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Edoardo Natale Storytelling and Environmental storytelling in Batman Ahrkam Asylum Swansea Metropolitan University [email protected] In this essay I’m going to analyse the storytelling of a particolar game: Batman Arkham Asylum. I have chosen to talk about storytelling in games because it’s a really important aspect in games, the most important in my opinion. I ‘ve also selected this topic because I ‘m convinced that storytelling can be a lot more than just cutscene thanks to the environmental storytelling. “ Environmental Storytelling creates game spaces in which the player is fundamentally invested and immersed in”. 1 Besides, I have chosen this particular game because its story has been developed in more than 40 years, more over, it has one of the best environmental storytelling I’ve never seen ( Bioshock was the last game in which I remember such a good one but also Red Faction, Thief, Marvel Ultimate Allinace 2) and finally ,because I’ ve always loved this particular character and his personality. The game was realized by the game house Rock Steady which had a huge responsability in terms of realizing a good story with such a good character and general story, but just the fact that this world already existed gave them a narrow space of movement. The whole story draws its inspiration from an old graphic novel written by Grant Morrison and illustarted by Dave McKeane in 1989 2 .In it the story is slightly different from and a lot gloomier than the game 3 . In the story Batman takes Joker back to Arkham Asylum but he is lured into a trap, as Joker had planned to be captured by Batman. The decision to make Joker the main evil character couldn’t be more perfect. In fact, as we can understand by hundreds of comics, Batman couldn’t be more different and, at the same time, more similar to Joker. As a matter of fact Batman and Joker are the two different sides of the same coin. One is the example of morality and the other one is 1 Harvey Smith (Game Director, Arkane Studios), Matthias Worch (Senior Level Designer, Visceral Games) lecture at GDC 10 conference. 2 Graphic Novel wrote by Grant Morrison and illustarted by Dave McKeane in 1989 for DC comics. 3 The difference on the image on the left, in which it’s easy to reconigze that the Graphic Novel is a lot more dark.

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  • Edoardo  Natale  

    Storytelling  and  Environmental  storytelling  in  Batman  Ahrkam  Asylum  

    Swansea  Metropolitan  University  

    [email protected]    

    In  this  essay  I’m  going  to  analyse  the  storytelling  of  a  particolar  game:  Batman  Arkham  Asylum.  

    I  have  chosen    to  talk  about  storytelling  in  games  because  it’s  a  really  important  aspect  in  games,  the  most    important  in  my  opinion.  I  ‘ve  also  selected  this  topic  because  I  ‘m  convinced  that  storytelling  can  be  a  lot  more  than  just  cutscene  thanks  to  the  environmental  storytelling.  

     “  Environmental  Storytelling  creates  game  spaces  in  which  the  player  is  fundamentally  invested  and  immersed  in”.1    

    Besides,  I  have  chosen  this    particular  game  because  its  story  has  been  developed  in  more  than  40  years,    more  over,  it  has  one  of  the  best  environmental  storytelling  I’ve  never  seen  (  Bioshock  was  the  last  game  in  which  I  remember  such  a  good  one  but  also  Red  Faction,  Thief,  Marvel  Ultimate  Allinace  2)  and  finally  ,because  I’  ve  always  loved  this  particular  character  and  his  personality.  

    The  game  was  realized  by  the  game  house  Rock  Steady    which  had  a  huge  responsability  in  terms  of  realizing  a  good  story  with  such  a  good  character  and  general  story,  but  just  the  fact  that  this  world  already  existed  gave  them  a  narrow  space  of  movement.  The  whole  story    draws  its  inspiration  from  an  old  graphic  novel  written  by  Grant  Morrison  and  illustarted  by  Dave  McKeane  in  

    19892.In  it  the  story  is  slightly  different  from  and  a  lot    gloomier  than  the  game3.  In  the  story  Batman  takes      Joker  back    to    Arkham  Asylum  but  he  is  lured  into  a    trap,  as    Joker  had  planned  to  be  captured  by  Batman.  The  decision  to  make  Joker  the  main  evil  character  couldn’t  be  more  perfect.  In  fact,  as  we  can  understand  by    hundreds  of  comics,  Batman  couldn’t  be  more  different  and,  at  the  same  time,  more  similar  to    Joker.  As  a  matter  of  fact  Batman  and  Joker  are  the  two  different  sides  of  the  same  coin.  One  is  the  example  of    morality  and  the  other  one  is    

                                                                                                                   1 Harvey Smith (Game Director, Arkane Studios), Matthias Worch (Senior Level Designer, Visceral Games) lecture at GDC 10 conference. 2 Graphic Novel wrote by Grant Morrison and illustarted by Dave McKeane in 1989 for DC comics. 3 The difference on the image on the left, in which it’s easy to reconigze that the Graphic Novel is a lot more dark.

