Monday, January 9, 2023

Thank you Kevin: A Batman Arkham Retrospective

 




This honestly feels strange, owing so much to someone that I never even met. But I'm glad that I was born at a time to be able to fully appreciate what he gave to the role of Batman.


Kevin Conroy isn't just someone who played the role of Batman, he IS Batman. His voice is the one that I hear in my head whenever I read the comics. I'm no professional voice director or actor, so I can't exactly put it to words what makes his performance so memorable and iconic. All I can really say is from the first time I heard him speak through the character, my brain just automatically accepted "Yep, that's what Batman sounds like". It's so deep and monotonous, yet it carries so much emotion and personality, as if through every word he is conveying the reason he is doing this. You can feel all the anger and heartbreak in his delivery, as if he is always thinking about that tragic night and it's behind his every action, even without him saying a word about it directly. I think that's what makes it so great.


During my formative years, the majority of my time spent watching television was dedicated to superhero cartoons on Cartoon Network and the Fox Block. Spider-Man: The Animated series of course had a huge impact on me, but what I really loved about the DC shows was the shared universe aspect (not that Spider-Man and X-men didn't have crossovers). 


At the time you couldn't really watch all the episodes unless you had them all recorded on VHS, CN mostly played reruns of Batman TAS, meaning if you wanted new adventures of the Caped Crusader, you'd have to tune in to Justice League or the occasional crossover on Static Shock or Superman TAS. A pretty brilliant marketing scheme now that I'm older and jaded, but I didn't care as a kid because I grew to love all those heroes too. (And found my first crush on Teen Titans and an appreciation for goth girls, but that's technically separate from the DCAU)


For those of you who didn't know, we recently lost one of those greats. Kevin Conroy sadly passed away from intestinal cancer at the young age of 66. Many have retrospectively looked back at his performances in the Animated shows and movies, but I want to do something a little different. 


Video game voice acting is a bit different from acting in a cartoon or movie, and is underappreciated despite being the most involved. Many different lines are recorded for each character that are dependent almost entirely on player action, a lot of which you may never even hear.


So to draw attention to that, I'll be going over the Batman: Arkham series. A retrospective from a small-time blogger like me doesn't feel like a lot to dedicate to someone's life, but it's something. 


Here goes…




Batman: Arkham Asylum 



A bit later into my childhood came a trailer for something called Batman Arkham Asylum, which had most of the same voice cast and a story written by Paul Dini and Bruce Timm, making it feel like a more photorealistic, extended Batman TAS episode that you can play. I watched the trailer over and over again on my Wii (it was the only way to watch YouTube at the time since I didn't have a smartphone), excitedly anticipating the chance to actually play as Batman in a well-designed setting. If you weren't around for it, superhero video games weren't always uh… the best, to put it lightly. Sure, you had Hulk Ultimate Destruction and the Spider-Man PS2 game, but there wasn't really a lot to "wow" people the same way modern Triple A games of that era did, and the bitter taste of games like Superman 64 were STILL left in people's mouths. This game clearly aimed to shatter that status quo.


And it succeeded.





I've seen these opening credits so many times that I can repeat each of the lines word for word without watching it. You'd think I'd be sick of it at this point. But I'm not. 


It's just so cool, it pulls you in right from the start with atmosphere and immersive, visual storytelling. It's like you're being taken on a tour into Arkham Asylum through Batman's eyes, with the Joker as your tour guide. I also think it's really cool when games have interactive credits like this, it really lets you appreciate everyone who put work into it, and it's the type of thing that can only be done in a video game. 


Immersion is the name of the game here. Arkham City is often heralded as the better of the games, but Asylum is still appreciated for its atmosphere. Some even go as far as considering it a horror game, but I wouldn't go that far. It's more of a "3D Metroidvania" where you control a character in a 3D environment, exploring and collecting items to progress through new areas.





The gameplay revolves around the three main components of Batman's skills: Combat, Stealth, and Investigation.


Granted, there are Batman games that have featured one or two of these, but Arkham Asylum is the first to really nail all three, making it feel like a complete Batman experience. 


First, the Combat.


Have you ever seen a Batman movie where he takes on ten guys at once? If you ever wanted to do that without actually having to fight ten guys, you're in luck.




Arkham Asylum introduces a combat engine known as the Freeflow Combat System, which allows you to seamlessly move from one enemy to another with single powerful strikes. To avoid incoming damage, you must either evade or counter them. I used to wonder why there wasn't a block button, but now I'm thankful that there isn't one. Blocking in games like this often slows down the pacing, turning it into a waiting game while you sit there for your turn to hit back. Countering moves cuts out the middle man, making combat much more fast-paced and satisfying. The Counter mechanic even later inspired some of his Special Moves in Injustice.


Each of Batman's attack animations feel straight out of some form of Batman media. Every punch, kick, swipe, and palm strike is pulled from a comic panel or movie, even if they are just standard martial arts moves with a cape and gadgets.


Next up is the stealth.






Stealth in the Arkham games are heavily dependent on a mechanic known as Takedown. The most common of which is the Silent Takedown, which allows you to quietly neutralize patrolling enemies from behind while moving around unseen. There are also less low profile Takedowns that will alert other henchmen to your location, meaning you'll have to hide or quickly grapple away after using them. There are Ledge Takedowns, which allow you to pull armed enemies down when hanging from ledges to knock them out. Corner Takedowns, which allow you KO enemies from the front by ambushing them from around a corner. And there are Inverted Takedowns, which are straight out of the Dark Knight Trilogy, where you swoop down on an enemy from above and string them up. Finally there are Ground Takedowns, which you can perform on downed enemies after tripping them with a Batarang, gliding down from a vantage point and kicking them, or just walking up and punching them if you're reckless. 


The Non-Silent Takedowns will draw enemies to your location, but you can use that to your advantage. For example, you can set a trap by KOing a thug and then planting Explosive Gel on him, and detonating it when a group checks the body.


A large aspect that allows you to clear these rooms is Detective Mode, an Augmented Reality interface within Batman's cowl that allows him to monitor enemy locations and patrol patterns as well as scan their vital state from a distance. The reason this is important is when they have a normal heartbeat, or are Calm, they will act as though you are not there. It will be easier to sneak up on them because they don't know you're in the room yet. When they are alerted of your presence, such as when they discover an unconscious body or one of your Batarangs on the ground, they start actively looking for you and are more careful, now in Nervous state. When there are only one or two enemies left in a room, they become Terrified, and will begin jumping at every little sound and moving object. If you appear in front of them they will flinch, giving you a few extra seconds to either take them out or escape. 


Of course, you can circumvent this entire process by sneaking around, picking them off silently one by one before they even know you're there, but it takes speed and efficiency. There's even a method coined by fans as "Aggressive Stealth", which involves the use of stuns, Ground Takedowns, Inverted Takedowns, pulling thugs off upper levels and a combination of gadgets to neutralize enemies as fast as possible. Both methods take practice to pull off correctly, but it only goes to show how many options you have to clear out stealth rooms, complimenting the replayability.






And finally, Investigation. As you could probably guess, Investigation is the primary function of Detective Mode. It allows for environmental scanning and forensic analysis, allowing you to gather clues as you progress through the game. You will be utilizing this as a method to track down and neutralize the members of Batman's rogues gallery present in Arkham, as well as rescue hostages. Detective Mode is highly advanced, and precise down to the molecular level. At one point, it scans for traces of alcohol in the air to find the owner of a whiskey flask. 


In another moment, Commissioner Gordon is dragged off and Batman needs to find him. Earlier he was smoking a pipe, allowing Batman to trace the tobacco in his saliva left behind. It's such a small detail but speaks to the intelligence and forethought of Gordon, which is appreciated because Batman is often portrayed as the only smart person in stories like this.


