Batman: Arkham Unhinged #19 - Out Now!

Batman: Arkham Unhinged issue #19 is available to buy right now! The comic details all new events in the Arkhamverse and fleshes out some of the characters that didn't get much screen time in the game.

So expand you Arkhamverse knowledge and jump into Arkham Unhinged for 99 cents!

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Fight!

"The Sirens' allegiance falls even further into ruin as promises are broken and schemes are thwarted. And with Batman used as a lure, the situation is about to get even more complicated for Catwoman! Who will prevail in this splintered threesome?"

Batman: Arkham Unhinged #19 is available now from Comixology. The comic will be available in print in the coming months.

What did everyone think to this weeks issue?

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[SALE] All Batman: Arkham City Comics Now $0.99!

Need to complete your digital Arkham City comic collection? Then now's the chance! DC Digital Comics is offering a sensational sale on all titles based on some of the best-selling video game franchises of all time, including Rocksteady's Batman: Arkham City!

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You can pick up the Batman: Arkham City comic plus the 9 page digital exclusives for 99 cents each. And don't forget! Derek Fridolfs' Batman: Arkham Unhinged is still at an unbelievable price of $0.99. So if you're wanting to expand your Arkhamverse knowledge we definitely recommend catching up on that series! If you want to know more about Arkham Unhinged and want an insight into its writer, check out our interview with the man himself!

But be quick, this sale is expected to end on February 23rd, so you don't have long!

Let us know which comics you bought with a post below!

Comixology

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Rocksteady talk Joker's 'Health', Shark Repellent + More!

Kotaku have snapped up a pretty good interview with Rocksteady's Sefton Hill and now that the game's released we're getting some interesting new pieces of info.


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If only he had some sort of repellent...

Here's what was revealed in the article. Scroll down to read it in full!

- Kotaku weren't allowed to ask any questions regarding Harley Quinn at the end of the game (and presumably her pregnancy)

- Riddler trophies were designed at the end of the game.

- The number of villains included Arkham City was to show that the area was "the melting pot of all the villains in Gotham."

- Robin originally was never in the story of Arkham City. His cameo was used to aid Batman in providing him with information and gadgets.

- Rocksteady didn't want to get him in the way or Batman's relationship with the villains in Arkham City.

- Rocksteady are confident that they have the Robin lore figured out in the Arkhamverse.

- Rocksteady didn't include the Batmobile as they wanted Batman himself to be the main "vehicle" when traveling the city.

- Batman was originally going to use shark repellent with a hidden boxing glove when beating down the shark in Penguin's museum. This was scrapped from the story and moved to New Game Plus, but eventually removed all together.

- Rocksteady insist the Joker's dead.

Click here to read the full article from KOTAKU

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Batman: Arkham City Nominated for 9 BAFTAs

BAFTA has announced its shortlist for the 2012 British Academy Video Games Awards and Batman: Arkham City has received an astonishing nine nominations.

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The game has been recognised for its story, original music and design as well as receiving nominations for best action game, artistic achievement and audio achievement.

Not only that but Batman: Arkham City is battling it out with the likes of SKYRIM, L.A Noir, and Portal 2 for best game of 2011. The winner will be decided by BAFTA but there's a chance for you to pick your favourite in the 'GAME Award of 2011'. Click here to cast your vote.

A huge congratulations to Rocksteady for this amazing achievement. Check back March 16th for the winners!

Eurogamer.net

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'Batman: Arkham City' DLC - Xbox LIVE Deal of the Week

Another Xbox LIVE deal of the week is here, and it stars your favourite game, Batman: Arkham City! You'll now be able to purchase the Robin, and Nightwing DLC packs for 36% off their regular price.

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Want to do cool stuff like this? Then you know what to do!

The Nightwing Bundle Pack
- Playable Nightwing
- Wayne Manor Challenge Map
- Main Hall Challenge Map

The Robin Bundle Pack
- Playable Robin (+3 Skins)
- Black Mask Challenge Map
- Freight Train Escape Challenge Map

As well as this you can pick up some accessories for your XBL avatar... Bat Signal - 160 MS Points ($2), the Batmobile toy for 220 MS Points ($2.75) and the Batarang toy for 220 MS Points).

