Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, October 3, 2014

The big book of Monsters!!!!


So the Monster Manual came out this week. Overall … it’s a Monster Manual. The art is pretty good and the production quality is similar to the Players Handbook so there are no worries there. The introduction lays out how to use the stat blocks and then discusses a few thins unique to monsters in general (such as challenge ratings).

            There are a few minor things that kind of annoyed me. They seemed to double down on the Drow, adding more material for them and yet not developing anything further for other fantasy races you can play in the core. So it’s no surprises that I didn’t like that. They had a half dragon template which I felt was redundant all things considered (with the Dragonborn and all). And there is still no sign of the Aasamir. I’m curious if they have plans for a book of new PC races and that’s what they are being saved for.

            The book also kinda left me feeling like the intent for Wizards of the Coast was to bled GM’s dry. When it makes mentions of building an encounter the book recommends you either get the DMG or the starter kit. While I wasn’t expecting a deep conversation on building encounters I think some general notes for new GM’s would have been appreciated. They also save making adjustments to challenge ratings for the DMG leaving new GM’s and even old ones not confident with the system having to buy another book and wait yet another month before they can really build a campaign on their own. Given that this game has been out since August I think stretching it all out till Nov is a bit ludicrous.

            Still it’s not a bad book. It’s definitely a book you should get if you’re committing to the 5th Edition game. I was rather surprised when they add a few psionic races to the book. They didn’t add psionics but they did make notations that for now psionic creature abilities are like magic abilities just with no components. Psionics being one of my favorite things I was amused to see them crop up this earlier into the new edition. Each monster has a wonderful illustration to go with it. I think Wizards of the Coast sunk a lot of money into their art budget and it shows.

            So overall a 4 out of 5 possible fro’s :P. The book has strong production quality, is beautiful and is something every GM will make use of.  Now to return to Destiny and Edge of Empire (I’ve recently decided to take a look at the new iteration of Star Wars).

Friday, September 19, 2014

Character Unbound I: Players Guide


Right before Gen Con Wildfire released two new books for their Cthulhu inspired space horror the Void, Characters Unbound I: Players Guide and Horrors of the Void I: Body Horrors. Between getting through the PHB and now Destiny I was able to take some time to read the Players Guide and for the most part I’m glad I did.

            So the guide is broken down into 7 chapters spread over 100 pages. So by all accounts it’s a small and quick read.  The first three chapters are all character creation related. The first chapter offers a different take on the standard character creation process. It’s longer and more involved than what you find in the core book but it has the advantage of letting you make any kind of character to play. Since one of my critiques of the core book was that there were only three classes to choose from I found this to be awesome. In my opinion it’s better than what you found in the core book.

            At it basically takes you through a process of creating a character from birth to the moment just before game starts. Along the way you’re asked to think about where the character was born, what kind of lifestyle he grew up in, education and even the types of jobs he had before (and currently). Each step gives you skills and points to spend on the character as you build him up. The second chapter then covers fleshing out details in your characters past and his personality. Kinda like the 20 questions you see in World of Darkness. And then finally a chapter on zodiac signs (both east and west) to help round things out.

            Next the book introduces some new/updated systems. The Talent chapter revises some of the Talents from the core book and also introduces Advanced Talents and Team Talents. Advanced Talents combine two Talents for a greater effect (the advanced replaces the two basic) and Team Talents pretty much are talents that the team takes and gives team based advantages. At least two people need the Talent and only those who have it gain the benefits.

            Empathy is a new optional system. I tend to think of it akin to Humanity from World of Darkness. Characters start at 8 and go as high as 10 or as low as 1. As your Empathy drops the character becomes less humane. This has some mechanical ups and downs. On the one hand you do gain boost to Horror checks and Intimidation checks. On the flip side you begin to increase our Madness. It’s a nice system, though the only downfall I see with it is that there is no mechanical way for a loss to happen. Instead the GM judges when its appropriate for a character to lose Empathy. Something like this really requires a saving throw of some sort in my opinion.

            There is also a chapter that reinvisions the skill system. Instead of buying individual skills a character buys skill groups. This is similar in practice to Shadowruns group system with the exception that you also can gain specialties in skills of a group. This system is meant to replace the normal skill system though. 