Now, I will admit that this particular portion of the gameplay isn't nearly as robust as the other two. You will usually be walking around scanning fingerprints and DNA samples. However, it is equally important, as few games, or media outside the comics for that matter, actually explore the "World's Greatest Detective" aspect of Batman's character. Plenty of games have combat or stealth elements, the investigative aspects make it feel more specific to Batman. 


A major complaint when it comes to this game however, is that there is almost no downside to using Detective Mode, as it allows you to survey all potential threats in your environment. A majority of the game you will probably be looking at the characters as glowing skeletons. However, there is nothing stopping you from turning it off, and new players will need this advantage as the stealth mechanics can be a bit of a hurdle if you aren't used to them. The later games also have ways of working around this, but we're not there yet.





And then there's the whole reason I decided to do this in the first place: the overall performance. 


There is an argument for whether or not video games can be considered art. Well, it is well past the 80's, the time that we accept video games as a legitimate medium of storytelling is long overdue, and this game is a testament for games being considered art.


One of the biggest selling points of the game was that it featured two writers and the main voice cast from Batman the Animated Series. Kevin Conroy and Mark Hammil could take turns reading the dictionary and it would still be gripping. 


Mark Hammil is a household name due to being Luke Skywalker, but not enough praise is given to his performance as the Joker, a general audience instead favoring live actors. Any actor can play a sociopath in clown makeup, it takes skill to deliver lines with a charming charisma and menace at the same time, and hot take but only Jack Nicholson has come the closest to doing that in the Batman '89 movie. Just like Kevin Conroy is the definitive Batman, Mark Hammil is the definitive Joker.


That's of course not to take the spotlight away from the rest of the cast, who are mostly also reprising their animated roles with the exception of Gordon and the Riddler.


The characters take center stage here. The stellar voice acting and the motion capture animated character models come together to bring the characters to life. The animation, setting, design, and acting all come together harmoniously to make it feel like a living, breathing world. If you were to cut out all the gameplay and edit it into a CG animated movie, it would stand on its own as a unique Batman story.


Much like the Killing Joke, so many elements from the source material are given with such close attention to detail it could potentially be accepted into the canon lore without changing anything. Of course, we in the future know now that the events of these games are now considered a separate continuity known as the "Arkhamverse", but it's interesting to think about what could have been. 


On the subject of attention to detail, many elements, plot threads, and references allude to Batman media. The interview tapes between Harleen Quinzel and Joker are straight out of Batman TAS, the relationship between Aaron Cash and Killer Croc is pulled from the Arkham Asylum: Hell on Earth graphic novel (as are many other things down to the mapping and architecture of Arkham Island), and the backstory and in-universe folklore of Amadeus Arkham is adapted from the comics as well. More obscure DC villains such as Humpty Dumpty and Killer Moth are given love as well, which goes to show that the developers really did their homework and have a genuine passion for the project. 


A common complaint of the series is the Riddler side mission, but I would strongly disagree against this being a weak point of the game. The Riddler Trophies encourage exploration, and may unveil new secret areas you have previously not known about. The Riddles themselves are a clever way of tying together the story and environment, and give you little snippets of story related to the atmosphere while making you feel like you're solving a mystery like Batman. Then again, maybe I'm just a huge nerd that likes puzzles and critical thinking, I did play a lot of Zelda growing up after all. But if you solve them all, you get this really cool moment where you track down his location and literally SWAT him.





And of course, no discussion of Arkham Asylum would be complete without talking about the Scarecrow sequences. The game takes a clever approach to fear-based hallucinations that haven't really been done since Eternal Darkness: Sanity's Requiem, and gives an in-depth look into Batman's psyche. I love when stories portray a stoic, seemingly infallible character as having more depth beneath the surface. It goes to show that these characters have more to them that people give them credit for.


And the third and final Scarecrow Nightmare is an absolute classic and still gets me to this day. I don't want to spoil it, but I would highly recommend checking out at least a playthrough just for this one big twist.


Batman: Arkham City



There is a difference between a Classic and a Masterpiece. A Classic upholds artistic standards, using millenia-old archetypes and reinventing them for its era. A Masterpiece, on the other hand, subverts traditional artistic conventions, takes risks, raises the bar, and creates a new standard that other art pieces attempt to emulate. 


Arkham Asylum is a Classic, whereas Arkham City is nothing short of a Masterpiece. The thing about art is that many attempt to create the next Classic or Masterpiece, but statistically very few are actually successful. Arkham City is part of that elite few. It is not only the best Batman game or even the best Superhero game, it's one of the best video games period. If you look at any "Top Ten video games of all Time" list, about 80% of them will have this game somewhere on that list, among the ranks of other 10/10 Classics and Masterpieces of their times such as The Legend of Zelda: Ocarina of Time, God of War 3, and Shadow of the Colossus. It's that good. Now, these lists are often arbitrary and heavily opinion based, but all art is subjective. 





This is one of the best Batman stories out there. It's an absolute banger from beginning to end, and I struggle to find a single low point in the storytelling other than minor nitpicks that honestly might be a stretch. 


It hooks you right from the start, and since we don't see the characters at the beginning credits it's a testament of the stellar voice acting between Kevin and Corey Burton playing Hugo Strange here, who played Cad Bane and Count Dooku in Star Wars:The Clone Wars as well as many other iconic roles in animation. 


Hugo Strange is an underrated Batman villain, and he's perfect as the main villain for this game. Right out of the gate he's created the ultimate nightmare scenario for Bruce Wayne. He knows he's Batman, and has relocated all convicted criminals to a newly walled off section of Gotham- which happens to contain Crime Alley, the very same location his parents were murdered- leaving all of Arham's supercriminals and their mobs fighting a gang war out in the streets. 


Once we take control of Bruce Wayne, we see everything play out through his perspective, and is again, the type of storytelling that can only be done in a video game. When you are dragged out into Arkham City, you understand why Bruce wants to shut it down right away. Not only does the gang war threaten the safety of those outside the walls, but the treatment of the prisoners is inhumane. Bruce and Jack Ryder themselves are political prisoners, but the criminals themselves are also given few basic human needs in the middle of Gotham's harsh winter, other than guns to fend for themselves and occasional airdrops of what is effectively dog food. As you walk through the line in cuffs, you hear Strange's voice over the intercom announce a set of draconian rules that result in lethal force if not followed. 


Batman is the type of person that will stand up for the fundamental rights of every human being, even when they are actively trying to kill him, which some may find frustratingly naive, but to me it makes Batman a better character.




Soon, we are again treated to an incredible performance by the acting and animation of Two-Face. 


It's here that we perform our first Takedown, and are introduced to a new mechanic known as Knockout Smash, which will KO enemies faster once grabbed but the sound will alert the others.


Dropping down to the ground floor of the courthouse, we engage in the first real combat encounter of the game. From here we can tell that Rocksteady really found their bearings through the development of Arkham Asylum, and with the higher production value we can see the improvements they've made to the gameplay. If you ever felt that controlling Batman in Arkham Asylum felt a bit heavy or stiff, here you will feel the metaphorical weights coming off. Combat feels much more flowing and seamless. In addition, enemies will now pick up weapons off the ground and attack more than one at a time, making it feel less choreographed and more like a street fight, and dodging around these weapons and doing multi-counters is super satisfying to pull off. You may also notice you are given a few new options to deal with groups of enemies, such as new Combo Takedowns and Quickfire Gadgets that give you an edge and a bit of breathing room. A new mechanic called Beatdown allows you to open up an enemy's defenses and then follow up with a flurry of precise pressure point strikes to overwhelm them, which is useful for combatants wearing body armor, but will take longer than when used on normal enemies, meaning you'll have to isolate them from a group and continue to Counter anyone trying to charge you from behind.


The improved sound design also compliments the gameplay, with a swelling orchestral score that is reminiscent of the Dark Knight, Batman '89, and Batman TAS soundtracks while still being original enough to stand on its own (which is fitting considering the Arkham series is a celebration of Batman's history), as well as sounds like joints snapping and thunder strikes as you pull off good timing with your hits, encouraging you to perform better. 





