Batman: Arkham games ditch Games for Windows Live, 75% off on Steam this weekend

Batman’s tool belt has always featured the most advanced gear on the planet, so it’s always struck us as strange that the World’s Greatest Detective would use Games For Windows Live as his PC platform. Today, Warner Bros. has announced that Batman has given up on the soon-to-be-shuttered Games for Windows Live platform in favor of Steam’s collection of similar features and copy protection.

GFWL copy protection and features (including achievements) have been removed from both Batman: Arkham Asylum and Batman: Arkham City. The upgraded Steam versions now include Steam Achievements, cloud support, Big Picture support, full controller support and Steam Trading Cards.

“If you purchased either of the games on Steam all you have to do is let Steam download the latest patch and you will be fine. If you purchased the games somewhere else you will need to enter the code in Steam,” an announcement on Steam detailed. Steam usersreport a free upgrade to the GOTY editions of each title upon registering their CD key in Steam. Switching to a new copy protection system means that players will be forced to restart the game as saves rooted in the GFWL platform are not compatible with Steam.

This weekend, both Batman games are available for 75% off to celebrate The Dark Knight’s upgrade to the industry’s preferred PC platform.

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Holy sales, Batman! Arkham series and Metro lead this week’s deals

If you’re a PC gamer looking forward to Friday’s release of Batman: Arkham Origins and have yet to scoop up the previous two entries in the series, now might be a good time to do so, as they’re 75 percent off on Steam until Monday, 10 am Pacific. That makes Batman: Arkham Asylum just $5.00, and Batman: Arkham City just $7.50. Both versions are Game of the Year editions, meaning even more batarang for your buck.

Not a bat-fan? Amazon has unearthed savings on Tomb Raider and Metro: Last Light, which are both on sale for $19.99 through the week, while Best Buy is helping aspiring gamer musicians get into the groove by taking $50 off the cost of any electric guitar when you buyRocksmith 2014. Lots of good things on sale, stranger.

 

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Batman bundle contains Rocksteady’s two Arkham games

A new bundle featuring Batman: Arkham Asylum and Batman: Arkham City is coming to Xbox 360 and PS3 on September 23, GameStop has revealed. The bundle, available for $50, packs in Game of the Year versions for each game.

The Game of the Year version of Arkham Asylum includes a Trioviz 3D mode (a post-processed 3D presentation compatible with any television) and some extra challenge maps. The Game of the Year version of Arkham City tosses in a smattering of DLC packs:Harley Quinn’s Revenge, Catwoman Pack, Nightwing Bundle pack, Robin Bundle Pack, Challenge Map Pack and Arkham City Skins Pack. In total, this equates to an additional seven maps, three more playable characters, 12 skins and more.

The next installment in the Batman Arkham series, Batman: Arkham Origins, is due October 25 on PC, Xbox 360, PS3 and Wii U. The prequel is currently in development at WB Games Montreal and, for the first time, adds a multiplayer component to the series.

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Catwoman is also armored in Batman: Arkham City Armored Edition (plus: Wii U boxes are blue!)

The tablet technology included with the Wii U allows Batman to have fancier armor inBatman: Arkham City Armored Edition. We don’t understand how it works either – just go with it. A new image released by WB today shows that Catwoman will also benefit from this increased armor tech. Now she’s more covered up.

Speaking of Wii U and being covered up, the box art image sent by WB reveals something interesting: not only do Wii U game covers have a blue bar on top – the actual boxes appear to be light blue. That’ll be hard to miss on the shelf.

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Batman Arkham City: Armored Edition review: Wonderful toys

Batman: Arkham City Armored Edition brings a little bit more to the excellent 2011 game than some action figure-looking armor. For what is supposed to be the marquee feature, the B.A.T. armor isn’t really a big deal – except for the nice side effect of covering up Catwoman appropriately for cold weather. Poor Catwoman.

A meter fills as you punch people, representing stored kinetic energy. This can be released by tapping an icon on the GamePad or clicking both analog sticks, temporarily increasing your strength. It’s a nice feature for big fights, but not really a big deal.

What is a bigger deal is the GamePad integration. This ranges from the usual “DS port” stuff like a persistent map screen and a touch menu interface to upgrade Batman’s abilities, both of which are very appreciated, to AR tweaks like tilt-controlled Batarang aiming. I found these additions, and the use of augmented reality to search crime scenes in Detective Mode, pretty useful and natural. Aiming in particular augments analog stick targeting with tilt fine-tuning in the same way Uncharted: Golden Abyss did, and it’s welcome.