But be quick! This handy sale is finishing on the 20th, you've got five days to add these amazing playable characters to your Arkham City collection!

So, who's getting what? Already got both? Which one was your favourite?

Examiner

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Secrets Yet To be found in B:AC + Third Game a Possibility

CVG have got themselves a great detailed interview with Rocksteady's Game Director: Sefton Hill and there's some pretty interesting reveals in side of it!

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Think we've found every Arkham City secret? Think again, there's more to be found! Here's what Sefton Hill had to say.

You teased Arkham City in a secret room in the first game. How early on did you have the concept for Arkham City locked down?

We knew we wanted to take the game into Gotham and let Batman loose. Maybe six to eight months before the end of Arkham Asylum, we started to think about what comes next. We didn't know that anything was going to come next, but we hoped we'd be lucky enough to make another one. We went back and looked at the story to see where we could link the two games - things like Quincy Sharp running for mayor, the Hugo Strange cameo... The secret room was the main one, and we even used some of the concept work and initial ideas from Arkham City and stuck them in that room, so you can actually see some of the original concept work we did.

And as for Arkham City being the middle piece in a possible trilogy?

"Er... Could be. It depends..."

The interview also includes comments regarding the "almost taboo" ending as well as Rocksteady's development process when working on the game. Check it out!

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Batman: Arkham City Ships Six Million

Warner Bros. Interactive Entertainment has announced it has shipped six million copies of open-world sequel Batman: Arkham City since its launch in October 2011.

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The game’s success coupled with strong performances from Mortal Kombat and LEGO Harry Potter: Years 5-7 resulted in revenue for Time Warner’s Filmed Entertainment division reach $12.6 billion in 2011.

Harry Potter and the Deathly Hallows: Part Two (cinema and DVD) as well as the DVD release of Part One were also attributed to the 9 per cent year-on-year increase for the company.

PSU

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(Arkham City) Sefton Hill DICE 2012 Session

Game Director Sefton Hill is doing a talk today at the DICE summit called "Escaping the Asylum".

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Read at your leisure or watch the embedded video at the bottom of the page.

At the Design, Innovate, Communicate, Entertain Conference in Las Vegas, Sefton Hill, game director and co-founder at Rocksteady Studios, developers of the popular Batman: Arkham Asylum and Batman: Arkham City games took to the stage to talk about the video game development theory at Rocksteady, offering up the five simple strategies of their studio that helped shape these two licensed games for Warner Bros. Interactive. While designing games isn't something that can be easily be picked up from reading a list of key components, these building blocks should be helpful for anyone out there looking to get into game development.

Rapid Prototyping

Everything they do is in-game, rather than using pre-viz or storyboards. Instead, they do everything in the game engine itself so they can sit there and pull it apart, work with it, change it, and move forward. In their opinion, gameplay needs to be played and iterated quickly to move game design forward. They also believe that ideas have a life force, or their own energy and momentum. Rapid prototyping means that you get these ideas quickly into the game to see how well it works. You always run into problems with any idea, and at this stage it's important to remember what got you excited about that idea in the first place. You want to crystallize this idea and get it into the game as quickly as possible.

According to Hill, slow iteration is a killer because you don't have the "buzz" to solve ideas and make them work if you move slowly. The riskier the idea, the more problems you'll have, and the more momentum and energy you need to push those ideas through. So the shorter the gap between your ideas and their implementation, the better your game. How you take ideas from meetings and put them into games is up to you, but the key is to do it quickly. Hill told the audience, "If you do shorter that gap, your games will improve."

Smart Foundations

You are in control. Players will except the rules in your game as long as they are consistent, fun, and fair. One of the most important things is to chose foundations that allow you to focus on what is important in your games. For example, in Arkham Asylum, Rocksteady streamed together a series of rooms as areas, rather than approaching the entire layout of the Asylum as a whole. That allowed them to look at each room in isolation to see if it fit into the game, almost like LEGO bricks, and make changes to them accordingly. In Arkham City, their goal was to create a rich and intense gameplay experience, and what they ended up with was something that they jokingly called, "The World's Smallest Open World Game." Every square foot of the game can be filled with handcrafted content, but it can still be broken down into sections and they can see what works or doesn't work.

