3/5 ★ – RANDYz_nRAGED's review of Batman: Arkham Asylum.
I recently dove into Batman: Arkham Asylum, a game that’s pretty old compared to what I usually play these days. Going in, I wasn’t sure how it’d hold up, since I tend to stick to current-gen titles, but I have to say—it’s not bad for its age. In fact, it feels like it was ahead of its time in a lot of ways, even if some parts don’t quite match the polish I’m used to now. I spent about 13 hours with it, and while it’s not perfect, there’s a lot here that impressed me.
This game came out during a shift in gaming—linear titles were starting to fade, and open-world games were taking over. Arkham Asylum isn’t open-world, but you can tell they were trying to break away from that super-linear feel. It gives you a sense of choice in where to go, even if it’s still guided. That effort to mix things up stood out to me as a sign of where games were headed back then. Still, playing it today, I couldn’t help but compare it to modern titles, and that’s where some of my gripes come in. The combat, for instance, was probably great for its time, but now I notice the rough edges—like how hits don’t always connect in a realistic way, or how every enemy knockout plays the same animation, no matter how you take them down. It’s a little stiff by today’s standards.
Graphics are another obvious giveaway of its age. They’re dated, sure, but there were moments that genuinely surprised me. Standing outside in the rain, looking over the cliffs with the camera angled behind me, the rubber on Batman’s suit caught the light just right. The darkness and atmosphere felt so sharp, it could almost pass for something current-gen. Scenes like that made me think this game was pushing boundaries back in the day, and I’ve got to give props for it. The tools at your disposal—like the batarangs and grapnel gun—fit Batman perfectly too. I loved having those options; they really nailed his gadget-loving vibe.
The environments grew on me as well. Early on, things felt a bit samey, but about halfway through, I started noticing more variety—different areas with their own distinct look, which kept it from getting stale. The boss fights were a highlight too. They reminded me of classic gaming, where big, memorable battles were the norm. Each one required a different approach, so they never felt repetitive, and that variety kept me engaged.
On the flip side, I wasn’t thrilled with the upgrade system. It felt underwhelming—getting points to spend on skills didn’t excite me much. I used them, sure, but I didn’t really care what I unlocked; it didn’t feel rewarding. That’s one area where modern games have spoiled me, I guess. Still, for an older title, Arkham Asylum holds its own. It’s not on par with what I play now, but I can see why it was a big deal back then—it’s got that forward-thinking spark, even if time has dulled some of its edges.