![]() ![]() It plops you in a room and says "Here's a room with a bunch of goons in it. "Arkham City" doesn't just let you choose whether or not to take a stealthy or action-based route. That probably didn't make any sense, so I'll elaborate. Here's the thing about "Arkham City": its use of stealth and action gameplay worked because it kept them separate. I wouldn't mind if they weren't all so bad at it. However, "Arkham City's" unique combination of these elements is what probably made it the most popular, so now every other game tries to ape it. ![]() This isn't an unusual thing for what we call "triple-A" games "Elder Scrolls" and "Assassin's Creed" had been doing something similar for a while. Specifically, I see a lot of games trying to copy the "Arkham" games' formula: open-world with action and stealth gameplay and collectibles. While I can't speak to the specific experiences of everyone else who played "Arkham City," I'm inclined to believe that it must've been similar to my own because I see it copied in almost every other game these days. ![]() I can't count the number of hours I lost to that game in high school and I continue to lose hours to it today through challenge modes and replays. Given that I wasn't allowed to play "GTA," "Elder Scrolls," or "Assassin's Creed" as a child, "Arkham City" was the first experience I ever had with what's called an "open-world sandbox." Unlike so many other games that took me along linear paths and stories, "Arkham City" encouraged exploration in a wide-open map, finding collectibles and side-missions, and mixed stealth and action gameplay seamlessly together. "Arkham City" was similarly praised upon release and I personally fell in love with it. ![]()
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