Batman: Arkham Asylum Review

There’s four henchmen below me, three armed and one with a pipe. They’re close together and calm. No chance of knocking three out before one pulls the trigger and the batsuit is far from bullet proof. The un-armed man leaves the group, getting board. He walks underneath a stone gargoyle the same gargoyle I happen to be perched upon. I drop and suddenly he’s strung upside down hanging from the statue. That’s one. His companions rush towards him while one stays behind frantically looking for the bat. But he’s too late, I’m two feet away from gliding feet first into the back of his neck. That’s two. The two remaining henchmen stand back to back but they’re afraid. Pulse rates are averaging at 140bpm when I emerge from the floor grates between them, a swift punch to the back of the neck forces the first to drop his gun, the others gets two followed by a boot to the face knocking him unconscious. That’s three. The first has recovered, he grabs his gun and spins to greet a batarang to the face. That’s four. I AM BATMAN.
First of all “Batman: Arkham Asylum” works, which is a huge relief for myself and the millions of Batman fans who had the horrible feeling that it all looked too good to be true. Here’s the story, Batman has caught the Joker again, he throws him in Arkham Asylum again, turns out the Joker planned it all along and has taken over the Asylum and set free all the villains it contains. Batman must stop him. It all works for a very simple reason; it knows exactly what it wants to be.
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