The coolest use of the GamePad, however, is in the environmental audio. When Batman receives radio transmissions from Oracle or overhears a conversation with his surveillance equipment, the audio comes in over the GamePad, simulating Batman’s earpiece. As you get close enough to a conversation that Batman would be able to hear it unassisted, it shifts over to the TV audio. It’s cool.

You can also play the entire game directly on the GamePad, which is an absolute boon for absentminded Riddler trophy searching while watching TV.

These extras – along with the presence of all previously released DLC – would all be fine reasons to opt for the Armored Edition over the normal, uh, Spandex Edition on other consoles, but there is one Bat-Caveat that must be noted. The framerate is nowhere near as smooth as it is elsewhere. Armored Edition doesn’t really have slowdown – instead, there’s a consistent choppiness to animation. I hope this is a problem Unreal Engine 3 developers get sorted out quickly. In any case, it’s not a reason I would avoid Armored Edition (it still looks great), but be aware you’re not getting the best-looking version.

Original Batman: Arkham City review by Griffin McElroy: 

Images from original release of Batman: Arkham City

The 72-year-old lore of the Batman universe is about as immutable as comic book icons come. If Batman: Arkham Asylum was evidence of Rocksteady’s comprehension of the franchise, then Arkham City is proof of their understanding of its quiescence.

The chiropteran hero hasn’t introduced many substantial changes to his modus operandi since his last, incredibly well-received video game outing. The world’s greatest detective still spends a fraction of a fraction of his time doing actual detective work, and a vast majority of his time alternating between brutalizing and terrorizing different factions of armed and unarmed goons. Sure, he’s got a few new gadgets this time around, but the methods remain the same.

What’s changed in Rocksteady’s second stab at the timeless DC franchise is the world that surrounds Batman — the titular prison colony Arkham City. Conceived by the foolhardy, the prisoner-run district may not be the largest open world ever explored in a game, but with an ecosystem of sidequests, challenges and secrets that blanket every square inch of the region, it might just be the densest.The greatest suspension of disbelief mandated byBatman: Arkham City isn’t that there exists an underground crime ring of costumed supervillains — rather, that they’ve been given free roam in a sizable, corded-off chunk of Gotham. It’s a government-sanctioned world where everyone tries to kill everyone else, sometimes with guns, which prisoners characteristically aren’t permitted to possess. Such a place shouldn’t exist; which is exactly why Bruce Wayne has taken it upon himself to shut it down.

Arkham City lacks the raw acreage of a Liberty City, Stillwater or Rome, but provides much more space between its key structures than was present in Arkham Asylum. Batman zips between enemy hideouts using a satisfying system of locomotion; though your destination may occasionally look distant, it only takes a minute or two of gliding, diving to gain velocity and grappling between buildings to get just about anywhere you want to go.

Your effortless flight is impeded by thugs in the employ of the various archnemeses which wrestle for control of the landscape. Dispatching them in hand-to-hand combat requires the judicious use of the returning Freeflow system, which rewards well-aimed strikes and well-timed counters with combo boosts (that let you activate special attacks and garner extra experience). And it punishes clumsiness with … well, death.

Foes of the armed variety usually travel in packs, and must be dispatched in a more predatorial fashion. Few curveballs are thrown into the game of perching on overhead vantage points until an opportunity to stealthily incapacitate a foe presents itself. That doesn’t make it any less satisfying, of course. Few games grant you the tools to strike unbridled fear into the hearts of mere men with such implacability.

New gadgets add some variety to both proceedings, most of which have been bound to an instant-fire shortcut (usually left trigger and a face button). Batman’s now able to instantly drop and detonate a squirt of explosive gel or taze an attacking foe without interrupting his combo, adding more incentive to throw some variety-spice into his pummelings.

There are plenty of sidequests to divert your attention from the campaign, the most prevalent of which being The Riddler’s hidden trophies and puzzles. There are 400 in total to discover, all of which unlock concept art, character trophies or challenge maps. After accruing enough, you’ll also discover the location of Riddler’s nefarious, Saw-like deathtraps, and the imperiled captives within.

There’s more incentive to hunt down the Riddler’s leavings this time around, though their sheer volume makes the earliest part of the game — when you don’t possess the gadgets required to access them — pretty frustrating. It takes the Metroidvania philosophy of “come back when you’re properly equipped” to an inscrutable extreme, though the ability to mark out-of-reach trophies on your map helps hugely in the endgame.

Other secondary objectives make great use of the open world. One chain of quests has you racing between payphones to trace a call from the murderous Mr. Zsasz, for instance. Another tasks you with searching for clues that lead to the meticulous Deadshot. Most of these sequences progress as you move through the main campaign, ensuring that you’ll always have a second helping of crimefighting on your plate.