Saturday, August 30, 2014

Dungeons and Dragons: The Review Edition

So these are my final thoughts on the new edition of Dungeons and Dragons. I've already covered how I've felt about the diversity of the core book and if you've read the basic rules then you have a good handle on what this book is offering. Rules wise there isn't much new that you hadn't already read. The Dungeon's Master Guide will have more rules crunchy stuff to consider when it releases in October. That leaves multiclassing and feats as the only new crunchy stuff (oh and of course an expanded spell list).

What the PHB does is gives you more opitions on what you already got from the basic. So you are getting an additional five races. Considered uncommon you are picking up the Dragonborn (which I do like), Gnome, Half Elf, Half Orc and Tiefling. I'm left wondering why the Aasimar were not included. I think if you're going to have Tiefling then you really need to have the Aasimar. It adds symmetry in my opinion.

There are eight new classes to chose from as well and this is where the meat of the book comes in. You get the Barbarian, Bard, Druid, Monk, Paladin, Ranger, Sorcerer and Warlock. The Warlock is by far my favorite class, mostly due to the fact that I can realize the concept of Raziel from the Legacy of Kain series. This alone makes the game worth playing. The other classes from the basic rules also gets more archetypes.
My next character, a warlock.
Archetypes are the new way in which the classes can differentiate themselves. Overall I like it. This means that two fighters don't have to be the same. The only problem I have is that the classes themselves feel pretty lean. Most of the classes have two or three archetypes to work with. I am sure that more will be coming in future books but having 3 choices feels light. The only classes that felt complete based on just the core book was the Cleric, the Fighter and the Wizard. Everyone else I feel could have used more, especially the Sorcerer. I was also not pleased with just about every class gaining access to spells. It makes magic feel far to common. These additional casting archetypes for classes like Fighter and Rogue aren't powerful per se, far from it. Just I would liked fewer magic options for classes not devoted to magic.

Multiclassing is pretty straight forward. Each class has ability score prerequisites if you wish to multiclass into it. Otherwise its very straight forward. Proficiency level is determined by character level and since everyone moves up the same track it makes combining classes easier. It only gets tricky when you're adding casting classes.

I liked the feats. Feats are powerful and useful. Gone are long feat trees and chains. Instead for the most part its just the single feat. Since you are swapping out an ability score improvement to have one it's good to know that you aren't losing out. This is also good for Human characters as I was unsure of their bonuses were worthwhile. With the Human variant option you can gain a starting feat and overall I feel that makes the Human race more appealing. I didn't have that feeling when during my first read of them from basic.

I'm not sure if this game will regain the audience it lost to Pathfinder but I do think it has enough merit to create it's own niche with new players. I think overall those coming over from 4th Edition will be happy with it as well as many people who played 2nd Edition. The mechanics are straight forward and dare I say elegant.

With all that said I am left somewhat underwhelmed. To be frank the book is just too light on material. While the Appendixes are useful (they cover such issues as conditions to the planes and pantheons) there isn't much else to sink your teeth into. There is no advice on running a game. Nothing for creating your own adventures. No world building advice or hell even a world to toss players into. No real listing of monsters. It just feels incomplete with out the Monster Manual and the Dungeon Masters Guide. If you're new to gaming overall you almost have to buy the adventure books and the starter set.  And this shouldn't be the case.

Most other games have long adapted to making the core book the only book you really need. Pathfinder core is a huge book in comparison and it's filled with a lot more useful stuff. Yes they sale you a DMG and an MM but you can get by with just the core. The same can be said of 13th Age ( a game I don't even like). 13th Age gives you everything you need to run a game in just it's core. Setting info, gaming advice, monsters, magic items etc etc. Take a look at Edge of Empire, Age of Rebellion and Shadowrun (all games recently released with in the past two to three years) and you can see that these games are all selling you a complete experience.

For all the good of the rules themselves Wizards of the Coast falls flat on providing a complete and full game. For this reason an otherwise fun and awesome game is reduced to something that I feel is a mediocre product. I don't think it had to be this way which is sad. So overall I would rank it at 3 fro's out of a possible of 5. If you're just player then the PHB is a nice book. If you're a GM (and a new one at that) then you are gonna have to buy two other books. And I feel we are now in an age of gaming where a publisher should strive for providing you with a full experience in the core book and use its other books to develop on the idea's all present in the core.

