Batman arkham city wii: Batman: Arkham City Armored Edition

Arkham City Armored Edition – Destructoid

For most of this generation, Nintendo existed as its own entity in the market. The Wii couldn’t match the technical prowess of the Xbox 360 and PlayStation 3, while third-party publishers famously struggled when attempting to bring their wares to the system. As a result, the Wii’s library remained anomalous and, to the eyes of some gamers, less than special. 

At least for one year, a Nintendo system now stands on equal footing with other leading consoles, and Batman: Arkham City Armored Edition exists to hammer that point home. One of the most critically acclaimed action titles on PC, Xbox 360, and PS3, Arkham City is now available on the Wii U, and it looks right at home. 

That’s all it needed to do, really. What it didn’t need was GamePad-specific features shoehorned into itself with no benefit granted to the end user. Sadly, it seems not even the Dark Knight can resist the lure of tech demo chicanery.

Batman: Arkham City Armored Edition (Wii U)
Developer: Warner Bros. Studios, Rocksteady Games
Publisher: Warner Bros.
Release: November 18, 2012
MSRP: $59.99

Batman: Arkham City Armored Edition mostly sticks true to the original incarnation released last year. Mostly. Taking place in an open world populated by Gotham’s criminal element, Batman once again finds himself interred in Arkham City under the watchful gaze of Professor Hugo Strange, working as he does to uncover the secret of Protocol Ten, scupper the Joker’s latest evil scheme, and punch a lot of things in the face. 

From its gripping story to the flowing combat and excellent predatory stealth segments, Arkham City is still good as it ever was when we bore down to its core. The Armored Edition gets its name from new combat suits worn by both Batman and Catwoman, suits that build kinetic energy as either playable protagonist successfully lands attacks on the mooks of Gotham. When the energy icon is full, tapping it on the touchscreen grants the player faster reflexes and extra attack power to finish fights more quickly. 

It’s strange that this feature was not only added, but had the game named after it, since it really isn’t a unique or interesting addition. It’s not a bad addition, but I can’t say I’m grateful for it either. It’s just there, and tapping the icon to get a bit of a boost is no different from pretty much any action game with any sort of special power meter. I’m confused as to why this is seen as such a big deal, but at the very least, I can say that it’s inoffensive. 

The other new changes, however, are a bit less subtle and much less welcome as far as this reviewer’s concerned. Outside of general gameplay and combat, Armored Edition makes heavy use of the GamePad’s touchscreen to the point of saturation. All in-game menu items, from map usage to leveling up to selecting gadgets, are done on the GamePad itself, and much of it feels like an unnecessary hassle. Leveling up Batman’s gear is particularly irritating, as you now have to swipe your way through unresponsive rows of tiny icons and unintuitive screens. Unlike with my previous playthroughs of the game, I’ve found myself not immediately going into the WayneTech menu to upgrade, because I simply can’t be bothered to fiddle with the menus. 

Gadgets themselves also insist on using the touchscreen, with the biggest offender being the hacking device. Whereas before, you’d rotated the analog sticks (or press keyboard keys) to solve puzzles, you now have to open up a whole new hacking minigame where you trace your finger on the touchscreen to find the right hotspot while avoiding a red line that intermittently sweeps past. I used to like how quick and efficient hacking was in Arkham City, bypassing the flow-breakage of dreary door-opening minigames found in other titles, but Armored Edition has spoiled that.

Another issue is the gyroscope being used to aim Batarangs and the Batclaw. You can use the right stick to aim, but the gyroscope still registers and can throw the reticule off slightly. The remote Batarangs are also controlled via the GamePad screen, and again can be steered using motion or stick input, with similar conflicts. These issues are tiny, never really getting too much in the way, but they help hammer home just how much was changed simply for the sake of change, regardless of whether or not it improved the game.

Batman: Arkham City Armored Edition simply tries too hard to be more than the port it honestly should’ve been. If you can implement new features and controls in ways that make the experience superior, then I’m all for it, but here we have a game that’s fallen into the familiar trap of attempting to alter everything without regard for whether or not it actually improves anything. Dragging my finger slowly across a small screen to open a door is not gameplay — it simply isn’t. Fiddling with dragging gadgets to hotkey them, when opening a menu and hitting a button to select them would be quicker, is not an improvement — it’s a detriment. It’s making things less efficient than they used to be an effort to impress us. 

Arkham City‘s overall quality is hard to tarnish, and the original product still manages to shine despite the unbroken things that Warner Bros. Studios attempted to fix. While it would have been better had it remained unmolested, Rocksteady’s work is solid as stone, and I still found it hard not to have a great time replaying one of the best licensed games around. 

