Same Bat Time, Same Bat Channel, Same Bat Grappling Hook

Batman: Arkham Asylum is an outstanding game; my biggest problem with it is the same thing I’ve spent hours on here trying to defend.

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Batman: Arkham Asylum deserves every bit of the praise it’s been getting. It’s a terrific game that gets so much right in the first thirty minutes, I was willing to take whatever it threw at me for the rest of the game. And I was compelled to keep playing until I’d finished the story mode, which is a rarity for me these days. Even after I’d been shouting “no fair!” and wanting to break my controller in frustration, I had to keep hitting the “retry” button.

What makes the game work so well is its focus. That may seem like a weird claim to anyone who’s played the game or the demo, since the game has so many disparate components. It’s got a ton of melee combat, but it’s not really a fighting game. It’s got sections where you have to take out a group of bad guys without being spotted, but it’s not really a stealth game. It’s got jumping and maneuvering sections, but it’s not a platformer. It has you tracking down evidence, but it’s not a detective or an adventure game. And it’s got tons of cutscenes and character histories and objectives, but it’s not really a story game, either. More than anything else, the game is a Batman simulator.

When I played the demo, I was put off at first by the camera angle: it hovered, Bat-Mite-like, just over Batman’s shoulder, a little too close to be convenient, but too far away to be as immersive as a first-person view. In retrospect, though, that’s the perfect set-up for this game: you’re almost The Batman. You see and do everything he does, but you can’t quite get inside his head. (And for the record, the camera work has the same level of polish as everything else in this game: it felt natural within minutes, and there was only one moment in the entire game where I even noticed the camera at all).

The usual tack for licensed games is to take a cool character and then drop him into an existing game type; for Arkham Asylum, it really feels like they built a game around being Batman. It seems that at every point during the game’s production, the developers asked, What Would Batman Do? They took each of the iconic aspects of the character (and the Rogue’s Gallery) and built a gameplay mechanic out of it.

I’ve read reviews that call out one part or another as being particularly under-developed, but they’re kind of missing the point. One review said that the combat was a little simplistic, the combo system unnecessary, and button-mashing would get you through most of the fights against common thugs. Which would be true, except: You’re Batman. There’s no question he’ll beat up common thugs; he says as much in the game. The only question is how much of a bad-ass he’ll look like as he’s doing it, and that’s where the combo system rewards you. The better your timing and response, the more acrobatic and sophisticated his animations get, until he’s swooping across the room from enemy to enemy, busting heads, doing backflips, pile-drivers, flinging bodies around, and expertly and causally blocking thugs trying to sneak up on him from behind.

You can say the same thing for the “detective” work in the game. The reason this game stands out is because the developers stayed true to the character and remembered that he’s not just a martial arts super-hero. So you spend at least half the game in their special “detective mode,” looking for clues and targets for all the gadgets on your utility belt. But Batman isn’t really a detective; he’s the World’s Greatest Detective. His suit can pick up any kind of evidence, his computer can analyze and synthesize any compound, and he makes wildly improbable deductions to move the story along, just as in the comics. It’s not even “gameplay” as much as character building. That character building is reinforced in the pacing, which always reminds you that Batman doesn’t win based on super powers, or his martial arts skills, or his gadgets; he wins by being smarter than everybody else. He doesn’t act until he’s surveyed the situation and figured out the best possible solution.

And that is exactly where the problems start to creep in. I enjoyed the hell out of the game, and I wouldn’t hesitate to call it the best videogame I’ve played this year. But there are a few pretty significant problems. First is the whole Killer Croc section, which didn’t work for me on any level. I respect the developers’ attempt to change up the gameplay and present something different, but it seems like a decent idea that fell apart during execution. Even if you get past the tedious and repetitive clue-gathering portion of it, it ends with an action sequence that just breaks all the rules of fair play: the villain springs up suddenly, you’re killed instantly if you make one mistake, and you’re forced to run along a fairly narrow platform towards a camera so that you can’t see where you’re going.