Wednesday, August 20, 2014

Dragon Diversity

Dungeons and Dragons Diversity

So I've written before that I had doubts on the diversity that we might see for the new Dungeons and Dragons. Well I got my book in and so it's time for me to reconsider some of my initial concerns. Now I haven't had time to read the book, but based on basic D&D I'm pretty sure the mechanics are going to be fairly good. So what does it look like on the inside?

Well I have to say the book is put together in a wonderful fashion. 4th Edition Legend of the Five Rings and 5th Edition Shadowrun still in my opinion are beautiful books but I will say 5th Edition may give them a run for their money. If they keep up this artistic look and production value in future books then I think the line is in good hands this time around.

So how is the diversity of the new core book for Dungeons and Dragons? Well out of 10 stars I would likely give it a 7. I found the pieces that featured women to be very tasteful and for the most part heroic. It seems WotC has firmly buried the old chainmail bikini look. There seems to be an even distribution of between the classes as well. So we get mystical women and adventurous women and lots of demi human
 women as well. Granted they are elf heavy but I did like the female dwarf. It's so rare to see a female dwarf.
Color wise I'd like to start of by saying I loved the diversity in looks for the black characters. We had a strong female in the fighter section and then we had the middle eastern looking black man and then home boy with dreads. All great looks and all very appealing.

But overall I still felt to some extent that the minorities were a bit lacking. There was only one Asian and while she looked awesome it is some what stereotypical to display the only Asian character in samurai get up. Don't get me wrong I love samurai, L5R is one of my favorite games to play, but I would have liked to have seen something a bit less stereotyped. I think there were some people that looked to be of middle eastern descent. If not middle eastern then they were black. But again for the illustration that might have middle eastern characters the art is once more stereotyped.  It was kinda hard to tell and I would have loved to have seen someone of Latin heritage depicted.

I still want to see more demi humans of color. I think there was one dwarf that looked black. But it was kinda hard to tell if he was black or if he looked darker because he was surrounded by fire. I think a stronger display of demi humans of color would have helped take the bite out of the numerous uses of Drow. It really bugs me how frequently Drow are still used. I think if they are going to continue to use Drow then they really really need to do a better job of showing the diversity of skin tones that elves are supposed to come in. It would be nice to see a black elf. I think one or two looked to be somewhat tanned.

So overall it was better than I expected. I think that WotC would have been better served making it clear that there was a bit more diversity in their art. I gave it 7 out of 10 mostly because I think they can do better. It is a huge improvement from previous editions I'll give them that. But the overall lack of demi humans of color and some of the very stereotyped portrayals of other races means that they still have some learning to do in my opinion. I also think that maybe better use of iconics would have helped too. Pathfinder got a lot of mileage out of having iconics that were diverse. And frequent use of them in the core book made it feel more real.

Based on this though and from what I read of basic (it will be a week or more before I can really sit down to read the entire book, the pains of school) it would be a game I recommend to others. Me and some friends have been giving the basic rules a try and I'm liking it. The art isn't enough to turn me off and if they continue along this path I might buy more books down the road.

       In closing  .... where are the Aasamir? And WotC if you're reading why haven't you posted any of the art that shows the line is more diverse. Some of that art is really good and it would go a long way to assuring fans that you are taking diversity seriously.

Saturday, December 14, 2013

Thou Shalt not Suffer a Witch to Live

Witch Hunter Second Edition Review

            This was a book that I was looking forward to since I found out there were doing a second edition during the summer. Sadly I missed out on the Kickstarter for it but they released it before Christmas so I fairly amused. Made for good reading over the Thanksgiving break. It also helps that I enjoy games in which you hunt down and kill supernatural critters. It’s why Hunter the Vigil is one of my favorite games.
            Witch Hunter is a game in which you play as well … witch hunters, tracking down and eliminating the minions of the Adversary.  The book has a very Judeo-Christian overtones, making use of such stories as King Solomon. If you’re not a fan of religious overtones then you may not like the game. Though to the games credit it does leave room for interpretation on the exact nature of God and Satan (who is referred to as the Adversary).