In addition to the main game, Armored Edition sports all the content from the Game of the Year re-release, including Harley Quinn’s Revenge and the Robin Pack. You do not, however, get the Batman: Year One animation that came with Game of the Year. Even so, you receive a fairly decent barrel of content for your buck, especially if you’re a newcomer to the game.  

Batman: Arkham City Armored Edition fails to ruin what still is an admirable game, but there’s no skipping around the issue of elements being forced in and serving only to render it inferior, making previously simple functions more complicated than they should be and dragging down the game’s pace. While still a very good game at its core, this is not as good as the original, purer release. There’s no shame in a Wii U title that doesn’t shoehorn Wii U features into itself, and if the game would be better off without them, I’d really rather that be the route taken. 

Armored Edition didn’t take that route. It took things that already worked perfectly and shook them until they cracked. Not shattered completely, but undoubtedly broken, just a little bit. If you only own Nintendo systems and love Batman, this remains a very worthy purchase, one that will give your hours of crimefighting enjoyment. If you’ve already played Arkham City, however, you’ll be better off leaving it, because you already experienced the definitive version.  

Batman: Arkham City — Armored Edition Review

Batman: Arkham City

By Greg Miller

Updated: Nov 24, 2018 6:49 pm

Posted: Nov 18, 2012 5:01 am

EDITOR’S NOTE: For a rundown of the Wii U specific features of Batman: Arkham City, scroll down to the «Wii U Difference» section at the bottom of the review.Sometimes reviewers can’t see the forest for the trees. When I finished Batman: Arkham City, I immediately cataloged what I thought it did wrong. It tossed in too many villains and didn’t flesh them out, it clearly tried to replicate the Scarecrow stuff from the first game and didn’t do it as well, and Batman still moves a bit stiffly when simply walking around. When I formed the list, I found myself disappointed with the game. But the days rolled on and I couldn’t stop playing — in fact, I only wanted to play more. The hundreds of things Batman: Arkham City nails outweighed my nitpicky problems. I realized Batman: Arkham City is a brilliant game. If you’ve missed the roughly 1.4 million stories on IGN, Batman: Arkham City picks up months after the events of Asylum. Former Arkham warden Quincy Sharp now reigns as the mayor of Gotham City, and he’s moved the bad guys from Blackgate Prison and the inmates from Arkham Asylum to a cordoned off area in the heart of Gotham. This is Arkham City, Dr. Hugo Strange runs it, and Batman’s job is to see what the hell is going on inside. It’s an interesting story that starts with one of the best openings in modern games. After two years of dreaming about where this sequel would go, Batman: Arkham City delivered and hooked me. That can be said for most of the game.LoadingFans of the Batman: Arkham Asylum will immediately be at home in Arkham City as developer Rocksteady took the core gameplay, refined it, and polished it. You brawl with one button, counter with another and leap when you feel like it. Batman’s got a slew of new counter attacks — including the ability to take out several attacking enemies at once — and the ability to use nearly every gadget in battle with a hot key system. Even though the system can seem simple (that’s if you ignore the combos and multipliers) the diversity in the attacks and battles keeps it interesting. I wanted to engage bad guys instead of sneaking past them. Maybe it was the promise of more experience points and the upgrades they unlocked, but it probably had more to do with wanting to see Batman dislocate another elbow.

I feel more like Batman than ever before.


Rocksteady kept me on my toes by peppering in special enemies. Guys with stun rods, armored outfits and broken bottles all have to be dealt with in very specific ways. I needed to assess threats and engage situations like Batman would. I don’t know if I can express how awesome that makes a comic nerd like me feel; after years of hypothesizing how Batman would beat Character X, I now have to do it to survive.

Feeling like Batman made Arkham Asylum a must-play, and Arkham City continues that tradition. I felt like I had the upper hand when I walked into a room where the enemies outnumbered me 20 to 1 because I could drop a smoke pellet, use freeze grenades to take enemies out of the game and basically kick ass. Five gunmen with hostages didn’t scare me because I knew I could disappear into the shadows to string them up from gargoyles, punch through walls to take them down and glide kick them over railings.

This feeling of empowerment carries over to bosses, which is weird at first but makes sense. No boss in Arkham City really gave me a challenge. In fact, they’re all a bit easy. Mr. Freeze had me stumped for a while as once you use an attack on him you can’t use it again, but then the Bat-computer just sent me a cheat sheet. (Although, disabling hints would’ve eliminated this moment.) That specific instance was no fun, but overall, the joy of Batman bosses is the journey to them and not the fight themselves. The Penguin will never challenge the World’s Greatest Detective.