(5:13)

This part in the church is awesome. You hear Batman's inner thought process as you survey the first stealth room of the game. Not only is this good game design as this is effectively a tutorial for how you'll deal with these stealth encounters later, it also takes advantage of a concept known as Gameplay-Story Integration, which combines story or character actions with gameplay elements, and this is a very clever way of using them in tandem.


You also may notice Batman has new moves to silently take down enemies, including grabbing enemies through weak walls and windows, Double Takedowns on two thugs standing together, even hanging from a ledges while choking out a guy with his freaking legs.


You're going to need these new tactics later on as well. The stealth is much more robust this time around, and seems to address every minor setback in Asylum. For example, there are now enemies that carry backpacks that jam electronics, preventing Batman from using Detective Mode in that room,  addressing the complaint that Detective Mode is too overpowered for stealth. You can still track the source of the interference, meaning you can still detect the Jammer enemy, but you will have to move carefully and listen for sound cues, as well as watch enemy movements around corners and from atop vantage points. 


There are also thugs that wear body armor, which can be difficult to deal with due not being able to use conventional Takedowns, instead having to use gadgets and the terrain to your advantage.  When I played this game when it came out, I thought these armored guys were way too unfair. I thought you had to use Inverted Takedowns or a Beatdown and there was no other way to beat them. Now that I'm not a teenager anymore and started actually paying attention to the game though, I learned that the game actually gives you plenty of tools for dealing with them. There's the aforementioned Inverted Takedowns and Beatdown methods, but you can also still pull them off railings or use explosives, and that isn't just limited to your own, you can also detonate their own Proximity Mines when you have the upgrade for it. Sonic Batarangs are free KOs on these guys as well once you get fully upgraded. The amount of options you really have is a testament to the depth of the gameplay.


Then there are the Tyger Guards, the primary enforcers of the Arkham City supercomplex facility.  Their stealth encounters are especially challenging, as they are more coordinated than your standard thugs and don't as easily fall prey to Batman's fear tactics. They will also have armored members in each group, in addition to having thermal goggles to track Batman's location, heartbeat monitors to keep tabs on the condition of each guard, and can place mines to make navigation on the ground more difficult. They will also destroy vantage points if you grapple to them too often. In addition, they are psychologically conditioned against becoming Terrified. Enemies having their own gadgets and tactics to combat your own adds a new layer to the stealth as well as making Hugo Strange more threatening and intelligent by proxy. Did I mention I love Gameplay-Story Integration?




I of course can't properly discuss the stealth system in this game without bringing up Mr Freeze. There is little I can add that the video didn't already explain, but Mr Freeze is essentially an eye-opener to beginning players, revealing to them the toolkit they have available and opening them up to more advanced techniques. Every time I return to this game and I come across the Mr Freeze fight, I have a moment where I'm like "Oh, you can do that!?" to this day, which is the mark of superb game design. Recently, I learned that you could use a Remote Electrical Charge on generators to magnetize enemies' guns and disarm them, and this was after encountering Mr Freeze on a new playthrough encouraged me to experiment with them more. It's difficult to get the concept of a "Stealth Boss" right, so it's all the more impressive that this one is considered one of the greats. It truly feels like a battle of wits between two comic book super-geniuses, while still being accessible enough to the average player. Mr Freeze is the gold standard in terms of Supervillain encounters, but Ra's al Ghul, Solomon Grundy, and Clayface are noteworthy standouts as well.






The Investigation is a major step up as well, a far cry from following trails of fingerprints and DNA. Here, you're investigating victims of Hush and Deadshot, locating patterns in their MO to triangulate their base of operations. In Deadshot's case, you're tracing the trajectory of bullets, and connecting surfaces that they ricochet off of to find the point they were fired from. These moments feel right out of the comics they originated from. I don't remember anyone ever complaining about the Investigation in Arkham Asylum, but they found ways to refine and polish it anyway, and I commend them for it.





Players often disregard Riddler's sidequest in this game in particular as a tedious fetchquest, but it's not that at all and actually awesome. 


I made a Twitter thread addressing this perception, but here's the tl;dr version:


"440 Riddler Trophies" seems daunting and tedious, but that number is actually misleading. A lot of it isn't actually Trophy collecting and are physical challenges based on traversal, or simply using Special Combo moves or gadget upgrades you unlock. You can knock out a lot of the Riddles by scanning unique parts of the environment and a lot of Trophies themselves by simply picking them up along the main story path. Subsequent playthroughs will also save your progress on these, meaning you don't have to start over if you start a New Game Plus. 


Hitting milestones on these Riddler challenges unlocks an Enigma Machine, a riddle Cypher you solve in order to reveal the location of a hostage. These locations are Riddler Rooms, which are amazing. It's a shame that no one ever talks about these cleverly designed and comic-faithful Riddler Rooms, instead focusing on the Trophies as a negative. The last area where you get the drop on him is incredibly satisfying as well. 




Obviously, Kevin and Mark Hammil give incredible performances here and bounce off each other perfectly as Batman and Joker. They could do it in their sleep at this point. 


There's an incredible twist at the end involving Joker that few Batman stories hold a candle to, and is written so cleverly you believe that even Batman is surprised by it. I said before that Scarecrow's final nightmare in Asylum alone is worth playing that game or at least seeing a playthrough for, but this one completely blows that out of the water and ends the story in a very bold and solemn way.


There are expansions for the story mode, but when I say "this story is perfect", I'm referring to the base game. Your enjoyment of the DLC may vary.



Batman: Arkham Origins



I remember seeing this trailer in a Gamestop after I had beaten Arkham City to 100% completion, and was hyped for a new Batman game, since I was left craving more.


Deathstroke was an exciting addition, since with Asylum and Origins we had just about exhausted most of Batman's lore and villains, so it made sense that we start moving outward to other DC universe characters. We had cameos and little nods to Metropolis, Keystone, and Queen Industries, but Slade was the first time we had an external DC character have a major role in one of these games.


The general consensus when it comes to Origins is that it's a glitchy, unbalanced mess with a flawed story, but has cool moments and awesome boss fights.


As for the glitches, I can't speak for all the versions of the game as I only play the Xbox 360 version, but thanks to one of the game modes I've probably poured enough accumulated hours into specific parts of the game repeatedly to be considered an unofficial QA tester, and I've encountered a few bugs here and there but nothing that majorly affected my overall experience. It's by no means the Sonic 06 of Batman games. 


The story also contradicts a lot that happens in the previous games, but I always considered it its own standalone Batman story that happened to have Arkham-based mechanics, which is what it was, until Arkham Knight retconned it into the timeline. We'll get to that later.


Origins takes us two years into Batman's career, when he was still busting mobs and supervillains in Gotham were scant. After toppling the Falcones, it leaves behind a power vacuum, giving Black Mask the opportunity to become the new criminal kingpin of Gotham. After neutralizing a riot at Blackgate Prison incited by Black Mask on Christmas Eve, Batman soon discovers that Sionis has placed a 50 million dollar bounty on him, prompting DC's deadliest assassins to come hunt him down. 


Sure, that premise isn't going to win any academy awards anytime soon, but it's perfectly fine for a game centered around Batman, and not every story has to be a Triple A production to be good. It takes the "Everyone here is out to get you" aspect of Arkham Asylum and extends it to the entire city, every street crook and even the police are attempting to cash in on that bounty.




While this retrospective is centered around Kevin Conroy, Batman here is instead played by Roger Craig Smith. That's right, Batman is played by Sonic the Hedgehog. It honestly speaks to his range as a voice actor, and I'd place it somewhere between Kevin and Christian Bale's performance as Batman. He can convey softer emotions like the former, but can also be rigid and rough without sounding too gravelly like the latter. I honestly wouldn't mind hearing him voice Batman more often, because his delivery is seamless, and makes you believe this is a younger, angrier Batman. 