Choosing a premise can make a massive difference to the amount of effort you have to put into designing your gameplay. Batman is so powerful, so that the puzzles they tried to create in Arkham Asylum were almost too easy. But when they came to Arkham City, they wanted to introduce more puzzles which is why they brought in the Riddler Rooms as it seemed like a perfect match to the gameplay, and it works with the fiction. "All of our efforts translated into the gameplay." Hill said, "Making games is hard enough, so you should create rules which allow you to focus all of your energy on what counts."

Constantly Re-Evaluate

Every game is made up of varying features of different quality. The standout features are what you're excited about, but you also have weaknesses or features that aren't quite there yet. You might be behind the competition in these areas. This leads to decision time. What will be your strategy moving forward? What usually happens is that your best features get a bit better, your bad features improve a bit, and you're left with a fairly middle-of-the-road game.

Rocksteady does the opposite by focusing only on the standout features. Often they will just design the weak features out. With the Arkham games, some gadgets were combined together, while others were just eliminated. Focus on your strengths, not your weaknesses. Improve or remove. You do need to have an understanding publisher for this, but you can help with this by explaining how things will get better after you remove certain features. The features that you don't do are just as important as the ones you do. If it's going to take away from the game, then not doing that feature is an important decision. "When you've got a great feature, make it better! These are the things that make your game stand out."

Psychic Powers

How do you understand and second-guess what your audience will want? This requires playing the guessing game. What does the market want? You do this by trying to channel different types of gamers. What does the casual player think? What will a hardcore gamer want? This ends up making you creatively paralyzed while you tie yourself in knots trying to please everyone at the same time.

You need to ask "What excites me?" You want to make the game that you want to play. This creates passion and pride both in yourself and your team, and it will translate directly into the game. Hill said, "In my mind, this is what really resonates in player's minds. When they pick it up and play it, they can feel that passion and pride in the design." You have to remember that you're making the game you want to play, but as if you weren't involved in making the game. This is an easy trap to fall into. It has to be a version of you that doesn't know about the game yet.

The Arkham Recipe

These are the elements that Rocksteady used to make Arkham Asylum and Arkham City:
•Constantly Fun and Accessible: This is to draw the player in immediately
•Deep Core Mechanics: Once they're drawn in, how do we keep them in? We introduce new enemy types that require new mechanics to beat them. It's challenging, but fun at the same time, and has a reward as well as it keeps moving the story forward.
•Complementary Orthogonal Design: What we're really looking at is a series of mechanics that complement each other, but don't step on each other's toes. In the Batman games you have Predator gameplay, Riddler gameplay, Story gameplay, Navigational gameplay, and Combat gameplay. All of those things are designed to push the player in different ways, but they don't supersede each other. "Designing the components of your game to complement each other is really what you want to do."
•Authentic. "Authenticity is a massive driver in every decision we make." You want to embrace your restraints and remain true to them. Batman can't kill anyone, and this means that they had to come up with ways of making him feel powerful without killing anyone. As game designers, you should celebrate and explore the limitations of your character as this is what makes them unique. This matters whether you're making a licensed game or not. What made the character exciting to you? What attracted you to them? You can choose the history and background of your character. Make it special in a way that creates special gameplay. And if it happens to be licensed, make it special in a way that captures that magic.




BatmanArkhamCity.com

Article from MTV.

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Sefton Hill talks about THAT ending. “DC understood"

OPM interview Batman: Arkham City's game director and discusses the game's ending and DC's involvement. Watch out though, spoilers are ahead!

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When OPM asked him about DC’s reaction to killing the Joker, Hill replied, “People from Warner and DC were here when we were initially coming up with the story, so they were involved from an early period.” The Joker’s demise was alway the plan, “With The Joker, we knew that was where we wanted to go and it felt like the story we should tell. I was happy that we managed to keep that a secret, so people got to experience that for the first time when they were playing the game. DC understood, because it was there at the inception of the story and it knew why we wanted to do it. It was actually very supportive.”

Crucially, killing such a major character wasn’t a decision to be taken lightly explains Hill. “In Batman’s universe, people don’t die for no reason. It has to have a purpose in the universe and have an important effect on Batman himself. That was something DC understood. It knew we didn’t just want to kill Joker for shock value. If we had, we’d have put it on the front of the box. We weren’t going for shocks; we just want to tell a legitimately strong Batman story. We felt that ending was a fitting climax to our story. Thankfully, DC trusted our judgement.”