The “tedious and repetitive” complaint is my second biggest problem with the game: it belongs squarely in the Bowser school of game design, whose motto is “if it’s fun once, it’s super fun if you do it three times.” You spend almost all of the game traveling from one mini-boss to the next, which in itself isn’t a problem, since so much of the Batman story depends on his fantastic villains. But each of those boss fights requires you to do one semi-clever thing, and then repeat it two more times. And the game’s so obsessed with this structure that even when it does something really novel and interesting, like your first encounter with Scarecrow, it shoots itself in the foot by making you go through the same thing again twice. Three-shot boss fights are a standard structure in games for a reason: they take advantage of the 3-act play structure with a set-up, build-up, and climax built in to each confrontation; and they strike a decent balance between cleverness, skill, and challenge. So its repeated use here doesn’t ruin the game; it just keeps it feeling very gamey and prevents it from becoming a genuinely original experience. (Incidentally, I kept thinking that Batman could’ve avoided half the problems he ran into during this game if he’d just remembered to bring his gas mask).

But the “killed instantly if you make one mistake” complaint leads to my biggest problem with Arkham Asylum. I had a brief discussion about the game with someone on Twitter (Philip Kollar, assuming he doesn’t mind my calling him out), after he complained about the “trial and error” tedium in Arkham Asylum and stealth games in general. I responded that it wasn’t supposed to be a case of trial and error, because you weren’t supposed to die. Instead, it was reinforcing the idea that you should think before you act. If you play the game correctly, I said, then you would have completely surveyed the scene and figured out a plan of attack, before you even get into a situation where you could be killed. It shouldn’t be judged as a stealth game, but as a puzzle game.

Unfortunately, I said all that when I was still early in the game. I’d just finished a section that had you defusing a hostage situation in a locked room. I had tried it once and failed, but then instantly realized where I’d made a mistake. I’d rushed in and tried the most obvious solution, instead of checking around for a better one. For me, it was one of those adventure game moments: I didn’t get the right answer on the first try, but I realized that the right answer was something that I should have been able to figure out, so I was encouraged to jump back in and try again.

The problem is that this situation gets more severe the farther you progress through the game. I still say that it’s a puzzle game, not a stealth game, because you’re never given adequate feedback as to how “stealthy” you’re being (like Thief‘s shadow gauge or the Metal Gear Solid series’s radar and exclamation points). You’re not maneuvering through a combat situation, but trying to figure out the one correct solution to a puzzle. And Arkham Asylum shows just how clumsy and limiting puzzles feel in open-world, free-movement games.

The puzzles here aren’t quite as pre-scripted as they are in an adventure game, since there’s still an underlying system that gives you a little bit of leeway in how you tackle a problem. But that leeway actually makes things worse, here, since it just makes it more glaring when the solution to a problem is use item A on character B. There is exactly one thing you do to take down Bane, just as there is one way to get past the Scarecrow, just as there is one thing that works against Poison Ivy, and so on. This creeps into the melee combat as you get into tougher battles, too: there’s one move that works against guys with knives, and one move that works against guys with tasers.

I’ve spent a good bit of time on this blog defending the concept of “puzzles with exactly one right answer” in games, but there are two aspects of Arkham Asylum that keep it from working well. First is that so much of the game is built on the interaction of different systems, so arbitrary puzzle solutions feel artificial and out of place. If I’m playing a traditional adventure game, my entire interaction with the world is limited to using one object on another object, so it’s implicit that I simply have to find the one key that fits this one lock. But in a game where you can freely roam the environment, and where you’re fighting guys with health bars that gradually get depleted, you’re encouraged to think in terms of systems and influences. It’s more jarring when I’m told that I can easily disarm this guy, but I have to use my “stun” move on this one, and my “backflip” move on this other one; why don’t they all work equally well? And why do I have to use a batarang here, when it seems like this grappling hook gun you just gave me should work just as well? Arkham Asylum does have situations where it sets up a clear cause and effect and leaves the player to make the right deduction: when a wall explodes, it has this effect on bad guys in this range, and here are two ways to take down walls. But it’s also got plenty of “you must use the grappling hook here” moments.