I also must say they did a good job of making Batman look intimidating. Having him up against a saturated backdrop, making his glowing eyes and Bat symbol pop, really looking like a supernatural being surrounded by darkness from the perspective of other characters. It also speaks true to his status as a mythic figure this early in his career. There are quite a few scenes where they present Batman like this and I'm here for it.




There are some wholesome moments with Alfred, which I appreciate. Just because this is an angrier Batman doesn't mean he has to be cruel or callous to everyone. Alfred is the only family he has left. While they have their spats, family relations are often complicated and their interactions feel authentic.


Alfred is the only person he trusts and opens up to, and his character arc in this game is learning to open up to others. Particularly, this is before his friendship with Gordon, who is Captain at this time. The GCPD is corrupt in this period, with Gordon attempting to be a good cop in spite of his crooked peers. They don't know or trust each other yet though, but over time they learn they need each other to change Gotham for the better. 




Ok… I have to address the elephant in the room. Joker gets shoehorned into the story about 3 hours into the game. Not only is this a bit too early for Joker to appear, this story was advertised as Batman vs DC Assassins, and it feels like we were fooled into another Batman and Joker story.


That being said, while I fundamentally disagree with Joker being in this game at all, I still applaud the overall presentation. Every scene with Joker is a spectacle, complimented by the voice performance of Troy Baker, who emulates a younger version of Hammil's Joker perfectly. 





And…yes. The boss fights ARE awesome. The constant threat of the assassins adds tension knowing that they could get the drop on you at any moment. It takes the Invisible Predator aspect of Batman's stealth and turns it on its head.  And that's on display here. Batman attempts hiding in the elevator's emergency hatch, but Bane sees right through his trick and pulls him right through. Joker tries to steal the scene, but Bane is in complete control. Honestly, they should have just let him be the main villain instead of Joker.


Batman is woefully unprepared for this fight, as Bane easily overpowers him. You can feel his desperation as you try to keep up with him with Special Combos, gadgets, and waiting for your Shock Gloves to recharge as you hold him off just long enough for Gordon and his strike team to arrive. 






The fight with Deathstroke is spectacular as well, but is a bit too early, which is a letdown considering how big a deal he was in the marketing. I wish he got two fights like Bane did, where in the first fight he's testing Batman, but the second fight it's personal and he's actively trying to kill him. It's a bit weird how he gets knocked out once and he just lets him go after the bounty gets called off, you'd think he'd take it personally like he does with Dick Grayson and the other Titans, but this is Arkhamverse Slade so maybe he's different.


With all these fights, of course there's been improvements to the combat system. The game effectively uses Arkham City as a template for its gameplay, which isn't a bad thing since I've already gushed about that game so much. The Special Combo Takedowns are all back, as well as the Batclaw, Batarang, and Explosive Gel quickfire gadgets. There's also new gadgets like the Concussion Detonator which… ok I'm not going to sugar coat it, the thing sucks and there's only a few specific situations that I actually use it. There's also Glue Grenades, which are mechanical replacements for Mr Freeze's weapons from AC.


https://images.app.goo.gl/B15oMWmWyiWxiGq88






Batman will now lock on to enemies in combat, and get into a ready stance. It doesn't affect gameplay a whole lot, it's just a neat detail because in the chronologically later games, Batman casually just stands there, and can counter enemies without getting into a stance or even looking at them. Character growth represented in gameplay, I love it.


And of course, there are the Shock Gloves. I personally never found them too "broken", but then again I always play on the higher difficulties and more challenging game modes given I have a lot of experience with Arkham games. You are going to NEED these things on New Game Plus and I Am the Night mode.


There are some new enemy types, such as Venom users. You will need to use Special Combo moves or the Shock Gloves to disable their backpacks, reverting them back to normal enemies. Martial Artists will also Counter your attacks, giving the combat some additional depth.



https://images.app.goo.gl/o8rrxJ1wiNLeEKfe8





All the mechanics from AC are integrated into the stealth as well. Little is changed other than new stealth rooms to learn and new gadgets to play with. Patrolling thugs still adapt to your playstyle, destroying vantage points, laying mines, and dropping grenades in maintenance hatches.


Bane's crew, the Santa Prisca inmates, are effectively stand-ins for Tyger Guards, since they are more intelligent and organized than normal enemies. They are especially challenging to deal with, and to make up for it you are given the Remote Claw, a new gadget that allows you to attach a wire between two anchor points from a distance. You can use it to knock two enemies together, remotely string them up from gargoyles, or knock objects like fire extinguishers into them. You get three Remote Claw based knockouts per room, otherwise it's unlimited for distraction and room traversal. 


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With combat and stealth being similar with some added tweaks, the Investigation is given a major revamp. Detective Mode now has a feature called Crime Scene Reconstruction, which plays out AR simulations when you scan for clues, which you can then fast forward and rewind for additional details. This is a neat way of externalizing Batman's inner thoughts to the player. It's a bit weird though that he has this feature in a prequel but not the other two games, but my headcanon is that as he improved at Investigation with time he no longer needed it and could do it all in his head, kind of like the combat stance comparison from earlier. 



Overall, Arkham Origins, while it has its flaws, is still a highly fun and satisfying experience, and a welcome addition to the franchise. 


Batman: Arkham Knight 


If you care, there are going to be MAJOR SPOILERS regarding this game and Arkham City's plot, and if you don't want to be spoiled I recommend skipping to the next section.



This is still a tribute, so I don't want to focus too much on the negatives, here is instead a video that well summarizes it (even if I have my personal disagreements with his issues regarding City, but that's a topic for another day) and a bulleted list so we can go ahead and move on to the good parts:





  • Arkham Knight has this obsessive need to "innovate", tacking on a bunch of mechanics that feel more like cheap gimmicks than anything.  This classic ProZD video sums it up perfectly.


  • Everyone down to Batman feels like a shallow stereotype of themselves rather than the faithful representations they were in the last three games.


  • Batman has an iedetic memory, meaning he can remember everything with perfect recall. Batman should have figured out who the Arkham Knight was as soon as he heard him speak. Even if he had his doubts or was in denial, he has a device in this game that synthesizes voices. The fact he didn't do any of that is textbook plot-induced stupidity in its most literal form.


  • Batman has no reason to suddenly adopt a fatalistic outlook. He's been poisoned, shot, and injured, and has had the entire city attempting to gun him down. He has been through exponentially worse and never given up.


  • The Batmobile, while fun at first, is strongly over-utilized, outnumbering the more important stealth and combat sections about 3 to 1. Even the Riddler Rooms require the Batmobile now. This weird overuse of the Batmobile has given this game the nickname "Batman: World of Tanks".


  • Personal nitpick, but why does the Batmobile always have to look like a huge tank ever since Batman Begins? What happened to the more sleek, stylized design used in Asylum? It's not 2005 anymore, you guys.


  • Joker in this game is unnecessary. It's a problem with a lot of modern Batman stories. Joker can't live without Batman, but contrary to popular belief Batman can absolutely live without the Joker, and we were ready to explore that.


  • A lot of repeated story beats from City. Scarecrow lording over the city and the Arkham Knight's Militia just feel like Hugo Strange and Tyger again. 


  • The Arkham Knight is a huge wasted opportunity. He's the spitting image of Prometheus, and that's honestly who I thought it was as he's THE Anti-Batman. Hush was setup in the last game, imagine the mind blow moment when the Knight is unmasked and Bruce sees his own face. Instead, if you even have a surface level knowledge of Batman, you'll think, "No, that's too obvious, they wouldn't do that" but then they do.


  • Jason turning his helmet red at the end is like one of those movies with an established, well-liked character where they're misrepresented the whole time, only for them to go "Hey guys look, it's that thing you like about the character" at the very end.