The Setting:
            Witch Hunter takes place during the late 17th century, around the year 1689. They’ve made several changes to the setting to make it a unique take on an alternate history. In the game vampires, werewolves, witches and other assorted creatures are real. The everyday man is semi aware of this fact. There is also a little bit of magic left in the world. You play as a witch hunter, a mortal who knows the truth and takes up the challenge of protecting others from the supernatural and hunting them down.
            It all starts with the biblical king Solomon. He is aware of the dark forces in the world and he decides he’s going to protect future generations. He gathers up the most wisest and skilled magicians in the world and begins to work on a ritual called the Great Seal. However one of the magi is fooled by the Adversary and the seal is flawed. The forces of the Adversary are able to get through, though at a reduced rate than before. There is also a little bit of magic leaking through which allows for the continuation of magic (in its various forms).
Fast forward a few centuries and we arrive to the dark ages and the black plague. The disease kills more men than women. This creates an opportunity for women to step up and fill in for roles that they previously weren’t allowed in. Even after the plague women still continue in their new roles. Kinda like the 1940’s and WWII. Well the plague was devastating the effects of European diseases wasn’t as deadly as it historically was. Especially for the Aztec empire, who use their dark and evil magic’s to mitigate the damage done to their population. This leaves them in a position to fight Spain’s claims in the New World.  If this is your first time with the game then I highly recommend going back and finding at least a copy of the Aztec Empire. While the rules are first edition the setting info in it is amazing.
Now the PC’s are members of the Orders, a group of organizations that developed to fight the minions of the Adversary. The book outlines several major ones with notations about there being smaller ones and more info on those in an upcoming book. The Orders have come together and formed a loose alliance as it were, so that they can better fight the Adversary and also to offer up aide and protection from the Church.
Adventures can occur anywhere in the world, though the setting material mostly focus on Europe and the New World. The biggest changes to the New World is the Aztec Empire which stretches into parts of what is now the western southern states and down through central México.

The Rules:
            The second chapter covers most of the rules you need to play the game. It uses a d10 system, and if you’re familiar with games like Legend of the Five Rings (L5R) or the World of Darkness games  then you’re going to have a smooth transition into Witch Hunter. Even if you are not familiar with either of those games the rules are pretty straightforward and easy to pick up on.
            To resolve an action you are typically going to roll a dice pool created from an Attribute + Skill. Much like in L5R you can’t have a dice pool greater than 10 dice. So for every two dice over 10 you gain an automatic success. And much like the World of Darkness games you need to roll a 7 or higher to succeed at an action. Depending on the difficulty of the task you’ll need anywhere from 1 success to 5 or 6.
            You can garner better effects on a role by making a wager, which is similar in application to making a raise in L5R. If you roll a 10 then you get to re roll that dice until it stops coming up 10. On the flip side if you roll more 1’s than you did success then the action suffers a complication of some sort. This isn’t like a botch in other games, as you can still succeed at the action and still have more 1’s than you did actual success.       
            For combat they have a series of style talents. Think of these as being like combat special moves feats. There are three basic level for talents (both the combat fighting style and the non combat skill based type); Basic, Great and Heroic.

            These mechanics are rounded out with a True Faith state that measures your belief in a higher power and a Damnation trait that shows how far you’ve fallen from the path of the righteous. You also have Hero Points which you can use to do a variety of things from gaining access to talents your character doesn’t normally have to saving your characters life.
            Finally your character has a Virtue and a Vice. Veterans of World of Darkness games will be very accustomed to how these work. A vice is a weakness that a character has. Something that may draw him away from the path of the righteous. They can be activated by the GM if he feels it’s appropriate for that situation. So a character who has a vice in say greed may have it activated by the GM if while on a mission the character spots something that peeks his interest. On the flip side characters also have virtues, and as the name implies it’s a characters strength, a means of showing how righteous the character may be.
            There is also a system for magic. There are six types of magic with in the setting. You have your three good ones of Prayer, Animism, and Hermetic. Then you have three villainous ones of Diabolism, Necromancy and Witch Craft.