  • immorality  itself.  On  the  other  side  they  are  both  mad,  as  Batman  himself  (as  it  happend  in  the  graphic  novel)  said  “I’m  not  afraid  by  none!  I’m  afraid  by  myself,  of  the  fact  that,  after  those  gates  will  close  after  me,  I  will  feel  like  if  I  was  finally  at  home”  while  he  was  talking  about  Arkham  Asylum4.    We  should    assume  that  Batman  could  be  one  of  the  best  candidates  to  stay  in  an  asylum.  He  is  rich,  young  and  one  of  the  most  important  people  of  the  City  but,  instead  of    going  to  parties  or  cerimonies,  he  prefers  going  out  at  night  dressed  as  a  bat  to  fight    criminals  .  All  this  behavior  comes  from  the  fact  that  he  considers    that  part  of    society    responisble    for  the  death  of  his  parents  and  this  still  influences  his  life  (in  the  game  Scarecrow  will  use  this  event  to  try  to  beat  him).  

    Another    strong  point  of  this  game  is  that  it  can  be  completed    on  various  levels,  and  the  fans  of    comics  can  find  a  lot  of    extra  stuff  such  the  story  of  the  founder  of  Arkham  Asylum,  as  well  as  the  main  characters  of    Batman’s  world  and  some  registration  of  the    psychologic  session  of    Arkham’s  guests.  All  this  extra  stuff    greatly  broadens  the  storytelling  ,allowing  us  a  wider    sight  on  the  whole    Gotham.  

    One  point  that  hit  me  most    is  that  quite  every  aspect  of  the  game  tells  you  something  about    Batman’s  story.  This    is  the  first  game    I’ve  played  in  which  this  happens.  Some  games  have  a  very  good    design  and  environmental  storytelling  (Bioshock  is  able  to  launch  you  straight  to  Rapture)  but  it’s  the  first  time  that  it  is  even  implemented  in  the  game-‐play.  In  fact  every  single  punch  describes    Batman’s  real  essence,  every  tecnique,  animation,  and  behaviour  of  the  character  tells  about  his  personality,    without    needing    to  explain  all  the  story  .  Thanks  to  this  it  acquires  more  depth  and  a  wider    world.  

    For  instance,  just  the  fact  that  you    kill  no-‐one  in  the  whole  game  explains  how  much  morality  he  has,  he  fights    bad  guys    but  he  is  not  willing    neither  to  come  down  to  their  level  nor  to  break  his  commitment  to  Justice  .  Another  example  is  the  ease  with  which  the  armed  guys  can  kill  him,    reminding    the  player  that    your  character  is  only  a  normal  human  being(in  fact  Batman  doesn’t  have  any  kind  ofsuper-‐  power).  Moreover  ,the  detective  attitude,  the  various  enigmas  of  the  Riddler  and  some  part  of  the  story  in  which  you  are  requested  to  do  a  “serious”  investigation  (follow  a  trace  or  some  other  kind  of  source,  find    evidence  in  a  restricted  area)  remember  to  the  players  the    reason  why  Batman  is  the  greatest  detective  in  the  world.    

     

    Moreover,    during  the  whole  game  you  switch  on  the  detective  mode,  which  is  a  different  way  to  visualize  the  game,  and  thanks  to  this  mode  you  can  see  the  enemies  through  walls  ,  find  evidence,  secrets  etc  etc…  Besides,  we  can  see  the  enemy’s  heart-‐beat  and  discover  his  mood  

    that  could  be  normal,  nervous  or  terrified.  The  enemies  will  change  their  way  of                                                                                                                  4 Said by Batman in the grpahic novel

  • acting    in  accordance  with  their  mood.This  aspect  of  the  game  leads  us  back  to  the  fact  that  Batman  founds  all  his    campaign  against  criminality  on  the  fear    he  rouses  among  people  who  are  even  inclined  to  believe  he’s  a  real  monstre  rather  than  a  normal  human  being  disguised  as  a  bat.  

     “You  must  become  more  than  just  a  man  in  the  mind  of  your  opponent”5.  

