The GameOn Magazine - Free Special Editions Batman: Arkham Special Edition | Page 53

paused the recreation and climbed to the top of a building. Slowly playing the events, we were in a perfect position to see a sniper shot hit the chopper identifying the cause of the crash. Again, pausing the reconstruction, we could see where the shot came from and follow it to a nearby building and another crime scene. This seems like one of the biggest additions to the game and it seems likely that several puzzles will utilise these mechanics. The use of the Cryptographic Sequencer to scan and move around in the timeline was very straightforward and it felt like a natural addition to the other puzzles present in the earlier games. It was also a great way to provide variation to the gameplay and help break up the combat with a meatier and more time-consuming challenge. Our gameplay demonstration came to a close with a chance to use the Dark Knight’s stealth abilities. Entering into the lobby of a hotel, a group of guards patrolled. Using the grapple to ascend into the darkness above we used Batman’s abilities to pick them off one by one. One new addition was the Remote Claw, which provided some sadistic fun to knocking enemies unconscious. This allows two objects (or unwitting opponents) 53 • GameOn Magazine to be tethered together sending them flying into one another. Initially it seemed to be a situational weapon but its ability to take out two enemies was very useful. As so much of the Arkham series rests on the switch between stealth and combat, it was pleasing to see this fine balance retained and developed with a few subtle additions. While some critics may be disappointed at the lack of innovation and evolution of the gameplay, fans will no doubt be relishing the chance to clear up the