Arkham City isn’t an open world like Liberty City; it’s more like a hub world with a bunch of dungeons like The Legend of Zelda or a bigger version of Batman: Arkham Asylum. You can’t go into every building, but as you explore, you’re going to find you’re kept from discovering some of the 400-some Riddler Challenges until you double back with new gadgets. As you unlock the game’s dozen side missions, you have to search nooks and crannies for murder victims and political prisoners in distress.LoadingIf being Batman sounds good to you, expect to play this game twice and have the second time feel light years better than the first. New Game Plus unlocks after your first runthrough of Arkham City, and it carries over all your gadgets and shares your Riddler Challenge data. It also doesn’t erase your original game’s progress – it lives in its own section of your save. Historically, I despise playing games more than once. I know what’s around the next corner, so where’s the fun in it? Well, I adored Batman: Arkham City’s New Game Plus. The difficulty is amped up, the enemies are more diverse from the get go, and the reversal indicators are turned off.

New Game Plus takes the training wheels off and forces you to be Batman. When Batman enters a fight, he knows how to win; he just needs to execute his plan. That’s you in this mode. You already know what’s coming, you just need to execute your 45-hit combo, dodge explosives and save the day. This left me feeling more like Batman than ever before.

I had the upper hand when I walked into a room where the enemies outnumbered me 20 to 1.


Challenges rooms return and have been given an update since the days of Arkham Asylum. There are a dozen combat challenge maps (take out the four waves of bad guys) and a dozen Invisible Predator challenges (sneak around and silently eliminate all the bad guys) and each comes with three medals to earn. All that is standard, but Arkham City offers up Riddler Campaigns. These link three challenges together and apply gameplay modifiers like low health, time limits and so on. There’s even an option to make your own Bat-exams. These challenges mainly serve to point out how slow my version of Batman is, but I’m glad they’re here. They help hone my skills and provide leaderboards to chase and keep me playing.LoadingThe four Catwoman story missions inserted throughout Batman: Arkham City are a fun (albeit simple) change of pace. This former downloadable content is now a natural, integrated part of Batman’s story, and it expands the mythos of the game as you’re playing it by changing perspectives to Selena Kyle to explain events that are happening off camera.

Outside of the four missions, there are also has challenge maps for the feline and the ability to get the special Catwoman Riddler Trophies in Arkham City.

For those who played through Batman: Arkham City in 2011, the Armored Edition doesn’t offer much in the way of incentives — by and large, this is the same top-notch action/adventure game Rocksteady released last year. The new BAT mode gives you an additional combat option, but it’s both unoriginal and ineffective. You’ll charge a meter, activate BAT mode, and become mildly stronger in a fight. The inclusion of the Harley Quinn’s Revenge expansion, Robin and Nightwing’s challenge rooms, and character skins goes a long way to lengthen the experience, but the Wii U Game Pad functionality is clearly a consequence of launch-title experimentation. Arkham City looks and plays just as excellent as always on the Game Pad screen, but when it’s used for touch-screen weapon selection, or as an in-game gadget, the Game Pad is just awkward. Moving the real-world object to look for in-game objects is a chore, and better left to the analog sticks. Glancing at the Game Pad to see your sonar radar is the best usage, really, but even then it’s unexciting and not as helpful as simply absorbing yourself in the game proper.

Batman: Arkham City isn’t perfect, but listing the little things I didn’t like gets in the way of all the stuff I adored. The voice acting, the challenges, the amazing opening, the unbelievable ending and the feeling of being the Dark Knight — these are the things that standout looking back. I’ve beaten this thing twice and still want to call in sick and chase Riddler Trophies.

Batman: Arkham City isn’t just better than Batman: Arkham Asylum, it’s better than most games on the market.

In This Article

Batman: Arkham City

Rocksteady

Rating

ESRB: Teen

Platforms

Wii UPCXbox 360PlayStation 3

Batman: Arkham City — Armored Edition Review

amazing

Batman: Arkham City on Wii U is the quintessential version of one of the generation’s definitive games.

Greg Miller

Batman: Arkham City Batman: Arkham Asylum Batman: Arkham Origins Scribblenauts Unlimited Wii, Batman Arkham City PS3, game, emblem, logo png

Batman: Arkham City Batman: Arkham Asylum Batman: Arkham Origins Scribblenauts Unlimited Wii, Batman Arkham City PS3, game, emblem, logo png

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