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