    Even  in  the  combat  we  can  recognize  a  “rude”  way  in  every  single  punch  and  counter  attack.  I’  ve  found  the  real  Batman  and  his  particular  ability  in  two  specific  animations.  The  first  is  “invert  takedown”  in  which  he  descends  from  a  gargoyle  in  an  upside-‐down  position  (  head  down,  feets  up)  and  wraps  the  

    enemy  in  his  cloak        knocking    him  down.  The  second  is  a  counter  attack  in  which  Batman  stops  an  enemy’s  punch  with  one    hand  and,  bending  his  wrist-‐junction,  forces  him  to  fall    on  his  knees.  This  image  is  one  of  the  most  memorable  because  in  it  you  can  see  all    Batman’s  might,  and  in  the  animation  you  can  achieve  from  B  ‘s  expression  that  he  has  no  fears,  he  is  the  enemies’  fright.  All  these  simple  facts  make  the  difference  between  a  good  game  and  a  best  seller  game.  

    The  story  starts  with  Batman  that  has  captured  Joker  and  they  are  both  in  the  Bat-‐mobile.  A  story  with  such  a  long  development  doesn’t  need  any  further  explanation  because  every  

    one  knows  who  are  the  main  characters  and  the  principal  enemies.  After  that  Batman,  worried  about  the  easiness  in    capturing  his  worst  enemy,  decides  to  carry  him  to  a  deeper  level  and  then  leave  him  to  the  Asylum  guards.  At  this  point  we  have  a  really  cool  moment  where,  instead  of  the  well  known    cut-‐scene  method,  we  walk    next  to    Joker  talking  to  him  and  we  start,  as  players,  to  know  better  the  different  people  and  stories  of  the  Asylum.  In  this  occasion  this  system  works  perfectly  because  later  in  the  game  we  will  revive  the  same  scene  but  with  the    roles  inverted.  That  time  Batman  will  be  the  prisoner  and    Joker  will  walk  next  to  him  talking.  This  sequence  is  just  a  nightmare  that  Batman  had  during  his  fight  with  Scarecrow.  This  two  scenes  point  out  the  duality  betwen  Batman  and  Joker,  and  moreover,  the  hero’s  only  fear  of  being  sick  just  like  the  dregs  he’s  been  fighting  agaist  for  years.      

    This  simple  strategy  of  using  this  semi-‐interactive  method  to  show  the  story  is  adopted  by  the  developers  lots  of  times  and  in  my  opinion  it  perfectly  works6.  

    After  this  moment  Joker  will  run  in  the  entire  asylum,  and  now  your  quest  will  be  to  stop  him.  There  will  be  a  lot  of  sub  quests  to  make  the  game  longer,  but  the  

                                                                                                                   5 Said by Liam Neeson in Batman Begins (2005). 6 GameTrailer “Story in Game” state of the industry http://www.gametrailers.com/episode/bonusround/403

  • principal  enemies    will  be  Scare-‐Crow,  Harley  Queen,  Poison  Ivy  and    Joker.  There  will  be  other  enemies  like  Zsash,  Killer  Kroc  and  all  the  mentals  that  are  in  the  Asylum.  The  most  significant  boss  in  the  game  will  be  ,instead  of    Joker,  Scare-‐crow.  In  fact  you  will  fight  him  several  times,  and  every  time  Batman  will  face  his  fears  and  the  problems  in  his  past  thanks  to    this  boss’s  toxin.    

     

    Once  you    confront  the  problem  of  the  fake  death  of    Commissioner    Gordon  who,  at  the  end  of  the  day,  is    Batman’s  last  tie  with  reality  not  to  surrender  himself  to  his  madness.    Gordon  is  also  kind  of  model  role  for  Batman  because  he  is  able  to  catch  criminals  without  the  need  of  either  getting  dressed  as  a  bat  or  also    of  becoming  an  out-‐law.  Furthermore,  they  become  friends  because  he  is  as  upright  as  Batman.  Actually  you  can  notice  this  in  the  game,  a  lot  better  and  easier  in  the  comics.  For  this  reason  the  developers  had  wisely  chosen  to  put    Com  Gordon’s  death  among    Batman’s  fears.  For  many  a  time  Scarecrow    avails    himself    even    of  the  real  cause  of    Batman’s  existence,  his  parents’  death.  The  first  time,  immediately  after  Gordon’s  fake  death  ,  Batman  finds    his  parents’  dead  bodies  in  a  mortuary,  in  a  cool  sequence.  The  second  time  ,in  an  even  cooler  sequence,  you  (Batman)  go  along  a  corridor  which  slowly  becomes    a  lane,  the  same  lane  where  your  (his)  parents  died.  The  fact  is  that  it  isn’t  a  cut  scene  so  you  are  a  lot  more  inside  the  action  and  you  can  be    more  affected    by  it.    

