant exposure I’ve had to the character. I know of him, certainly. I was aware that he was a sort of evil twin to Mario, but I didn’t really know the details. Having seen him in action, I’d describe him not so much evil as somewhere between rotten and naughty, misbehaving like a little kid. He’s explicitly described as “sneaky” and “greedy”, and makes no bones about it, apparently considering those good qualities, because they’re his qualities and everything about him is by definition awesome. Which is also why most of the microgames on his own levels are about him. So I’d add “conceited” to the list, as well as “denigrating others”: he cheerfully tosses barbs at the player along the lines of “Huh? You beat that level? You?!?”

Come to think of it, he’s a lot like Strong Bad.

Also like Strong Bad, he comes off as childish partly because of his eagerness for characteristics that seem manly to him, like riding a motorcycle and punching at punching bags. Mario also has a sort of weird mix of adult and childlike traits, but they harmonize a lot better there, and seem to hit something of a sweet spot for acceptability by an American audience (unlike some Nintendo characters). Wario comes off like a grotesque caricature of this, exaggerated like a Mad Magazine parody. “No need to satirize us”, Nintendo seems to be saying, “We’ll satirize ourselves!” Since this is Wario’s game, it’s his world now, and it’s much more urban than the Mushroom Kingdom, more random and full of pointless conflict. The most innocent-looking of the hosts is pursued by police cars for speeding, and evades them by dropping banana peels in their path, making them skid and crash. They’re not bad guys, they’re just doing their job.

So, given this grotesque, childish, selfish, greedy, sneaky, antihero of a character, what role does he play in the game’s story? Why, that of game publisher, of course! His scheme is to get all these people, his supposed “friends”, to develop games for him, and then abscond with all of the profits himself. I can’t help but see this as reflecting the designers’ personal experience, and I’m a little surprised that Nintendo executives thought it acceptable — perhaps they didn’t understand what it was saying? Or perhaps from their perspective it looked more like a dig at little independent game companies trying to cash in on fields pioneered by others. Who knows.

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