All that being said, there are still things I like about this game. Kevin and Mark are reprising their roles, which is always a treat. And technically Joker isn't in Arkham Knight except when they show his body in the beginning. He's still dead, he's just a Scarecrow Toxin-induced hallucination. This means that anything Joker says or does comes from Batman's psyche. Take this moment here for example:




People often have these misguided issues regarding Batman, like "Batman brutalizes the mentally ill", but it's not like Batman media itself doesn't directly address these issues. While Batman has actively tried to rehabilitate his villains (see the end of Killing Joke and basically any Two-Face story), they repeatedly refuse his help and still endanger and kill innocents. Nevertheless, this shows Batman still has his insecurities regarding how he deals with criminals, and he feels he should do better even after all this time. 





I almost squealed with excitement when I got this scene. After being underutilized in Origins we now get round 2 with Deathstroke? Hell yes.


Arkham Knight actually handles its post-game content well, and given modern game business practices, I'm surprised yet thankful they didn't relegate this to DLC. Not only is the prospect of another boss fight with Slade exciting, the way he takes over the Militia is very reminiscent of his more "Mastermind" take on the character from the Teen Titans animated series, while also being a nod to his comic origin of being ex-military. It's like a love letter to all the best incarnations of the character from DC media. 


Unfortunately, instead of another incredible boss battle like the one we got in Origins… it's another tank fight.


Well, at least that was fun while it lasted, and it makes sense story-wise that Batman wouldn't risk facing him head-on again if he didn't have to. It's still a letdown gameplay wise, but at least the characterization and presentation was great. 





Building on the external DC rep from Origins, Knight draws a lot more attention to the fact that other characters are out there in the Arkhamverse. You can listen in on street conversations, and you'll hear mentions of the Flash, Green Lantern, Green Arrow and Superman. You'll see billboards for Lexcorp, the Daily Planet, and STAR Labs all around Gotham. There's a voicemail you can listen to from Lex Luthor that he's interested in Bruce's Applied Sciences Division. While it doesn't affect gameplay, it's interesting to think about where Rocksteady intends to go with this, since they've always followed up on little teases like this in the past.



https://static.wikia.nocookie.net/arkhamcity/images/d/dd/Areal_with_Ice.png/revision/latest?cb=20160430212317





Azreal is in this game too, following up from his appearance in City. His design and gameplay segments are really cool.

He promises to take up the Batman mantle if something happens to Bruce, and contrary to his comics counterpart, honors his no killing policy.

Batman trains him through various combat and stealth challenges to test him, and there are hints dropped that actually pay forward in the game's conclusion. 


https://images.app.goo.gl/FjbqYWqpWMXKsFZbA



Like I said before, the Batmobile segments are fun at first. If there weren't so many tank battle segments that overshadowed the other gameplay elements, if they were cut out of the side content a fair bit, and if the tank battles themselves were just a bit more varied, I wouldn't mind them so much. 


https://images.app.goo.gl/bLz82MCrxQHU56LJ8




Speaking of, we still do get plenty of gameplay regarding the usual formula of stealth, combat, and Investigation. A new Batsuit is given, which looks really cool and sports a few new features. One of which is Fear Takedown, which you can use to chain together Takedowns against groups of enemies during stealth segments. 


That trademark Arkham Combat is still here, with new tweaks such as being able to pick up weapons off the ground and arena-specific Environmental Takedowns. In addition, other characters including Robin, Catwoman, and Nightwing can join in for very satisfying Team Takedowns. 


Crime Scene Reconstruction also returns, and there's not much I can say about it that I didn't already for Origins. 


https://images.app.goo.gl/veMkGbhLdTyZPsrc8




The ending confused the hell out of me at first, and I honestly didn't feel motivated enough to 100% Knight like I did Asylum and City, so I'll be honest I looked it up on YouTube.


And then I promptly looked up an "Arkham Knight True Ending Explained" video. I felt it fell flat at the time, but after giving it a lot of thought, I really came around to liking it a lot.


After Batman is publicly unmasked by Scarecrow, Bruce fakes his death and starts terrorizing criminals as a seemingly supernatural entity, presumably using Fear Gas. Criminals now fear the "Terrorbat", rumored to be the vengeful spirit of Batman from beyond the grave.


I really like this, it's a cool way of "resetting" the mythic status of Batman after he had become a public figure, and seems like the type of contingency plan Batman would have just in case a situation like this would happen. 



I wish I could say that these positives outweigh the problems, but it's the inverse situation with Origins. Rather than being good in spite of its flaws, the flaws weigh down the overall experience, and there's a hint of a good game buried underneath all these setbacks.


One good thing this game brought is that fans now look back at Origins with newfound appreciation, because while Knight was contrived and derivative of what came before, Origins at least tried to shake up the existing formula with a fresh premise. It might seem unfair to say that the negative aspects of a game allows people to reflect on the positive aspects of another game, but I think this is good for the franchise overall. Three great games and one mediocre game is not a bad track record. 


_______________________________


While the Arkham games ended on a bittersweet note, I'm definitely optimistic for DC games as a whole going forward. While a bit review-bombed for not holding up to the legacy of the Arkham games, Gotham Knights was still a decent and well-written game about the Bat Family. The Arkham Games also laid the seeds for future DC games, and I'm holding out hope for Superman getting the same treatment that the Arkham series gave Batman. 


The basic framework is there, Detective Mode is practically Xray Vision already, and the gliding mechanics can work as a sort of proto-flight. The Injustice Games have also shown us that a playable Superman can totally work. A Rocksteady Superman game was in development at one point, I just hope that dream doesn't fade into obscurity. 


I'm curious for what Suicide Squad Kills the Justice League brings us, and it's the last time we're going to hear Kevin Conroy's iconic voice as Batman, much like the Two-Face animated movie was the last time we heard Adam West as Batman, so I'm definitely checking it out.


I have been Hero’s Shade and once again…



Thank you, Kevin.



Wednesday, October 5, 2022

VS Analysis: The Salacious, Sensational, Cybernetic Se[CLICK NOW for a very Specil Deal from Number1 Rates Salesman c1997] SPAMTON G SPAMTON!

 


 VS debating only has one universally accepted unwritten rule:

 

DON'T

 

TOUCH

 

UNDERTALE


From what I have seen, this is due to a couple of reasons. One, because the Undertale/Deltarune franchise is one of those series that have a reputation of being "cringe culture", which to that I say don't let some internet randos sway your opinion on something you might actually enjoy. And two, because the presentation of the medium and Toby Fox's insistence on leaving certain mysteries unsolved and frustratingly vague makes it difficult to pinpoint the characters' standing in versus matches.

 

Not to toot my own horn, but I analyzed Axe Cop and Bobobo, I think I can handle this.

 

Now, to set the stage.  


 


In November 2015, independent developer Toby Fox released a game based around an idea he got from playing Shin Megami Tensei: befriending monsters. Not expecting people to even like it, it certainly was a surprise that it became such a hit, let alone eventually become such a huge phenomena to have one of his characters be recognized and featured in Super Smash Brothers and even be invited inside Masahiro Sakurai's HOUSE. Let's not mince words here, regardless of your opinion on the game or the fanbase, you have to admit that's a huge deal not only for Toby but for indie developers everywhere. 

Now, with such a success that Undertale was, of course he would have to follow up on that. In 2020, Toby Fox began Tweeting out teases about something we'd find "Very, very interesting". Followers were asked to download a file in order to survey everyone's opinions. Toby being the jokester that he is, this "survey" turned out to be an entirely new game called Deltarune.

Why is all of this important?

Well, take notes class. This will be on the test later.

 

Now, the more astute of you may have noticed that Deltarune is an anagram for Undertale, as Deltarune is implied to take place in a new universe separate from the original with some of the same elements. However, it is unclear whether Deltarune is a prequel, a sequel, or something entirely separate as only the first two Chapters are currently out with the other five still in development, with Toby being very tongue-in-cheek on the topic.

I suppose for integrity's sake I should wait until Deltarune is finished.


....



