Observations on the Game design of Batman Arkham Asylum

As a game designer (!!) some of the game design of Batman Arkham Asylum were quite captivating to me and brilliantly deployed so as to guide the players automatically to a particular direction. There’s a lot of game design elements that made this game grab so many awards and players hearts. I took some screenshots and i’m posting here very few stuffs which was striking for me & has got a lot to learn from for game designers out there. Good job Rocksteady studios, hoping to play Arkham city soon (if i could buy it).

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During the loading videos, when inpatiently presses enter or space to skip it, it shows Loading on the bottom right. Nice one.

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Just a black, white, orange color scheme for the entire HUD stuffs and its kept intact in the entire game. No Confusion for HUD elements.

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Does batman need those indicators for jumping towards that tunnel ? Anyway its a neat little feature that saved me a lot of headaches.

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Map is clearly laid out. Although not much useful (with so many indicators in-game to show us the way), but when open, destination is shown by automatically moving the cursor with a beep sound, which is incredibly useful when got stuck in the open world.

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Rather than showing a screen of waveform and buttons to do stuff, we could clearly see batman rotating fingers over the cracking device. A Pretty neat implementation of an otherwise routine mini game.

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Fights are fluid. Feels so responsive, so smooth and correctly balanced. Indication for counterattacks were so helpful.

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Whenever we take down the final enemy from a group of enemies, last blow is shown in a slow motion, indicating that bunch of enemies are down and you can take some rest.

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Sliding grapple device implementation is so cool. It shows whether it could be attached to other side and the side which batman is now standing on.

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Detective mode is so cool, so powerful and is made essential for being a batman. After playing this you’ll have no doubt how batman does things he do in those movies :).

There is a lot of game design features to learn from it. Its a brilliantly designed game, only i felt that the boss fights were repetitive and felt kind of boring after a while, thus less rewarding. Hope this little observations of mine may help some designers out there.

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