Review by TheBat

"A Smoother Flight than the X-Box Version"

NOTE: The X-Box version of this game was a complete disaster. It didn't port well at all and, as a result, may have seriously damaged Dark Tomorrow's reputation on other systems. As it was originally designed around the Gamecube, this is the version to get.

STORY
The storyline and cinematics are the best to ever appear in a Batman game. Its tone and atmosphere are also the most consistent depiction of Batman's comic roots to date. Batman hasn't been this dark and brooding since SNES' Batman Returns, and unlike previous Bat games, it doesn't attempt too much variety to shake things up.

The plot unfolds in three main acts, and a brief prologue (with Batman slowly and deliberately making his way across rooftops during a rainstorm) establishes the pace nicely.

The first third of the game- concerning a turf war between two rival gangs- showcases its strengths. This is Batman in his element, walking the streets of Gotham as the city burns and the citizens panic. Once the streets are secure, the action moves to Arkham Asylum during lockdown. Here Batman not only encounters multiple Batvillains he has put away, but inmates who also recognize and acknowledge him as the reason they are incarcerated. The final act features Batman's raid on the mastermind's stronghold, and begins with a brief Batglider flight through the Himalayas. I found piloting the glider to be a nice change of pace from the usual Batmobile/Batwing filler level.

In addition to the cinematics, items such as newspapers, emails, and magazines can be recovered to further the plot. This is an interesting idea, but is more successful at providing character development than the clue system it is intended as.

GRAPHICS
Aside from the cinematics, the graphics are good but hardly the game's selling point. Most of the levels are dark- befitting the game's mood- and the graphics do a fine job of conveying the appropriate atmosphere. However, once the action enters a well-lit area- such as indoor hallways- it's clear that the Gamecube's capabilities are not in danger of being overloaded. Many of these indoor levels (as well as the game's menus and inventory screens) could be mistaken for a N64 game.

Using a Batgadget triggers a cutscene, and while this sounds as it would get tiresome quickly, it actually works well. Instead of constantly seeing the same animation, it's more of a brief close-up of Batman as he employs the gadget- and therefore actually reflects his location in a level.

As for Batman, he looks great when he is calmly walking the streets (shrouded in his long cape), or sneaking up on an enemy (holding his cape out to the sides ala Dracula). Unfortunately, he also has many animations which open him to criticism. He ascends stairs fine, but tends to 'hop' down them whenever he descends. Also, the animations for applying Batcuffs or a sleeper hold are a bit awkward, and there's no other way to say it- he runs funny.

SOUND
The game boasts a great main title score by the Royal Philharmonic Orchestra, and an end credits song that's as good as any from the actual films. The in-game music is not as memorable, and features a noticeable silence whenever the game transitions from the fight music back to the level's default theme. Voice acting and sound effects are well done.

CONTROL
The game's biggest flaw is its camera, which utilizes a fixed angles approach. This results in some very cinematic shots of Batman, but is not very functional during fights. (Considering how great Batman looks from the traditional 'over the shoulder' view, it's odd they didn't use that type of camera.) The best that can be said for the camera, is that it does add to the claustrophobic feel of Arkham's narrow hallways.

The controls themselves make great use of the Gamecube's controller, with critical items (such as Batcuffs or Health Kits) hot-keyed for immediate use. However, movement (specifically running), is hindered by the awkward camera. There is also no way to reconfigure the controller.

REPLAY VALUE
There are numerous cds and sketchbooks hidden throughout the game. Once found, these unlock game music and artwork, respectively. A glaring omission is the lack of a replay option for completed levels. The game is relatively short, and can easily be beaten in an evening or two. Since there are only a few sections where you are required to restrain the common enemies, it's actually possible to run through most of the game's open levels- which can make it even quicker to complete.

OVERALL
Despite its shortcomings and obvious design flaws, I enjoyed this trip to Gotham. It's dark and atmospheric, and fans will likely find themselves completing a level's (admittedly many) non-essential objectives simply because it's the way the Dark Knight would do it. I also appreciated many of the game's minor touches that added to the feeling of being Batman. For example, as Batman attempts to investigate an abandoned warehouse, a local street gang surrounds him- eager to become famous by taking down 'The Batman'.

Of course, it's true one doesn't have to look far to find trouble in Gotham. It's far too easy for Batman to be knocked down (although it's nice that the tide of a fight can be changed with one good punch), several items you collect serve no purpose, and despite the commitment to a logical plot, Batman deduces the main villain without any clue to the player as to how he does so. In the end, casual gamers will likely find this an average adventure game that is a few years too late. But for fans that are willing to get into the game and take a slow, methodical approach- this is a pretty enjoyable experience as the Dark Knight.

Reviewer's Score: 7/10, Originally Posted: 03/24/03, Updated 03/24/03

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