Gaming
'Batman: Arkham City': How the Dark Knight went open-world
Published Sunday, Oct 23 2011, 06:00 BST | By Matthew Reynolds | 10 comments

© Warner Bros.
As you may have already experienced following this week's launch, Batman: Arkham City is something very special indeed. While game sequels often turn out better than their predecessors, topping a BAFTA-award winning title in Batman: Arkham Asylum - a game that practically appeared from nowhere and surprised everyone with its atmosphere, action and attention to the rich Batman lore - is surely no easy feat. While there are many areas this sequel improves upon, we were particularly interested in seeing how it accomplished its biggest and most radical transition - going from a linear adventure to dense open-world - so well.

"A lot of the other stuff came out of that. If he's in Gotham City, having this walled-off district of Gotham allows us to bring in these supervillains, and [we can see] how they react with each other and with Batman himself. It allows us to think about how Batman moves through the city, now it's much bigger than Asylum, and developing the whole movement and traversal mechanics." It's those three core advances - the wider environment, how Batman explores them with new moves and the roster of villains, that were the centre points of where Rocksteady took the sequel.

Despite such an ambitious task set from the start, the final size of the city remained almost the same from concept to completion - there was around a 5% to 10% difference. Even then, the team also did a lot of experiments to ensure it was comfortably explorable. "The size we spent a lot of time on, because it has to feel like it's something that you want to transverse across, not like it's too time-consuming," said Hill. "If you want to go to the other side, it can't be like, 'I can't be bothered to do this, it takes too long'. The size of the city is something we messed around with a lot."

Having a sense of personality and variety in the city was made easier through the villains. Characters such as Mr. Freeze, Two Face and others all have their own areas in the game that Batman must explore through the course of the game, each with their own feeling and themed enemies. "We sliced the world up in different ways, or into different districts," said Hugo. The Joker's lair, for example, combined the series's signature clash look of "hyper realism" and stylised feel of the comics, by having a traditional warehouse filled with funfair elements, from lights to big clowns and Ferris Wheels. "Bringing these two elements brings this visual explosion, something interesting to look at, and refers to the character, which is interesting," added Hugo.

Outside of villain layers, an open-world isn't quite complete without enemies to bump into and scrap with along the way, and taking Batman: Arkham Asylum's enclosed encounters into a much larger arena was one of the game's biggest challenges: "The AI now have to know that Batman can come at them at at any direction and go at any time," said lead AI coder Tom Hanagin. "In the first game, you enter a room and fight the guys, and that's how it works. Now, you can sneak up behind a thug, pick 'em off from one side, everyone will attack you, but then you can glide away and go all the way around the room and come back in a completely different direction.

"A lot of what we do is entice the player to sit and listen to the thugs and realise that most of the thugs have something interesting or funny about the story to play," said Hanagin. "But you don't have to take them on at all, you can fight past most of them. That's your decision as Batman, you can make that decision if you want to." Of course, there are two other obvious benefits to fighting foes on the streets, with experience points to help you prepare for future encounters and the sheer satisfaction of fighting, with a free-flowing combat system that builds upon the many successes of the first game.

Batman: Arkham City is available now on Xbox 360 and PlayStation 3, with a PC version releasing next month.
> Read our five-star review of Batman: Arkham City
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