The Good
            Witch Hunter is an easy game to transition into. I games centered around hunting down the things that go bump in the night. As I mentioned earlier Hunter the Vigil is one of my all time favorite games (and is still my favorite of the nWoD). It’s alternate history is pretty good. One of the most interesting aspects of the game is its use of the Aztecs and how depraved they are. I like how the game allows for more gender equity than was truly present at that time.
            I love the way they handled fighting styles. It adds a nice variety and spin to combat. The emphasis in the book on swashbuckling makes taking a combat style even more fun. We’re talking about action from movies like Pirates of the Carrabin and the Three Musketeers. While I’m mentioning the Three Musketeers, the notation on making Cardinal Richelieu a lich is just highly amusing.
            Finally I liked the rules they created for mob combat scenes and the use of minions. It makes it fairly seamless to toss hordes of bad guys at the PC’s for them to chop down in an equally heroic fashion.

The Bad
            There were really only two things that kinda annoyed me. The first is from the magic section. There is a mention of using a Grimoire in spell casting. The notation indicates that rules will be provided for in another book, but for me I like to have all the core rules in one spot. Thus the magic section feels somewhat incomplete until they release Rites and Relics.
            Finally I am somewhat miffed at the lack of diversity in the game. Outside of being Native American there isn’t much mention of anything that isn’t European. Native Americans have one Order that is truly all their own, but there isn’t one for people of African or Asian descent. I also was not pleased with the few references to Africa describing the continent as barbaric. When you see how well they handled bringing women into the setting and creating a better environment for female PC’s to play in, the lack of any real insight into other non-European cultures just leaves one wanting.  
            Considering the games more religious bent it would have been nice at least to feature an African Christian nation. Ethiopia has strong roots in Christianity after all and an Order from there would have opened the game up a bit more in my opinion. In future books I hope they work a bit harder in painting non Europeans in a positive light.

The Wrap Up

            My feelings on the matter of race aside, I find the game to be intriguing. Overall I’d give it a 4 out of 5 Fro’s. The setting is interesting enough to want to play in and I feel that the other matters are something that future supplements could fix and address. 

Friday, November 15, 2013

Looking into the Darkness


The Void 

A new RPG that I picked up recently was The Void from WildFire, makers of Cthulutech. I haven’t had much dealings with this company before. Cthulutech sounds like something I’d enjoy but overall I haven’t taken the time to look at it. Though if it’s anything like The Void I think I’d enjoy it.

The Void takes a path that I haven’t seen to often from an RPG, in that they have a creative community thing going on. The core rule book is free on DriveThru, with the option of paying for it at the amount you feel is appropriate for the work. Fans of the game are also encouraged to build on what’s in the core book and provide additional material for the game, and if it’s good enough be published by WildFire.

But lets talk about the game. The game is survival horror in space. So if you love Lovecraft you’re likely to like this game. But it also borrows from such classics as Event Horizon. But you could do a Resident Evil in space type thing with it. Or even a looming Mass Effect style Reaper threat. It’s really up to you. I think there is a lot of potential with Saturn revolution themed game.

Storyline wise the Earth has expanded to the stars. There is some kind of human presence on every planet in the solar system, and a bit beyond as well. Well not Pluto. Humanities exploration of the solar system has drawn the attention of an ancient being. A star is on a course towards Earth called the Cthonian Star. Strange and ancient creatures are awakening or in some cases arriving to prepare the solar system for it’s new masters.

All of this is being kept away from the greater populace of course. And that job falls to the PC’s. You play as Wardens, agents of the UWC, tasked with investigating strange things and then … killing them. Oh also covering that shit up. So it’s kinda like being a Man in Black, only in space.

The mechanics are fairly straight forward. If you’ve played the New World of Darkness or Shadowrun then you’re already familiar with how the dice are going to work. You create a dice pool from your attribute and skill and score success on a 5 or 6. Depending on how hard the task is will determine how many success you need to succeed. You also have advantages and talents that could affect the outcome of your roll.

Combat is fairly straight forward. You roll your attack dice pool and the defender rolls a defense dice pool. Bonus success adds to your damage roll. In regards to damage you also have armor that can subtract from the amount of damage you take. Though the more damage you take the less effective it will become overall. And of course you will start to incur dice penalties when you take to much damage.