The more pervasive problem is that I hardly ever felt as if I’d made a clever deduction. Whenever I’ve made a defense of puzzles in games, it’s been based on the idea that a well-designed puzzle can feel like a collaboration between the player and the developer. There may be only one right answer, but the point isn’t to enable the player to do whatever he feels like (as in, for example, Scribblenauts); the point is to guide the player to discovering the most clever (or funniest, or most horrific, or most “meaningful”) solution. A system-based game would say: “This is Bane, this is what he does, these are all the tools you have at your disposal, this is the effect of each tool. Have at it; we’ll leave you guys alone for a few minutes and check back in when we notice his HP has dropped to zero.” A puzzle-based game would say: “This is Bane, and you know the absolute coolest way to get rid of him would be to jump on his back and pull out all those tubes. Let’s think of a sequence of arbitrary events that’ll result in a pretty bad-ass cutscene.” (And incidentally, a really cool game would say: “Bane was kind of a lame character, in retrospect. How about you fight Two-Face or the Penguin instead?”)

But the boss fights in Arkham Asylum — and many of the “stealth” sequences, for that matter — try for an uneasy hybrid of the two, and end up having the worst aspects of both with few of the advantages. You get the opening cutscene, you try whatever weapons you’ve been given, you get beaten up, and Batman dies. Over the death cutscene, the game tells you the solution to the puzzle. You hit the retry button, and you try what it told you to do until you get it right. You hardly ever get a chance to try different things (because you’re often in a confined environment and have no way to recharge your health), and even if you do, the most obvious thing might not work. You still get the cool ending cutscene, but you “earned” it not by being clever, but by being persistent enough to keep doing what the game told you to do until you got it right.

Again, Batman: Arkham Asylum is a hell of a lot of fun, even with these problems. I’m even enamored with the game enough to go back in for all the collectibles and “extra” levels, something I’m hardly ever compelled to do. But I couldn’t help thinking how much better it’d be if it’d been able to strike a more comfortable balance between puzzles and systems. I’ve already said that the first Half-Life promised to render the traditional adventure game obsolete, but a decade later, we still don’t have a great example of a game that balances deduction, storytelling, and action. And I’ve said that instead of treating adventure games as an evolutionary dead end, developers should be paying more attention to what adventure game developers have learned about puzzle design, and applying those lessons to games with more sophisticated and complex interfaces. Arkham Asylum shows that there’s still an audience for single-player games that have an emphasis on characterization and cinematic moments, and which don’t fall into any one specific genre like “shooter” or “brawler” or “stealth game.” Even if it doesn’t quite strike that perfect balance, it’s a step in the right direction, and I’ll have a good time just wailing on thugs until somebody manages to make the game that does strike that balance.

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One After 9-9-09

The Beatles Rock Band really is Harmonix’s masterpiece, and should be required for anyone who still doubts the appeal of grown-ups playing with plastic guitars.

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I can tell you the first CD I ever owned: it was the White Album, and I got Abbey Road at the same time, but I opened the White Album first because it was my birthday, and I wanted to hear “Birthday.” It was 1987, and the CD releases of the Beatles catalog were being promoted as A Very Big Deal, with people going on about all the subtle nuances they’d never been able to hear before.

I can also tell you when and where I first bought Revolver: it was at Downtown Records in Athens, GA, around 1991, and I bought it on cassette to listen to in my car, and I was convinced that I’d gotten hold of some super-exclusive collector’s edition with an all-instrumental version of “Taxman” until I realized that it was just that the right speaker on my car stereo had given out again.

I’d only call myself a “moderate” fan of the Beatles — I’ve listened to the White Album and Abbey Road about a billion times since 1987, but there are still plenty of songs by the group that I never heard before tonight — and I can still vividly remember all the details about my first exposure to each of their albums. There are bands I like at least as much — Led Zeppelin and the Pixies, to name two — but I couldn’t tell you anything about the first time I heard Physical Graffiti or where I bought my copy of Surfer Rosa.

And the reason for that is the Beatles have always been presented as a phenomenon more than as a band. People have been going back and forth on the merits of their music for as long as I’ve been alive: for everyone who claims that they’re the greatest musicians of the 20th century, there’s somebody else who complains that they’re just an overrated pop group that in 2009 have become completely irrelevant. Whatever you think of their music — and personally, I’m closer to the “brilliant composers” end of the spectrum than the “overrated pop band” end — it’s only part of what makes the band such a big deal, still relevant 40 years later. Because the Beatles were talented musicians, ridiculously talented and versatile composers, and innovative geniuses (with George Martin) at audio engineering. But I’d say their real genius was in self-promotion.