    There  is  an  even    stronger    meaning  in  this  scene,  since  at  the  end  of  the  lane  you  return    a  kid,  and  face  again  the  death  of  your  parents,    thus  we  get  more  information  and  understanding    about  Batman,    thanks  to  the  fact  that  we    do  an  inverse  path,  from  today  back  to  the  past  .  In  fact,  as  generally    problems  became  bigger  when  you  grow  up,    from  the  naivety  in  which  the  developers  had  projected  this  scene  we  can  easily  understand  that  Batman’s  biggest  proof  was  to  go  over  his  parents’  death,  which    he  has  failed,    and  this  explains  his  subsequent  behavior.  

    The  developers  acted  so  well  in  inplying  a  lot  of  further  meanings  in  the  actual  real  

  • fight  against  ScareCrow.  In  fact  the  mechanics    of  the  engagement  fully  reflects  the  fight  between  a  normal  man  and  his  greatest  fears.  In  the  fight  we  will  be  transported  to  an  another  dimension,  some  sort  of  nightmare,  where  we  will  follow  a  path  made  by  flying  ruins,and    even  this  has  a  meaning,  that  is  that    fears  are  often  irrational,  like  this  kind  of  new  dimension  where  you  will  fight  this  boss.  Moreover  the  most  significant  fact  of  this  challenge  is  not  the  environment  but  the  dimension  of  Scarecrow  and  Batman  themselves.  Sacrecrow  will  be  a  giant  and  you  a  lot  smaller  and,  cleverly,  the  cam  is  moved  from  behind  your  shoulder  to  a  farther  position.  This  difference  of  scale  and  position  of  the  camera  are  to  indicate  the  struggle  of  a  man  who  is  trying  to  beat  his  own  fears,  and  the  

    gigantig  dimension  of  SC  indicate  that  it  looks  like  a  battle  lost  before  starting,  as,  for  the  first  time  in  the  game  Batman  isn’t  in  a  superior  position.  Generally  in  the  game  you  will    always  be  in  the  darkness,  hard  to  detect,  with  a  lot  of  different  and  powerful  gadgets  whilst  the  other  normal  enemies  will  be  just  there  with  a  pipe  or  at  most  a  rifle  and,  moreover,  without  any  combat  knowledge  while  you  are  a  combat  master.  Seen  in  this  way  we  never  think  the  wickeds    have  any  hope,    the  only  advantage  lies  in  their  number.  On  the  contrary,  in  this  combact  with  ScareCrow,  just  one  look  will  be  enough  to  kill  you  instantanuously  (sending  you  to  the  last  check-‐point).  This  symbolizes  that  only  one  moment  of  hesitation,  living  up  or  just  too  much  self-‐confidence  ,  can  make  you  fall  again  in  the  fear  of  something.  The  only  way  you  can  defeat  this  fear-‐boss  is  to  point  a  beacon  on  him  and  even  this  particular  choice  has  several  motivations.  It  could  be  interpreted  as  the  brave  decision  togive  prominence  to  your  fears,  as  understanding  our  own  fears  is  the  only  way  of  defeating  them.  And  again,  which  object  could  be  better  than  a  beacon  which  has  always  been  one  of    Batman’s  symbols  that  means  someone  needs  his  help,  but  it  is  even  the  symbol  of  a  challenge  that  continues  everyday,  no  matter  what,  he  will  always  respond  to  that  light  and  never  give  up.  

    Even  if  you  face    Joker  just  once  at  the  end  of  the  game,  his  presence  is  in  the  air,  in  fact  he  is  always  talking  with  you  and  is  allied  through  the  Asylum  speaker  

  • system  ,  or  showing  himself  on  the  CCTV,  deleting  so  lot  of  cut-‐scene  and  making  the  game    fluider.  

    After    defeating  all  the  bosses,  last  of  which  was  Poison  Ivy,it  will  be  the  time  to  defeat    Joker.  He  himself  will    invite  you  to  a  personal  party,  just  for  you.  In  the  whole  scene  you  are  stopped  by  some  bouncer  which    asks  you  your  name  and  checks  it  on  a  list  and  then  you  will  be  welcomed  by    a  lot  of  normal  enemies  greating    you  and  ready  for  a  party;  here  madness  reigns.  And  it’s  even  a  really  funny  moment  because  if  you  pay  attention  and  take  a  look  at  the  list  you  will  see  just  one  name,  written  down  in  big  letters:  Batman.  

