Content review for this game:
Pertaining to the ESRB rating.
Content sum up: While combat is bloodless, Batman has a strict no kill policy, and the majority of disturbing content listed is optional, suggested, and mostly heard, not seen; combat is still brutal and violent; Scarecrow's induced visions are haunting and bizarre; both Harley and—especially—Poison Ivy are dressed in little, act in a suggestive manner and have noticeable "bounce"; language is moderate; Batman may not kill, but the crazies around him do, frequently; and most of all, the Joker's disturbing, devil-may-care mentality (he relishes chaos and others suffering just for the thrill) permeates into his constant mind games and extends to ally behavior, creating a dark, hostile atmosphere for Batman to contend with. So I recommend this game for ages 14+. |
Alcohol and tobacco reference: Early in, Batman uses his Evidence Scanner to scan a fallen flask of whiskey bourbon belonging to an enemy he needs to track (you'll see a wafting trail of the substance through your Detective mode's visor)—later, you track kidnapped Commissioner Gordon's pipe tobacco trail. In a villain, Frank Boles' bio, it's mentioned, "He has twice been suspended for drinking on the job."; it's mentioned in Killer Croc's bio that he was, "raised by an alcoholic aunt"; and in a patient "Interview [audio] Tape," after he's given a tough question by an asylum doctor, an inmate and a main villain, Scarecrow asks, "Can I have a drink? A strong one?"
Blood: When Batman is shot in close-quarters by enemy weapons, he appears to shed a light cloud of the substance—otherwise there is no blood in gameplay. There is light to moderate amounts of dark, muddied, pre-existing blood splattered and speckled on walls and floors throughout; at one point you use the blood coming from the Warden's injured face to track him—after saving him and (later) Gordon, both have bloody cuts on their faces—near the end, Batman has a ragged appearance, including a few bloody cuts on his face, and several areas of the asylum have IV machines with what appears to be bright red blood flowing within; nothing is attached to said devices. Unconscious enemy bodies do linger—Batman does not kill—and there are many dead (unbloodied) asylum guard and staff bodies scattered throughout, as well as a dead guard—victim of Joker's toxin—strapped to a dolly; lifeless eyes staring in terror, his face forced into a wide grin; and at one point, a group of skeletal remains.
Specific scenes of blood (& mild gore):
(The ESRB didn't mention that there is mild scenes and reference of gore; "scenes" in regards to certain mutant appearances and transformations, "reference" in regards to optional, collectable patient "Interview [audio] Tapes" and villain biographies.)
Mild language: There are (including the optional, collectable patient Interview [audio] Tapes) over a dozen uses of hell, under a dozen uses of b*tch, d*mn and God, three or under uses of a** and p*ss, and one use of SoB. An optional, collectable "Spirit of Arkham" audio/text message has one use of d*mn; two villain bios each have a single use of hell, one in context, "hell itself", the other, "hellhole"; and a comic book title in the character bio section—showing when certain characters were first introduced—is titled "Arkham Asylum: Living Hell #1". Other than the main script, Joker's thugs are overheard saying, "Oh God!" or "D*mn it! He's out cold!", when fellow thugs' downed bodies are found; "Oh God! Oh God! I've lost him!", "Where the hell are you!" or "Hell with this!" when they've lost your trail; "What the hell was that?" when they hear you; "What the hell is this thing? D*mn, Batman's screwing with us!" when you toss out a Sonar Batarang; and stun baton equipped thugs will infrequently say, "I'll fry your a** Batman!" These lines will be uttered repeatedly by enemy henchmen in the Challenge Mode's "Predator" stages. There is no option to turn language off.