There are no character classes in this game. Instead you are given 3 templates. You have the Enforcer, which is your typical front line solider type. You have the Investigator which does all the snooping around. Then you have the Researcher who is the science techie guy/medic. Instead of having money characters have wealth, a personal wealth and then your sponsors wealth. You also gain bonuses based on where you come from, getting the chance to choose from a list of planets or colonies throughout the solar system

There are also two pools which can affect the outcome of the game. You have a Fate dice, which allows you to avoid certain doom! There is also a Tension pool which is spent as a group. It can be spent on a variety of things to do such as re-rolls, getting a hint from the GM or buying an additional Fate point for someone who is really really having a bad day.  The trick however with Tension dice is that Tension dice spent by the players are given to the GM who can then use them for nefarious deeds.

On the plus side the game doesn’t take long to get into. One of the first few chapters has an adventure designed for both the players and the GM to learn as they go. The book is also filled to the brim with helpful side bars that sum up the contents of that particular section for quick and easy reference.

All in all if you’re familiar with most games the learning curve on this one isn’t going to be bad. And if you’re not well it won’t be that hard to pick up and go.

One of the strongest points for this game (at least for me) was the diversity in the setting. The 4 PC’s provided for the adventure hailed from different places and had a nice variety in ethnicity. You had an African, Chinese, German and Latina. The fiction that helped set the mood for the game also used a varied cast of characters that made the setting pop and come alive for me in a way that few games do currently.

On the flipside however I did find some things lacking. The book is small, and only has three monsters. I know there is a Monsters book available but the game makes frequent references to a lot of things that go bump in the night and it would have been nice to have a bit more offered. It is a cheap book, but you can’t really describe that many creatures and not really provide more meat for the PC’s to kill and investigate.

Speaking of PC’s there are only three options. Rules are provided to do a template less character but the game seems heavily geared towards using the templates. This should be remedied when the Advanced Players Guide comes out, but for now it feels like a weak spot in the game. I think The Void would have benefited heavily from maybe one to two more Warden templates. I would have likely broken the Researcher into perhaps two templates, one that is more book wormy and one that is more science techie. And perhaps an infiltrator styled template that could be used to do some deep cover work really well.

GM side I was a little bit disappointed with the magic section. I would have preferred a bit more meat to this section too. With luck there will be some additional work put into it in future books. It’s workable, just rules light. As a GM I kinda like my magic to be a bit more rules heavy than what is offered.

Overall though this is a game worth getting. You can’t argue with the price. And it has a lot of themes and places to go. You could do some nice horror style Firefly for instance. With the government theme you could also kick it old school with some space X Files. The politics behind the UWC, Earth and her colonies also leaves plenty of room for more mundane type adventures. And this point bears repeating, the game has a very nice support of minorities and people of color. You see it in the artwork and the stories and it’s something that is praise worthy in any company you find it in.

So I give this game 4 Fro’s out of 5 (I really need an icon for such things!). The game is straight forward and fast to get into. The setting is very interesting. The starter adventure makes it possible for both GM and player to learn as you go. Lack of character options and monsters aside this isn’t a game I feel you should pass on.



P.S. This setting needs psionics. Just saying, it would rule!

Wednesday, November 6, 2013

Arkham Origins

Arkham Origins

            What’s to say about a game that is likely to receive 9’s and 10’s from most magazines that review it? A lot actually, seeing as how I’m currently playing Mass Effect 1 again as opposed to completing my game on Batman Arkham Origins. Now that’s not to imply that Mass Effect is a bad game (though the first one hasn’t aged as well as the second one did), but I have beaten this game 2 times already and I’m only playing again because a good friend told the Tali romance brings out a lot more character from her and is highly amusing.
            Now I’m a huge Batman fan, so much so that I’m taking one of the lithographs that I got from buying the strategy guide, framing it, and placing it on my desk in my office on campus. But this game does have some flaws. But first lets cover what it did well.
            The game has a pretty interesting story. Black Mask is a semi big villain in the Batman universe. He was one of the villains in Batman: Under the Red Hood (an excellent movie I might add). And while the Joker does seem to play a big role (remember I haven’t beaten the game yet) having the Red Hood play a major part of the story helps to keep the game about something other than Batman and the Joker. I love the Joker, but I don’t need him to be the only thing we see in a Batman game.