The chapters that allow you to play as Catwoman (assuming you redeemed the one-time-use code included in Batman: Arkham City) are few and far between. Still, her contributions aren’t insubstantial. She’s got her own sidequests and cache of Riddler trophies to complete, and her method of navigation — whipping between high ledges and effortlessly pouncing up walls — is a breath of fresh air.

Not only has Rocksteady managed to compose a pitch-perfect playground for the player to explore, the studio has, once again, nailed that abstruse feeling of being Batman. It’s unfortunate, then, that the team did no small amount of laurel-resting when it came to crafting Batman: Arkham City‘s narrative.

Nearly every villain — and there are so many — is a one-dimensional punching bag, and the ones that aren’t shift their allegiances with inexplicable frequency. With rare exception, Batman and friends’ dialogue bashes the listener with leaden cliches — a problem which plagued Arkham Asylum, as well. To wit, nearly every statement that slips between Batman’s pursed lips boils down to, “No, I believe I’ll be doing the punching,” or, “Today’s not a good day to mess with me.” (Really, though, what day is?)

Arkham City kicks off with a dynamic, atmospheric bang, and concludes with a twist which is — no exaggeration — exquisitely haunting, but everything in between is something of a blur. The story seems like a series of excuses for you to encounter (and, perplexingly, do chores for) a lengthy parade of supervillains. Worse still, each leg of the journey culminates in a boss fight which, save for one clever encounter halfway through the game, tasks you with punching holes in the foe’s repeating attack pattern.

Rocksteady has moved closer to perfection with its second stab at this franchise, but the movement’s come in inches. The motives of Arkham City’s assemblage of villainous, would-be kingpins — not to mention the motives of the Dark Knight himself — never quite come together to form a compelling narrative.

Still, the mechanical excellence and obsessive attention to environmental detail which surprised in Asylum have only been refined in City, and that’s no easy task. Rocksteady has made the greatest Batman game ever crafted, and they’ve done that before. But breathing life into a staggeringly beautiful world; one which hums not only with opportunity, but ambition? That’s a new trick altogether.

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Batman: Arkham City is a board game now

Batman: Arkham City Escape is a board game based on the game sequel to the game based on the comics, due in the UK this June (and elsewhere in “Q2”) from Cryptozoic Games.

In the two-player game, one player controls Batman’s villains, using their special abilities to escape from Arkham City with hostages in tow. The other player controls Batman, using his stealth, tools, and impressive glower to prevent their escape. Randomly located gargoyles help him travel around the board, just like in the video game.

Start working on your utility-belt style card holster now!

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Batman: Arkham City – Harley Quinn’s Revenge Review

A Batman’s work is never done. He may have dealt with the Penguin, Hugo Strange, the Joker, and the other supervillains who plotted schemes within the open-air megaprison of Arkham, but in the wake of those events, a new threat has arisen. For reasons that need no explanation if you’ve played through the story of Batman: Arkham City, Harley Quinn has it out for Batman in a big way. Harley Quinn’s Revenge gives you a decent excuse to return to the immensely satisfying combat of Arkham City, and lets you play as Robin in a narrative context (as opposed to challenge rooms) for the first time. But unfortunately, this downloadable content feels restrictive in comparison to the original game, and it ends with a weak final confrontation that makes this a disappointing note on which to bring the Arkham City story to a close.Image

Harley is taking this opportunity to test out her interior decorating skills.

Like the original game, Harley Quinn’s Revenge jumps between characters, but it adds a new narrative twist by jumping back and forth in time. You begin as Robin, who has ventured into a shipyard that has been taken over by Harley Quinn and her thugs. Chatter between Robin and Oracle establishes that in the two weeks that have passed since the events of Arkham City, Bruce Wayne has seemed depressed and unwilling to talk about the lives that were lost. The concept of Batman coming a bit unhinged and struggling with his emotions is exciting, but Harley Quinn’s Revenge never develops it. It serves no purpose here other than to plant a seed in your brain about what condition Batman might be in when a sequel rolls around; within the context of this DLC, it just resonates with untapped potential.

As Robin, you make your way through Harley’s base searching for Batman, who disappeared a few days earlier while trying to rescue some police officers Harley had kidnapped. Robin has a few unique gadgets, like the snap flash, which you can plant on unsuspecting baddies and then detonate to stun them and other nearby enemies, and a bullet shield that lets you withstand assaults from turrets for a limited time. On the other hand, he can’t pull off all of the techniques that Batman can; he lacks the ability to do an inverted takedown, for instance.

But for the most part, playing as Robin feels just like playing as Batman. That’s not a bad thing, of course. Arkham City’s combat hasn’t gotten any less hard-hitting and rewarding in the months since the game was released, and Robin’s animations have him making graceful and brutal use of his metallic bo staff to hit and knock out enemies. But there’s little freedom here; you use your shield when you need to and you fight enemies when you need to, as you’re ushered down the narrow hallways and through the larger but still confined rooms of the shipyard.