Ok, that's enough waiting! Besides, it's unlikely that this character will have a major role in any future chapters. Again, we'll get to that later.



Background



Years ago, the world was torn apart by a bloody war between humans and monsters. The humans proved to be more powerful, and drove all the monsters underground, then sealing them behind a magical barrier that could only be broken by seven souls. As only humans had souls and monsters did not possess any of their own, they could never return to the surface. In response, King Asgore employed a scientist named Dr W.D. Gaster to discover the power behind humanity and find a way to pass or destroy the barrier.

However, something went wrong during his experiments. He fell into one of his own creations, and was somehow shattered and cast through space and time. 

Little is known about how this happened, even less is known about Gaster himself, only that he was the Royal Scientist before Dr Alphys, and that six human souls were acquired before the main character, Frisk's, arrival.
 

 

That said, after this incident, strange sightings with a mystery man who may very likely be Gaster have occured in the world of Deltarune. Those who interact with him are soon driven mad and elevated to a heightened level of awareness, causing them to lose touch with reality and adopt a darker, even chaotic outlook. Attempts to reach him via electronics results in garbage noise, and with few exceptions he communicates in a distorted and garbled language that the player interprets as a Wingdings font. This entity that was perhaps once Dr Gaster is stuck in a Schrodinger's Cat state, existing and yet not existing, and those who witness him suffer their minds crumbling in an attempt to comprehend him.

One such poor soul was an unsuspecting salesman named Spamton G Spamton.

Actually... I may have jumped the gun a bit. You see, whereas the dichotomy in Undertale was between humans and monsters, in Deltarune monsters and humans are already integrated and there is instead a strong dichotomy between light and dark. Rather than being the absence of light, darkness is a force of its own in Deltarune. Darkness is also not necessarily evil or negative. In fact, the Dark Fountains are capable of creating entire dimensions crafted from darkness, and one such Dark Fountain was opened up in the library's computer room. When a Dark Fountain is opened, all objects in a room take on lives of their own. For example, the Dark Fountain in the school supplies closet, which was full of board games and playing cards, created a game-themed world full of living checker and chess pieces, and a variety of playing card themed characters. These worlds manifest as pocket dimensions housing large cities or kingdoms in which these sentient inanimate objects inhabit.

The computer room Dark Fountain created a Cyber World, and consequently Spamton, the personification of internet spam. Despite the creation of these Dark worlds taking place within days from the perspective of the Light World characters (referred to as Lightners), the places and characters have a history, with Spamton himself being able to remember as far back as the year 1997.
 

 
Back in the day, Spamton hung around a group personified computer ads known as the Addisons. Despite being the least successful among them, he was still determined to make it big someday.
 
In a stroke of luck, or perhaps fate, he came into contact with a mysterious stranger and learned how to expand his business. He became successful practically overnight, becoming a popular TV personality and gaining enough revenue to open up his own car dealership, Big Shot Autos. His celebrity status even caught the attention of the Queen of Cyber City, allowing him a room in her mansion. While there, he was adamant about seeing something they kept in the basement, convinced it would give him "freedom". Ever since that phone call, he exhibited bizzare behavior, referencing a "communion" and someone called "The Knight".
 
His friends stopped seeing him out of envy, which couldn't have done any favors to his mental state. Soon after, for some unknown reason, his sales started falling. Just as quickly as he became a big shot, he seemed to lose everything as his trend faded into irrelevance. Whether it was because of his financial status, his sinking popularity, or because of his odd behavior and strange fixation on whatever was in the basement, he was promptly removed off the royal grounds. 

Now homeless, he lives in a dumpster, disregarded as a raving lunatic, speaking erratically and spewing random garbage audio files as if glitching out while desperately trying to sell whatever he found in the trash. Every so often though, he will have a brief moment of clarity and will plea for help.

It is likely that Spamton suffers a severe form of psychosis as a result of his prolonged contact with who is heavily implied to be Gaster. Given the fact he goes on random tangents and speaks about past events as if they are happening now, it is likely he doesn't even know where he is or what is even happening around him. He is a truly chaotic force, not realizing he is physically harming the people he is asking help from.


----------------
Now, that backstory might have come as a surprise to some of you unfamiliar with Undertale/Deltarune lore, expecting another wacky meme fodder character. Well, that's certainly the reputation these characters have online, as first impressions might lead you to disregard them as that. Yet, looking into a number of Toby Fox characters lead to them having more layers beyond their jokes and comedic behavior, some even having dark implications. For more on that, look to the other deceptively dark meme character that surpassed the popularity of his own medium, Sans.

Abilities



Bullet Magic



 

Most monsters in both games are able to conjure a form of Bullet Magic, which are projectiles which damage the souls of the target, if they have one. The damage dealt is dependent on the resistance of the user, such as how Frisk built up their resistance to soul attacks with Determination. The size and shape of the bullets are controlled by the user.

 

Duplication

(2:07)

Was really struggling to find the gif for this attack, sorry.


 

 

True to his name, Spamton is literally able to "spam" himself, in both meanings of the word.  These little mini-Spamtons act independently and attack the player characters on their own, as well as defy gravity and walk on walls and ceilings.

 

Shapeshifting


 

Spamton is capable of expanding himself into different shapes and sizes as well as forming parts of his body into different objects, such as phone hands that fire sound blasts. 


Vacuum Breath


 

Spamton is able to pull his opponents and objects towards him by inhaling the air.


Regeneration


 

Spamton's spawned duplicates are able to also use healing magic, which is used to regenerate others. We haven't seen him use this on himself, but there's no real reason why he couldn't. He can also heal with an attack called "HealDeal" without the need of summoning a duplicate.


Technopathy

Spamton can easily hack into electronic devices and break encryptions. He can download and upload his physical form as if it were data, able to inhabit objects and machines, as well as exist as a disembodied AI consciousness (7:56) if his physical form is destroyed.

 

Metafictional Manipulation


 

Hoo boy...

You're gonna have to bear with me because I'm about to go down a rabbit hole on this one.
 

 There are several interactions throughout the game where Spamton will address game mechanics and have knowledge of things like Kris's inventory as well as reference and speak to the player directly. He'll even acknowledge if a player presses certain keys if they're playing the PC version. 

This is a reoccurring theme in Toby Fox's works, where characters who have achieved a certain power level close to or exceeding that of a human soul will reach a state of awareness so high they realize they are characters inside a video game. It is likely that through his communion with Gaster, he gained this power and learned the forbidden knowledge of their universe, which caused his mind to break.

Remember those Tweets that lead up to the release of Deltarune? Well, this was a sort of half-truth as Toby actually was in character... as Gaster.


The dialogue that begins once the game has been opened is a direct continuation of this conversation.


Later, one year after Deltarune Chapter 2's release, Spamton hacked into and took over Twitter user Fangamer's account and hosted the Spamton Sweepstakes special event, with a live Q&A with fans.


 
 

I know...I know! I am aware that I sound like a crazy person when I say fictional characters can hack you in real life!


Now... there is a possibility this is all just a fun little event full of gags and I shouldn't look much into it. There have been similar events like this where creators posing as fictional characters have done things like this, such as the Majora's Mask 3D special event with a similar Q&A with the Happy Mask Salesman. However, given the continuity and consistency of the dialogue between the games and these posts, I can't help but connect the dots here. I can't really see this being applied in a VS match like this anyway, besides maybe being able to upload himself like a virus to other planes of existence.

For now I'll just leave it at what he can do in the game itself and leave this as a sort of "Metafictional high end".

Speaking of...

Transdimensional Communication and Travel

Spamton was able to send Emails to the Lightner Noelle as well as hack into her computer, meaning if he can't exist physically in the light world, he can at least travel to other dimensions in data form. This one is delving a bit into theory territory, but it's also believed that he is the one who called Frisk with the Wrong Number Song in Undertale. Even disregarding that, considering Sans can "prank people across time and space" and his direct connections to Gaster, it wouldn't be a stretch to say that Spamton can do something similar.