            And another point in favor of the story is that it is an origin tale. So we get to see the Joker become … well … the Joker. A pre Oracle Barbara Gordon is also a nice touch. Toss in Jim Gordon as the not commissioner yet and well you have a nice set up to see where things are going later on down the road. It was nice to see the tension between Batman and Jim and for Batman when he has to deal with a corrupt GCPD.
            The combat and the gadgets are pretty much the same as the last game. So controlling Batman isn’t a new learning experience. This is good as it allows you to jump right in and get straight to the action. If you had mastered combat in the previous game then you’ll have no problem here. Though I do miss the electro gun. That thing was crazy fun to use in combat.
            And finally I have to say that I did enjoy the addition of the multiplayer. It isn’t enough to sale the game alone. But it is an interesting diversion, much like the multiplayer for Mass Effect 3 was. It could use more gangs, and I hope that they even add more hero’s to play as, but overall it was fun. The fact that there were three teams each match is an interesting approach to multiplayer play. It’s not just about killing the other team but also avoiding Batman and Robin who are out to mess up both teams.
            On the flip side, as an origin story I question Batman’s gadgets. He starts the game with almost everything he needs. If this is a Batman that is younger and more rookie then shouldn’t he start with less equipment? I would go so far to suggest that maybe some gadgets may have been left off entirely. I haven’t decided which ones I would have removed from the game entirely but I lean heavily towards the sonic batarang and your decoder. In the very least a device like the decoder should have been an item that he picked up from someone else. With that in mind I think the game missed out on a chance to maybe add a development aspect to becoming the Batman that we see in Arkham City and Arkham Asylum.
            Also while it was nice that the game play and fighting was unchanged from the previous game it also made it somewhat boring. Again, this is an origin tale, so I think to some extent Batman not being the combat master that he is in later games would have been justified. I feel that it may have been more fun to build up to being the master and bad ass that you know he will one day become. A combat development path would have added a new aspect to the game. I admit it may have been something tricky to balance, but you already have Batman buying moves with his experience.
            The city of Gotham is also very bland. You’re playing in the same part of Gotham that you played in during Arkham City. Now I’m not asking for a large sandbox to play in. But typically the entire city of Gotham is crime ridden. There isn’t much of a reason to focus on just the part of the city that was featured in the last game. Thus I don’t feel compelled to truly explore the city like I did the last time. Which is sad, because that was fun in Arkham City.
            Also game play wise I feel the game took a step backwards by not including a second character to play as. Being Catwoman last game was incredible fun. It offered up a different style of play that was also integrated into the overall story of the game itself. While I wasn’t looking to play as Catwoman again I had hopes that something like that would return for the next game. Perhaps the chances to play as Nightwing, Batgirl, or Robin and have that play tie in to the overall story being told. Perhaps even having their missions be little side quest that they take up to free up Batman’s time. Now with it being an origin story you can’t exactly go that route with a large number of the possible characters. But perhaps a young Dick Grayson as Robin would have added a bit of depth to the play experience. It wouldn’t have hurt. More so if you consider that you play as Robin in the multiplayer part of the game. Hell you could have had Robin going to get parts for a new gadget for Batman to use and having him bring it to the Dark Knight.

            And finally, no Poison Ivy. You lose points for that automatically.

            Overall this isn’t a bad game. It has its strengths and it has its weakness. The biggest fault of the game I would have to say is that it just doesn’t stand out enough from the second game in the series. That’s what harms it the most, same city, same moves, same bat gadgets. The biggest new thing of Arkham City, the inclusion of Catwoman, wasn’t carried over to the third game and I think that hurts it a lot. I really wish I could give this game a perfect score but sadly when you compare it to the experience I had with Arkham Asylum and Arkham City it just doesn’t overall stand up. So I give the game 3 and half afro’s (out of a possible 5). If you’re a Batman fan get the game. But overall you’re not gonna miss much if you pass on it or wait till it drops in price in the used game market.