Why Dishonored Is The Best Batman Game Ever Made
As rad as it is to have those nifty gadgets and stacks of money, man, it has got to suck to be the Batman. Your parents are dead. You’ve gotten an orphan killed, your love life is constantly slipping back and forth between crushing loneliness and chaotic violence, and you feel some weird urge to take care of a city that, by all accounts, is probably better off left to the wolves. The Arkham games do dive into the tragic mindset of the Bat but it’s almost always via a cutscene, an interruption of your control over him. Of course these games hardly aspire to Shakespeare; they’re the most bombastic kind of simulator out there: be the super hero, save the world, brood, look good in black. And yet, by denying the player complete control over everything the Bat does, the experience feels slightly hollow.
For me, a game lives or dies by two elements:
1.The design of a game’s interactivity.
2.The competency of that design’s execution.
Of course, interactivity is a broad term. It can mean almost any action within a game. When you’re moving around in an environment you’re interacting with it. It might not be as exciting as, say, shooting a bad guy or grinding a rail with a skateboard, but it is interactivity. So, for clarification, when I say “design of a game’s interactivity” what I mean is game-specific interactions that tie into that game’s creative vision in a constructive way. So, for example, in The Last of Us you have the option of talking with Ellie from time to time during your journey. Of course you’re not really doing the talking; you’re choosing whether or not to press a button and hear Joel and Ellie chat about the world before it fell apart. Giving the player the choice to engage in these conversations or ignore them is a neat way to let us characterize Joel as a reserved survivalist or talkative guardian.
There are always caps to interactivity, either due to technological constraints or because the design doesn’t allow or want the player to interact directly with certain elements. Most games go back and forth between giving the player control and taking it away from them, usually to propel the story forward, and it’s something that even games that stress the importance of making the player’s decisions matter do quite a bit. Consider Mass Effect, which is thought of by most people to have a high level of customization. You make your kickass space heroine, choose her powers, her look, even her background history and how she reacts to stressful situations. However, the cap is still there. The player only has access to prebaked conversation options and dramatic actions. You can’t literally type your own responses and listen to her say them to other characters in the game. That just wouldn’t work within the fantasy that Bioware is trying to construct, so they cap the interactivity with conversations there to keep the main story on the rails.
The Arkham series sets out to give you a very specific fantasy: be the Batman. And it does a good job of it! Rocksteady hands you all the gadgets, the suits and they’ve developed a fun rhythm-based fighting system that lets you whale on bad dudes with your fists and batarangs. The stories and characters in all the games thus far have felt reasonably true to the comics and given ample time to everybody’s favorite villains, from The Joker to Poison Ivy. Arkham is ultimately a solid, fun series of games that does right by its source material, which is shockingly rare when it comes to videogame adaptions of pretty much anything. And yet it can’t compare to Dishonored when it comes to recreating the power of Batman. What makes Arkane’s stealth-fantasy critical darling, a game that features zero bats or men in bat costumes, the best Batman game ever made?
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