    The  final  fight  with  Joker,  that  should  be  the  climax  of  the  entire  plot,  passes  quite  unnoticed.  In  fact  there  will  be  a  long  cut-‐scene  in  which  Batman  is  infected  by  Joker’s  chemical  weapon  ,  which  should  transform  you  in  some  kind  of  super-‐powerful  monster7.    This  is  one  of  the  most  important  moments  of  the  story,  in  which  Batman  is  in  front  of  a  really  difficult  decision.  On  the  one  hand,  you  can  decide  to  be  transformed  and  have  much  more  chances    to  defeat  Joker  (which  had  taken  the  chemical  weapon  as  well)  but  against  your  moral  principles.  On  the  other  hand,  the  possibility  to  fight  the  toxin  using  the  antidote,  and  combat  Joker  in  an  evident  physical  inferiority  ,  but  showing    him  and  the  other  enemies  that  you  are  uncorruptible  and  won’t  ever  come  down  to  their  level.  Naturally,  the  plot  uses  the  second  possibility.  The  developers  have  chosen  to  use  a  cut-‐scene  for  this,  not  giving  the  chance  to  make  your  own  decision.  In  fact  you  are  not  allowed  to  make  any  decision  for  the  whole  game,  you  only  have  the  illusion  of  it  and  this  is  the  best  thing    the  developers  could  do.  In  fact  Batman  ‘s  got  a  strong  personality  well  developed  in  60  years8,  and  there  is  no  way  that  he  could  have  acted  differently  from  he  did  (showing,  in  some  way,  that  dark  night  is  not  willing  to  come  to  terms  ,not  even  with    us.).  

    Another  one  of  the  coolest  scenes  in  the  game  is  the  one  with  Joker,  in  which  Batman  (in  a  semi-‐interactive  scene)  talks  through  a  glass  wall    with  a  body  sitted  on  a  chair,  that  looks  like    Joker’s  body  which,  instead  of  a  face,  has  a  tv  which  is  trasmitting    Joker’s  face.  After  a  while,  the  body  seeming  dead  starts    moving  and,  throwing  the  TV  away,  shows    us  that  sitting  on  that  chair  there  was  the  real  Joker.  This  scene,  as  well  as  the  antagonism  between    Batman  and  Joker,  shows  us  a  little  glimpse  of  Joker’s  madness.  In  the  final  cut-‐scene,  having  defeated  Joker,Batman  ,  seriously  injured,    hears  a  conversation  on  the  police  radio  about  Harvey Dent (two-face) who  is  robbing  a  bank  and  decides  to  go  straight  there,  making  us  realize  that  neither  crime  ever  sleeps    nor  He  does.  This  scene    thoroughly  reflects    Batman’s  character.  

    In  conclusion  the  developers  had    perfectly  recreated    the  world,  atmosphere  and  darkness  of  a    decadent  city    like    Gotham  City.  The  only  thing  I  would  change  in  this  game  is  the  final  fight,  which  seems  totally  insipid  compared  with  the  rest  of  the  game  and  the  other  battles.  In  fact  I’ve  always  been  able  to  perceive    Joker’s                                                                                                                  7 Analysis: Batman: Arkham Asylum's Sophisticated Story by Leigh Alexander

    http://www.gamasutra.com/view/news/26912/Analysis_Batman_Arkham_Asylums_Sophisticated_Story.php 8 This Character made his first apparition in the may 1939 co-created by artist Bob Kane and writer Bill Finger

  • madness  except  in  that  last  fight.If  I  were    the  developers  I’d    create  a  more  strategic  fight,  with  Joker  in  normal  features,  not  transformed  by  the  toxine,  in  order  to    implement  a  lot  more  meaningful  fights  and  give  more  importance  to  this  last  fight.  Another  thing  that  I  would  have  enjoyed  to  see  in  that  game  would  be  more  worries,  by  Batman,  about  his  problem  that  he  could    probably  feel    at  home  once  entered  in  the  asylum  as  it  happend  in  the  Graphic  novel;  but  I  understand  that  it  could  not  work  as  well  in  a  casual  game,  so  I  believe  that  was  the  better  way  to  act  for  a  game.  I  also  think  that  this  was  one  of  the  best  game  of  the  year,  the  one  with  the  most  beatiful  story  for  a  comics’  fan  like  me,  but,  mainly,  I  think    this  game  had  risen  the  general    standards  as  regards  environmental  storytelling  and  I  strongly  hope    that  other  games  will  follow  its  example.  In  fact  it’s  reasonable  think  that  in  the  future,  thanks  to  the  new  tecnologies  the  realism  of  the  digital  environment,  and  consequently  of  the  environmental  storytelling  will  increase  a  lot,  generating  more  vivid  environment.