That trust was initially built when Warner first played the original Arkham Asylum. “We were six to eight months into the development of Arkham Asylum, when Warner Bros finally got a chance to really play the game. When we first met them and DC and started talking about the initial story, they were very positive and supportive. But when they finally got their hands on it and got to properly understand what our vision for Asylum was, I think that’s when they got the feeling we were huge Batman fans who weren’t going to try to make the character do things he shouldn’t do.”

For Rocksteady that was the turning point in the creative relationship. “I think that’s the point they really got confidence in us. After Asylum came out and we were planning Arkham City, that’s when Warner Bros was even more excited. Because we’d already had this critically acclaimed game on our hands, it knew we could make something special. I feel like the relationship with DC has been really strong. We’ve worked with Paul Dini on the story, but also DC specifically has given us a lot of freedom. The things DC contributes are really positive, and as the licence holder, it’s always said it wants to be adding to rather than restricting from our games.”

You can read the full four page interview in this month’s Official PlayStation Magazine UK which is in the shops now, or you can subscribe. As well as the paper edition you can also head over to Apple Newsstand and you can now pick up a digital copy of Official PlayStation Magazine UK for £3.99.

OPM

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More Arkham Asylum Action Figures!

Square Enix has created all new Arkham City action figures. Take a look! They feature Batman, Harley Quinn, Scarface, and a few gadgets!

http://www.gameinformer.com/b/news/arch ... eries.aspx

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All New Arkham City and Asylum Action Figures Revealed

If you're a collector there's probably some big gaps in your Arkham Asylum and City collections. But don't worry! DC have just announced an all new range of Batman: Arkham Asylum and City action figures.

The action figures are grouped into two types: regular, and deluxe. You'll find Batman, Ra's Al Ghul, Azreal, Joker's Thug, and The Penguin in the regular group. While Titan Joker (available November), Mr. Freeze, and Killer Croc will exist as "deluxe" figures.

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Freeze and Croc will hit stores this June and the regular series this September. So which ones are you looking to buy?

Joystiq

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[OPMUK] Paying For Catwoman - Not a Rocksteady Decision

Speaking in an interview in this month’s Official PlayStation Magazine UK, Batman Arkham City director Sefton Hill speaks openly about the last minute switcheroo that saw the heavily publicised Catwoman campaign released as paid for DLC.

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Answering a question on the controversy that surrounded it he said “I definitely appreciate that. But to be honest, as a developer, that’s not something we were involved with directly. Our remit is much more the content of the game than the strategic decisions.” (Although it didn’t affect the game that much, as our Batman Arkham City review proves).

He also talks about the decision to make Catwoman a second playable character. “When we thought about the main story, Catwoman seemed to offer a nicer contrast in terms of giving you someone else to play. She comes out really well in terms of the way she moves around the city because she’s so different to Batman.”

Hill makes it clear, however, that it was always “Batman’s game” but adds “Catwoman was someone we really enjoyed having in the game for that nice contrast she gave next to the moral fortitude of Batman. She’s a cool character, and it’s fun fighting with Catwoman and kicking ass with her. It also gave us that opportunity to do the alternate ending when you can leave Batman to die and just run away with the loot, which we thought was interesting because she’s so morally ambiguous.”

You can read the full four page interview in this month’s Official PlayStation Magazine UK which is in the shops now, or you can subscribe.

OPMUK

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Arkham City sets new Guinness World Record

Batman Arkham City wins 'Most Utterly Evil Supervillains' record in the Guinness World Records 2012 - Gamer's Edition.

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Batman Arkham City wins 'Most Utterly Evil Supervillains' record in the Guinness World Records 2012 - Gamer's Edition. - @ArkhamCityNews

How many utterly evil supervillians did you count?

What other records do you think Arkham City has broken?

Source: Twitter

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Master Robin's Special Moves in Arkham City [Official Video]

Rocksteady have released an all new video displaying Robin's special moves in Batman: Arkham City. Each move is displayed with its own button combination, so take a watch and get practicing!




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