Weapons and Equipment


 

 DealMaker



A pair of monochromatic glasses that boost the wearer's defensive stats and cause defeated enemies to drop more currency. Spamton is able to manifest as these glasses as an item in Kris's inventory after the Lightners defeat his physical form. (see Abilities)


Thorn Ring

 A ring that boosts the wearer's magic attack power at the cost of causing physical pain.


Pipis


 

Spamton can throw a limitless supply of... eggs? Bombs? Balls? Idk what these things are, this character is weird, man.

Anyway, Pipis are projectiles that explode into mini Spamton heads that attack the target.


Spamton NEO


 

A new, robotic body created from a Lightner's dreams (heavily implied to be the ghost who became Mettaton in Undertale) that grants Spamton an immense amount of power. Spamton hijacks this body after Kris takes a disk with his data to the Queen's basement and inserts it into the machine. In an alternate timeline known as the Snowgrave route, Spamton is able to acheive this form on his own without Kris's help.

In his NEO body, he has greatly improved defense, a variety of sonic-based and energy weapons, a heart-shaped wrecking ball that smashes into enemies, and a magic rod used for conjuring objects.



NEO also improves his shapeshifting and size alteration abilities, able to transform his limbs into weapons as well as become giant-sized. (8:05)


Feats and Scaling


 

 

Destructive Capacity and Durability

-Scales to Lancer, who is durable enough to survive being dropped from his father's castle.

-Scales to Berdly who survived a similar drop from a roller coaster (see below).

-Able to take a few hits from Kris in their first boss fight.

-No-sold Suzie's Rude Buster

-Is stated several times to be more powerful than Jevil, the previous secret boss.




 -In the Spamton NEO boss fight, the background changes to become Spamton-themed. Evidently, it seems he is able to change his environment during the transformation. Given this fight extends on a linear path on rails that goes on for several minutes, this affect would have to have a range of at least a small town.




 -At the ending of Deltarune Chapter 2, it is revealed that Kris is able to create their own Dark Worlds. As briefly mentioned before, these dimensions are large enough to house fields, cities, castles, and different biomes, at least the size of a small country. 

Given Spamton is able to defeat Kris and as Spamton NEO can hold his own against Suzie, Ralsei, and Kris fighting together, this would make Spamton NEO around Country Level.

Speed

-Is able to fight on and travel faster than a roller coaster, and scales to Berdly who does the same. The fastest roller coasters irl can reach speeds of up to 150 mph.

-Has sonic-based attacks (see boss fight under Spamton NEO section), which logically would travel at Mach speed. 


Other Feats

-Successfully invades and takes over Queen's Castle in the Snowgrave route.

-Infiltrated Noelle's computer (see abilities) by posing as a mod for Cat Petters 2.  This means he has the level of intelligence necessary to trick her by appealling to her interests despite his madness. 

-Was a highly successful businessman and ran companies before losing his mind. 


Weaknesses




As made abundantly clear (hopefully), Spamton G. Spamton is not all there in the head. He is known to go off on complete non-sequitors or random ravings, or even completely glitch out as he is full of corrupted junk data. 

In his Spamton NEO form, if you cut his wires connected to his body he will revert back to base form. However, considering it took multiple attacks from Kris, Ralsei, and Suzie, one would actually have to be strong enough to accomplish this. 

In the Snowgrave route, he gets frozen by Noelle (4:50), though that's more of a statement of Noelle's magic rather than an actual weakness for Spamton.


Summary






Advantages

+Country Level Durability and Destructive Capacity 

+A versatile powerset of abilities and hax

+Able to continue existing as a consciousness if destroyed, exist as data and corrupt objects 

+Can upload himself to other dimensions 

+Can spam projectiles 

+Can pull opponents in close if he has trouble keeping up

+Regeneration 

+Size manipulation, can literally become a Big Shot.

+Something something Tumblr sexyman



Disadvantages 

-Comparatively slower than most potential matchups

-Suffers from a severe form of psychosis 

-Will revert to base form if his wires are cut in NEO 

-[HYPERLINK BLOCKED]




Suggested Opponents 





GIR





Another wild card character with a mechanical body filled with garbage data. Both are wacky and easily distracted but can become incredibly dangerous once they become serious. Might be a blitz for GIR though as he has a significant advantage in speed.


Freakazoid


Potentially the best matchup for Spamton, definitely my favorite. Freakazoid has some advanced Technopathy and metafictional Manipulation as well as a variety of other hax to keep up with Spamton, and would be a truly chaotic and fun match.

Aku


I'd much prefer Aku fight Majora, but with a lot of shapeshifting and hax this could be a lot of fun too. They seem roughly in the same ballpark for DC and dura, but again there's that pesky speed gap.


Peacock



Metafictional characters who spam projectiles and are wacky and comedic in spite of their tragic backstories. I'll admit I'm not an immediate expert on the franchise but from what I've read, most of the cast is about Town level or higher, with the top tiers being anywhere between Country and Mid-Continental so it could potentially be even.

---------------------------------------------



Well would ya look at that, I analyzed a Deltarune/Undertale character and I didn't explode or anything.

If you have any suggestions for opponents please feel free to comment below and [Like and Subscribe] for more [HYPERLINK BLOCKED]. That's a real [Big Shot] move, kid!

I'm Hero’s Shade, and I'll see you all in the next one.

Saturday, September 11, 2021

What I Want from the KotOR Remake

 

This... This is where the fun begins. A surprise to be sure, but a welcome one...?



So... This little surprise greeted us unexpectedly at the Sony showcase, and as the resident Star Wars nerd, regularly waving around my "THE EXPANDED UNIVERSE IS TRUE CANON" picket sign into every SW discussion on my Discord servers, naturally I have some things to say about this. I feel almost obligated to share my thoughts on it, whether others are willing to hear it or not.


With that out of the way, let's DO IT.



A Remake should be just that... but also more



I basically want what FF7 Remake was for its fans, minus the plot ghost time travel shenanigans.

This seems to be what their going for anyway, give the whole "A Legend Reborn" tagline.

Let's not mince words here: Knights of the Old Republic may be a timeless classic, but it has many flaws due to the time it came out and the hardware limitations. A lot of it hasn't aged well. It shouldn't just be a carbon copy of the original script with shinier, next gen visuals. It should capitalize on what couldn't be explored before. 

For example, to bring it back to FF7, when the reactor explodes, in the original you get some brief dialogue and a short cutscene showing what happens to the townspeople, but in the remake, you witness the aftermath yourself. The streets are on fire, you hear people coughing on the fumes, you hear people crying and lamenting about what they're going to do now, people who just moved in and suddenly lost their homes and jobs, and calling out for family members they still haven't found. You are thrust into the world, and you get to soak it all in. I want THAT for KotoR. More in-depth context to the events that happened in the original, with more emphasis on how those events and your actions impact the world around you.

I also want NO mention of future events. I doubt Disney wouln't be eager to dribble in their Baby Yodas or Reys, but I wouldn't be too nervous. Jedi Fallen Order had little, if any, involvement from Disney aside from a brief easter egg to Starkiller Base that didn't effect the central plot of the game. LucasArts is a separate company, and although Disney does umbrella over them it's like the difference between the MCU and the 616 universe comics. I think we're fine.

And outside of just Disney, please no Vitiate or any of the MMO stuff.



Mandalorian Wars Prelude


 

About 50% of what makes KotoR's lore so cool is everything that happens off-screen. 

The Mandalorian Wars in a nutshell:



Throughout the duration of the two games, you are told through dialogue how the Mandalorian Wars were the RADDEST SHIT EVER, but your character, and by extension you, never get to see it. The game starts up pretty soon after it ends. The Mandalorian Wars is the most important plot point in the entirety of the Old Republic era (perhaps the entirety of Star Wars aside from the Battle of Yavin) and single most interesting historic event regarding both the Mandalorians and the Jedi, and you're only told about it second-hand or though hearsay. You completely miss out on it.