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Violence: After he easily (too easily) foils the Joker's attack on Gotham City's Major's office, Batman transports the Joker to Arkham Asylum. As he escorts him through the asylum's layers of security, Batman learns that recent fires at Blackgate prison have led hundreds of prisoners (most of which are Joker's men) to be moved to the asylum that very night—not a good sign. After entering a final layer of security, with the help of his inmate girlfriend, Harley Quinn (which made her escape before his arrival), and a crooked security guard, Joker makes his move and takes over the asylum's security system, trapping its staff inside, Commissioner Gordon and Batman included. Now the tables are turned, with the Dark Knight imprisoned and crazed inmates free, ready to stop him from reaching the Joker at all cost. As he navigates the asylum grounds with assistance from his intel expert, Oracle (by radio), Batman discovers Joker's threats to detonate bombs scattered throughout Gotham City. But when this plan falls through, he begins to question Joker's motives; perhaps these events are just a smoke screen for something far more sinister—it's Batman's job to find out...
After you're lured, duped and trapped in Arkham Asylum, you'll begin your mission to take it back from Joker, and the base gameplay consists of using your combat moves and stealth in conjunction with your gadgets, to navigate Arkham Island's exterior and its five main complexes. You'll first use Detective Mode to spot enemies through walls and find exits, like the many grates, which you will then pry off and crawl through, to bypass blockages. You'll proceed with "Predator" stealth mode (when not, you'll brawl groups of surrounding enemies—earn points for each defeated, resulting in a level up) to flank and pick off armed henchmen one by one with the help of gargoyles mounted near ceilings (use the Grapnel Gun to mount), and alternate paths (floor grates, glass roofs, etc.), to (most often) save hostages. To traverse more complex areas, you will use (among an array of later gadgets) the grapple to reach high places; sprint or cape glide to cross gaps; jump to pull up on and/or shimmy across ledges; Explosive Gel to destroy frail walls; Batarangs to cut down objects or disable out-of-reach panels; and the Cryptographic Sequencer to disable security devices.
You'll be combating Joker's Blackgate Henchmen (who fight with their fists—later with pipes, knives and stun batons; in stealth portions, guns), mutated Henchmen on Titan serum; asylum Lunatics; Poison Ivy's spore-shooting plant pods, and poison-controlled asylum guards, along with many of Batman's arch enemies throughout, from Bane to Harley Quinn, Killer Croc, Poison Ivy, Scarecrow, and the Joker himself. The combat system is moderately brutal, and consists of you using Batman's devastating punches, kicks, elbow, knee, and counter moves to combat surrounding enemies. After wearing one down, Batman will perform a standing finisher—as the camera zooms in and goes into slow-mo—where you see and hear a variety of his audibly bone-crunching moves (if they're armed, he'll use their lead pipes against them) as they ragdoll to the floor, holding their arms in defensive positions; and he'll straddle fallen thugs, then lift and slam their heads to the floor. Batman can also use his Batarangs and Explosive Gel to stun them, or sneak up and non-lethally choke them. But all is bloodless, and (devoid Ivy's plants) Batman does not kill—he just beats them unconscious.
As soon as you step foot in the Arkham Asylum, you're trapped with dozens of freed, crazed inmates, along with the majority of Batman's worst enemies. Because of this, and the island's ruined nature, the atmosphere is dark, gritty and very hostile, a tone set early in by that of the monstrous Killer Croc—"I'll rip you apart. Eat your bones"; everyone has a "bone" to pick with you. Joker and his thugs aren't playing, evident by taunts to newly dead victims, as they talk of "wasting" their families once they're out, and Joker's devil-may-care, mind-game mentality throughout—one thing's clear, Joker is in control; he's the cat, you're the mouse, and devoid Oracle's support by radio, the isolation is palpable. As you navigate the asylum's grounds, the enemy will frequently ambush, surround and mercilessly attack you from all sides in groups of five or over, and they won't wait their turns, hitting all at once. The more clever henchmen will run to nearby walls and pry off lead pipes, then brandish them, or rip off objects and fling them at you—both of which temporarily triple your vision if hit.
