Last week’s post was a bit of a disaster. I’ve since realized that, not only did I fail to account for the various platforms involved, but the supposedly green indicator above an attacking enemy’s head is, in reality, more of a blueish hue. While that may not exactly call to mind the green Triangle button used for counters, I still maintain there’s a certain truthiness to what I spent my time arguing — Batman: Arkham Asylum‘s combat system feels super-hero empowering precisely because it manages, in a very quick time event sort of way, to let the player know how s/he can best proceed.
If you buy what I’m saying above, however, it might seem like Arkham Asylum would be an easy game. That’s not the case. Rocksteady Studios is plenty capable of throwing a lot at you…so much so that processing your ideal next move, even though it’s usually right up there on the screen, can get pretty difficult. Which is part of why Batman: Arkham Asylum‘s hard mode warrants examination: it takes those sorts of warnings and prompts away. Certainly this makes the game tough if you’ve no experience with its nuances, and I like how it forces players to concentrate just that much more stringently.
But why’d Rocksteady stop there?