 

Now, I am usually vehemently against DLC or paywalls of any kind, it is inherently a greedy malicious tactic that hasn't gotten any less scummy over the years, we've just been conditioned to let it normalize. That being said, this is a situation where I would tolerate, even encourage it, because it's extra content that was not present in the original game. I essentially want big action set-pieces on the same grandiose and scale of the intro sequence to God of War 3. I want Revan rallying his/her troops as Basalisk War Droids drop out of the sky like flaming meteors while Mandos Halo-jump at re-entry velocity setting off explosive impacts as they land, then march menacingly towards the Jedi as the Mandalorian battle anthem Vode An plays in the background. I want to see Revan and Mandalore the Ultimate portayed as two tactical masterminds in opposition to each other. A want to see the slow burn approach of Revan's gradual turn to the dark side akin tho Anakin in the Clone Wars, at first a noble figure who confronts the Jedi on their inaction as sovereign planets burn, confronting Cassus Fett as he boils his own troops alive, and eventually to the cold and ruthless ruler who cuts off Malek's jaw for disobeying him. All this leads to the final confrontation at Malachor V, where Revan challenges Mandalore the Ultimate to single combat and wins then declares the war over before shattering the planet with the Mass Shadow Generator and turning the ships around back towards Republic-Controlled planets, now in oppostion to them.

Given large-scale battles on the level of GOW3 was two console generations ago, I really don't think this is too much to ask. It wouldn't have to be that long, maybe about 6-8 hours max, about the length of The Force Unleashed 2, a little appetizer compared to the 60+ hour full course meal of the full game. If they don't want to do this (they won't, this is probably just a pipe dream) it's fine, it'll just be a missed opportunity to explore this never-before seen (outside a few flashbacks in the comics) era in the Star Wars mythos, and to further flesh out the characters and provide additional context to the story. Heck, I'd settle for just an animated featurette or a comic that comes with the Collector's Edition or something, though I'd really prefer it to be playable.

 

 More robust character creation


 

This one goes without saying. The original KotoR games only gave you about five male or female character models to choose from that were more detailed than the NPCs. If you choose a face that is used by another character, that character's face gets swapped out for a similar one to accommodate. Being able to fully and manually customize your character's features should be an obligation at this point. It's coming out on PS5, there's no excuse.

I also would like being able to choose from races other than human, such as Twi'leks, Duros, Zabrak etc, humanoid characters that can still fit into the clothing and armors while being different and diverse enough to immerse you into the Star Wars universe.



Fix the character interactions


 


That's right, it's time to address the Carth in the room.


A great deal of what people hate about Carth doesn't even have to do with his character, it's how it awkwardly clashes with the gameplay. There are moments where you are running towards the next quest and the game abrubtly stops and tells you to talk to Carth because "something seems to be bothering him". If you do this, Carth gets defensive and says he doesn't want to talk. This is a problem.


This is how I propose how to fix it: Don't change Carth's backstory at all. A grizzled war veteran who has trust issues is a believable character trait that can be interesting, but don't force the player to talk to him at scripted triggers. Instead, go with how Atton was handled in KotoR 2. Have him do or say things in the story that are a little strange or questionable, then have a new dialogue option pop up when you talk to him later and ask "Hey, what was that about?". Let the player learn the character's story at their own pace. Let the player do this for the rest of the cast as well. The only exceptions should be Bastila and HK-47, because Bastila's relationship with you is heavily story driven, and HK's story is based on your ability to fix his memory and the final unlock happens at a story-specific moment. The thing is that Carth's story actually leads to important character development for Revan by proxy, so it does lead to cool stuff, but it should never be forced, especially not in this way.

Carth has his own TV Tropes page and a chart showing who the Carth is in BioWare properties like Mass Effect for a reason, and this NEEDS to be addressed.




KotoR 2 Style Alignment System



KotoR 1 has a lot of binary black-and-white Light Side or Dark Side options that railroad you a bit in the story. KotoR 2 instead introduces a lot of gray areas for your character to choose, such as justifying killing a mob boss slaver versus just killing him for fun. This makes the story more immersive and fleshes out your character while improving the mechanics as it takes into account the intent and reasoning behind the actions, allowing for Chaotic, Lawful, and Neutral Good and Evil options rather than just binary good and evil. The result of your choice would then result in a "Net Force Shift", for example threatening someone with violence to protect a party member would give you some Light Side, but is still a Dark Side action, resulting in a Net Dark Side Shift.

 

The ending segment at Rikata Prime in KotoR 1 also railroads you pretty hard. Without spoiling you too much, there's a party member that leaves and joins the Dark Side, and you beat them and have to make a Light Side or Dark Side option. The Dark Side option locks you into having to kill off the good members of the party. This eliminates other options such as playing the Sith Code on the character and say "No, I'm calling the shots here" or sparing them because they can be useful later, or playing the long con only to backstab this character for the greater good. Alternatively, a completely neutral option where you just refuse to fight anyone and walk away. There was clear showings of time constraints that would benefit from an overhaul in this segment allowing more "grey area" options leading up to the ending.


There was also an "Influence" system in KotoR 2 that would allow you to affect the alignment of other characters. Seeing more Light Side or Dark Side variations of the characters based on your actions and inspiring and influencing them allows a lot of interesting alternatives in the story.


HK-47 Assassination Missions



In the original game, HK-47 was an assassination droid who's full capabilities could only be restored upon reaching a certain point in the story. He would promise that once his full assassination protocols were fully restored, he would independently carry out assassinations of targets of your choosing. This unfortunately never happens in the original game due to time and hardware constrains, and you can only take him for combat. What I would really like is for a full realization of that, similar to the bounty hunter missions in Lego Star Wars. 

You can outfit HK with weapons and components before sending him off on his mission, which, ideally, would be similar to setting up your loadout before setting off on missions in MGS5. You can then either choose for him to automatically carry out his assassination or take control of him, disguising yourself as a protocol droid and carefully eliminating targets with stealth and precision...or just running in guns blazing. I don't expect them to do something like this, but again, they have no excuse.


Revan should stay mysterious


 


The Old Republic MMO made the egregious mistake of unmasking Revan and revealing what he looks and sounds like. This is a grievous misunderstanding of who the character is and what he/she represents. The whole idea behind Revan is that his/her story is a cautionary tale that your character is dangerously close to repeating, that's the primary conflict of the game. Giving Revan a face was the worst thing you could do for the character (Vitiate flipping the Crusty Doll Evil switch on them notwithstanding), as the idea behind him/her is that Revan can be anyone, hence why I keep using the pronouns interchangeably. That's right, Revan was always gender fluid. You Anti-LGBT trolls can stop screaming now.


Keep the d20 style turned-based combat


 


Going back to KotoR 1 is always refreshing because modern RPGs mostly seem to go the FF14 route in terms of combat, and while funnily enough modern RPGs tend to try to make everything different by being real-time and modernized, it sort of makes everything watered down and takes away a bit of the charm of what made the original games so memorable. It's a video game, there's no need to adhere to realism because you shouldn't be ashamed of it being a video game.

What made KotoR unique was that it's a Western RPG, many modern games of the genre are dominated by Japanese RPGs. KotoR's Western influence (aside from Star Wars being a Western franchise, obviously) is what set it apart, mainly with it's gameplay being based on Dungeons and Dragons, down to the attacks being damage rolls and using feats and character sheets. Going for a more modernized approach, I feel, would take away a part of its identity.



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And that's mainly it. I admit I'm probably reaching for some of these, but I don't feel like I'm expecting too much for hoping at least three of these to come to fruition. I'll probably still enjoy it nonetheless. Now if you'll excuse me, I need to make a trip to the bank because this game is making me buy a PS5. You may have won this time, Sony...

 

 

I am Hero's Shade, and I'll see you all next time.