When you're not fighting enemies head on, you'll have to use stealth to disarm armed threats, in order to (most often) negate staff hostage situations; but you'll have to be careful, as if you fail to stay hidden, the very alert, accurate and maneuverable thugs will swiftly down you with shotguns and automatics point-blank, causing your demise in little more than two hits—even Batman can only take so much. It only steps up, as brawling thugs equipped with knives (who can't be countered or hit without first being stunned) and stun batons (who can neither be countered nor attacked from the front), become more common later in, along with several brawlers armed with guns (which they can repeatedly pick back up if disarmed), and on the island's exterior, henchmen positioned on watchtowers with sniper rifles. Combat portions become more daunting, like in a couple of sequences where you have to contend with waves of henchmen, as those close to gun lockers on either side of the area will try to pry them open and use them against you, or another, where Harley switches electrical currents from floor to floor, all the while you fight wave upon wave of henchmen.
Once you reach the Penitentiary, the disturbed, animal-like Lunatics will be freed and fill the island; when you're spotted, they'll dash at, then lunge onto you in a snarling frenzy, forcing you to toss them off. Stealth portions also step up; each thug becomes fitted with a collar, letting all other patrollers in that area know when you've downed their fellows; at one point, you can't even use gargoyles—as they have been rigged to explode; and in a couple of on-edge sequences, you only have a limited time to save hostages, including one where you have to disable electricity surging through pools of water (with two guards hanging above them, soon to drop) and a locked door in order to disarm a bomb, all within two minutes. The Joker traps you in small areas and sics his mutated, Titan-drugged Henchmen on you throughout (in several instances, two at a time); huge, lumbering things that charge you like enraged bulls, send shock waves through the floor with their fists, and toss downed guard (and even allied thug) bodies your way, all as waves of undrugged Henchmen back them up.
Many of Batman's arch enemies make an appearance through tense boss battles, like the giant, strong-as-an-ox Bane, who rips off and flings heaps of concrete pillars and rams into you with his huge body, waves of thugs lending him a hand. Or Killer Croc, where you sneak on platforms floating above his underwater lair (in order to procure samples to destroy Ivy's mutated plants; they litter the island, firing damaging spores as you pass, and fill the interiors with lethal fumes); slight sounds tip him off to your positions as he breaks your footing or flies out of the water charging. The Scarecrow's creepy visions haunt you intermittently; he stands center within his dreamworld like a lighthouse, forcing you to avoid his searchlight gaze, as he rests his needle fingers on walls and peers over with his giant masked head, or calls his glowing-eyed skeletons to fight you; this intermixes with Bruce's inner fears, as he relives his parents' deaths, or his role switched, he the crazed, Joker the hero. If you're killed, the screen will go black as the offender taunts you in death, but despite being the hunted, it's never too daunting—with Batman's unparalleled skills, they don't stand a chance.
(Continue past the specific scenes below for the "Violence" section's closing paragraph)
Specific scenes of violence:
(Many of the below scenes can be disturbing in nature. Others only refer to or suggest violence—like villain biographies or enemies' overheard conversations.)
Along with the above listed, cutscenes contain a few explosions; the Joker's thugs are seen roughing up restrained asylum staff throughout; and a side character's killed in a violent explosion. As for age, while the combat is bloodless, Batman has a very strict no kill policy, and the majority of disturbing content listed is optional, suggested, and mostly heard, not seen; combat is still brutal and violent; Scarecrow's toxin-induced visions are haunting and bizarre; both Harley and—especially—Poison Ivy are dressed in little, act in a overtly suggestive manner and have noticeable "bounce"; language is moderate; Batman may not kill, but the crazies around him do, frequently; and most of all, the Joker's disturbing, devil-may-care psychology (he relishes chaos and others suffering just for the thrill; no sanity present) permeates into his constant, unnerving mind games and extends to ally behavior; creating a dark, hostile atmosphere for the Dark Knight to contend with—it's just more suited to mid-teens up.
Content review posted: 09/17/09
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