The current round of hype is over the release of The Beatles Rock Band and remastered versions of all the Beatles’ albums. There are already CD releases for all the records, plus the red & blue greatest hits compilations, plus the number 1 records compilation, plus the Love remixes. And of course, people don’t really buy CDs anymore, and for the past couple of years, websites have been predicting the imminent release of the entire catalog as downloadables any second now. So the question is what the NPR music blog asked back in April when the remasters were first announced: does anyone other than Baby Boomers and obsessive Beatles fanatics really care?
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Arrougant Basterds

Inglourious Basterds really is a revenge movie: not for Jews, but for the long-oppressed defenders of Quentin Tarantino. Minor spoilers for the movie.

basterdsshoshana.jpgWherever there’s a discussion about a Quentin Tarantino movie, the topic invariably turns to Tarantino’s other movies and the director himself. That’s not by accident; he’s got the ego to put himself forward as the star performer whose vision is responsible for everything on the screen (as a director, if not as an actor), and he’s got the talent (see previous) to be able to pull that kind of thing off.

And the conversation always ends up with everyone lining up into a well-worn and pre-defined slot:

  1. The Defender of Cinema: These are the ones quick to mention video stores and still regard Tarantino with the same condescension as old money has for the nouveau riche. One gets the sense that one finds films such as these alarmingly populist, eschewing the transformative power of cinema in favor of common entertainment. A pretty good example is Manohla Dargis’ review in The New York Times, you can almost see her turning up her nose and entering Margaret Dumont mode as she fills her review with condescending touches like “…the Bear Jew (the director Eli Roth, dreadful).” If this were Entertainment Weekly and not the Times, the review would have not only a letter grade but a stern “Mr. Tarantino, please see me after class.”
  2. The Reluctant Moviegoer: There’s some of this in Kenneth Turan’s review in The Los Angeles Times, where he acknowledges he’s not the ideal audience for Tarantino movies, and ends up seeing the violence and gore but no point to it all.
  3. The Cinema Studies Whistle-Blower: These are the ones who complain that Tarantino says nothing original; he just rips off other movies and wants you to be impressed at how many movies he’s seen. Then, they go into a shot-by-shot filmography to demonstrate how many movies they’ve seen. See Steven Rea’s review in The Philadelphia Inquirer, which makes it sound as if he spent the entire movie playing spot-the-reference and then complains that there’s no movie there.
  4. The Everything-Sucks-Since-Reservoir Dogs Guy: See Rick Groen’s review in The Globe and Mail, where he dismisses Basterds as nothing more than a pastiche of Tarantino’s earlier movies. For an even better example, see the comments on the New York Times review, especially Joe Slovo of Minneapolis who dismisses the movie as pretentious and self-indulgent and makes sure to point out that he was one of the first to see Reservoir Dogs in art house theaters before it got all popular.
  5. The New Yorker: Okay, not really a type, I guess, but I was amazed at how David Denby’s review in The New Yorker manages to combine every single one of the above in one non-stop stream-of-superciliousness.
  6. The Reluctant Fan: These are the people who are quick to point out the pervasive self-indulgence in Tarantino movies. The pandering post-modernism. The touches of arrogance where perceived coolness and actual coolness can’t match up. The over-long dialogues that are supposed to be filled with dazzling wordplay but instead just come across as tedious. But they can’t help but acknowledge there’s still something undeniably awesome going on, those hipster-targeted moments that we should be able to dismiss as a gimmick but can’t help getting excited by.
  7. The Tarantino Devotee: These guys love Tarantino movies, have seen each one multiple times, and can most likely provide an ordered list from best to worst at a moment’s notice. They acknowledge that Tarantino’s a genius, and even if they don’t like a movie, they just need to watch it a few more times before they “get” it, as Todd Gilchrist of Cinematical.com implies in his review.
  8. The Sycophant: These are extreme versions of the Devotee, who believe Tarantino is the Father of Modern Cinema. They update wikis and the Trivia sections of IMDB pages, and discuss references and casting and music choices and props and lines of dialogue with breathless reverence.

