I published a new piece at The Escapist earleir this week. As part of a Patreon goal, I will be playing through the video game of The Last of Us for the website, but to warm up, I decided to take up playing some video games that I remember from my own childhood: the Arkham games.
Replaying Batman: Arkham City, I was taken at how well the game uses the narrative structures unique to video games to immerse the player in the world and the psychology of the Caped Crusader, beyond what is possible in comics, film or television. The game places the player in an artifical countdown, and gives them sets of competing objectives, forcing them to decide what to prioritise and how best to respond to the immediate crisis as the situation keeps escalating around them. It’s an approach that manages to make Gotham feel like a real and living place, with the Dark Knight caught in the middle of it.
You can read the piece here, or click the picture below.
Filed under: Comics | Tagged: arkham city, batman, batman: arkham city, comic books, level design, open world, rocksteady, sandbox, the escapist, video game design, video games | Leave a comment »