Soon, the game flashes back to two days prior and puts you in control of Batman, revealing the circumstances that led up to his disappearance. Here, gameplay opens up a bit. Though you’re restricted to the area around the steel mill where Harley Quinn is apparently holding the police officers she’s kidnapped, you get to enjoy the freedom of Batman’s glide and the satisfaction of diving into enemies from high above. The air around the mill is thick with the piercing lasers of sniper rifles, and the ground is crawling with thugs, so you have incentive to employ the full range of Batman’s abilities as you work your way into the facility. It doesn’t introduce any hazards you haven’t already dealt with if you’ve played through Arkham City, but it’s nonetheless a tense scenario that makes stepping back into the batsuit exciting.

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Robin brings a personal touch to the act of putting explosive gel on a wall.

The steel mill is a familiar location, having served as Joker’s base during Arkham City. But it’s worth revisiting; once you’re inside, you see that Harley Quinn has made it her own, and a few of her decorative touches offer a disturbing glimpse into the state of her psyche. This DLC moves along at a snappy pace from this point on, jumping back and forth between its two playable characters and including challenging brawls against huge, varied groups of enemies, stealthy standoffs against patrolling guards, sections in which Batman must follow blood trails and interrogate thugs, and a race against the clock to find and defuse bombs.

This is all reliably engaging; if you enjoyed doing these things in Arkham City, you will find them no less enjoyable here. But the final confrontation these activities build up to is incredibly basic, and the cursory ending leaves the story’s most fascinating elements unexplored. Additionally, the overwhelming majority of this DLC takes place indoors; you rarely get a chance to spread your batwings and experience the openness that helped make Arkham City so extraordinary. Once the credits roll on this roughly two-hour adventure, it’s over; there’s no option to continue exploring its locations, and the 30 balloons you can hunt down and pop aren’t a compelling reason to return to Harley Quinn HQ. Fighting evil in Gotham still feels heroic, but this isn’t the conclusion Arkham City deserves.

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Paul Dini not returning to Rocksteady’s Batman universe

Paul Dini, famously known for writing and producing the classic Batman Animated Series, will not continue his work with Rocksteady on the Batman Arkham franchise. Dini was credited with penning the story of Batman: Arkham Asylum and Batman: Arkham City.

“Kinda hoped I’d be doing another Arkham game in London during the Olympics. Esp, as I had a good source for tx. Ah, well,” Dini tweeted late last month. In response to questions on Twitter, Dini said that, while Arkham City was slated to be his last writing gig in the Rocksteady franchise, he would love to return. “I would if I could,” he wrote, “It’s not my call.”

According to a recent Variety report, the next Rocksteady-developed Batman game will take place during the hero’s Silver Age.

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Arkham City Wii U, Far Cry 3, AC3 on sale at Best Buy this week

Batman Arkham City: Armored Edition, the Wii U version, is $20 at Best Buy as part of its weekly deal offer. Also on sale are the PS3 and Xbox 360 versions of Far Cry 3 andAssassin’s Creed 3 for $30, or PS3, Xbox 360 and PC editions of Black Ops 2 for $40 each.

We found the Wii U version of Arkham City to have some cool features, such as the WiiPad audio function whenever Batman picks up a conversation on his earpiece. Otherwise, it’s definitely not the prettiest way to play a Batman game.

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Paul Dini explains absence from next Batman game

Batman: Arkham Asylum and Arkham City writer Paul Dini isn’t working on the next Batman game from Rocksteady, but we already knew that much. However, other than some vague tweets, we didn’t know why that was the case. The reason turns out to be much less thrilling than any of his Batman scripts:

 “The last talk I had with Warner Interactive about future games was while I was doing promotion forArkham City last September. Naturally as there was such a rush of interest about Arkham City, everyone was asking me about a third game, and frankly, I had been wondering about that myself. When I asked about the possibility of working on a third game I was told that as Rocksteady had just finished wrapping the second one, it would be a while before everyone was ready to sit down and discuss future plans. That said, it was intimated that for future games, Warner and Rocksteady might not be looking as much to freelance writers, the message being, that if I had something else interesting coming my way, I might want to take it.”

Dini says he wasn’t included in Arkham City‘s DLC projects, and he hasn’t been tapped for work on the rumored Silver Age-themed Batman game, said to be Rocksteady’s next project. He’s since taken on other work that makes him “unavailable to take on anything new until 2013.” He’s not bitter, though, even noting that “If we wind up working together again at some point, that would be cool, too.”

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