For the record: I usually start out in group 2 before I’ve seen one of the movies, and then find myself squarely in group 6 immediately after. I unashamedly and unreservedly love the first half of Kill Bill, and the whole sequence showing the flight from Okinawa to the Godzilla-model version of Tokyo (complete with sword holders on the plane) is one of those transcendent moments that just makes me love movies.

I remember watching Pulp Fiction and being completely split on it; I enjoyed it, while still thinking it was an offensive, gruesome, disjointed, arrogant mess. The person who summed up that movie better than any other opinion or review I’ve read since then was the office manager at my first job — someone who I’d never have expected to watch it in the first place. She said just “I loved it, but I felt like I needed a shower afterwards.” I still think that movie is a case of the parts being better than the whole, and of novelty working in its favor: I can’t recall if I’ve seen the movie since the first time in a theater, and I’m not sure I even want to, but the parts that I enjoyed still stand out crystal-clear in my mind as if I’d seen it yesterday. (Also for the record: I still haven’t seen Jackie Brown).

And the reason I’m talking about all this instead of talking about Inglourious Basterds is because I can’t see it as anything other than a culmination of all of this: the other movies, the references, the director, and the audience’s reactions. It’s got all of the things I hate about the other Tarantino movies I’ve seen, but here, they don’t drag the movie down into a mess with occasional flashes of brilliance. Here, it all just works, somehow.

It’s shamelessly self-referential, but here it feels more like a genuine homage than self-aware parody. (That could be because war movies are just more inherently charming and entertaining than kung-fu films or revenge fantasies or exploitation flicks). It’s got plenty of jarring bits of post-modernism, like the random insertion of 70s titles and Samuel L. Jackson voice-overs, but they really work like they’re supposed to: they’re clever and memorable, instead of feeling like the director jumping in and announcing how clever he is. There are long monologues, but they’re in character (unlike Death Proof or Kill Bill, where the characters just suddenly start channeling Quentin Tarantino). And long stretches of inaction, but they do genuinely build tension (again unlike Death Proof, where it just felt like slavish recreation of bad movie-making). There are wildly anachronistic music cues, but instead of knocking you out of the movie, it snaps you back to attention and sets the mood and importance of the scene. There are subtle (and not-so-subtle) callbacks to other movies — whether intentional or not, the glass of milk reminded me of Suspicion — but they work within the context of the movie, instead of just shouting “Hey look at this other movie I saw that time.”

And all that serves as a base for the moments that Tarantino’s always been able to get right. The opening sequence is a fantastic example of how to do suspense. The climactic scene in the theater is just a long sequence of unforgettable images. The shot of a screen in flames, the face of a woman condemning the audience, the voice still filling the hall and the image projected on the smoke like a vengeful ghost — that’s just plain virtuoso filmmaking. If it’d been made by anyone with less baggage attached to his name (and, to be honest, if it hadn’t been at the end of a two-and-a-half hour movie) then it would be more widely acknowledged as such.

The impression I had overall was that Tarantino’s style had finally matured past arrogance and into confidence. It’s a movie made by someone who loves movies, is actually quite good at it, and most importantly: loves them for their own sake, and not for the interpretation or social analysis that drives cinema studies majors and film critics. There are still obviously plenty of people who just see self-indulgence and empty, meaningless post-modernism, but as far as I’m concerned, this is the movie that proves Tarantino’s success isn’t a fluke. He really knows what he’s doing. It’s not my favorite Tarantino movie, and there weren’t any moments here that thrilled me in the same way the best moments of Kill Bill did, but it’s the first one I’ve seen that works as a solid piece of filmmaking from start to finish.

In fact, I was all ready to say that Inglourious Basterds was Quentin Tarantino’s masterpiece. Until the last line, where he directly tells the audience that this is his masterpiece. But at least he saved it for the last 15 seconds. I guess it’s impossible to completely give up self-indulgent arrogance after you’ve made a career of it.

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