Arkham Asylum's expansion into a city has given the Dark Knight a much larger gothic playground, and enough room for an elaborate roster of power-tripping psychopaths.But is Batman: Arkham City's expanded lineup of rogues bordering on bloat? Rocksteady's Lead Narrative Designer, Paul Crocker, confidently shot down my concern over villain clutter in a recent interview.
"We're not worried about clutter at all," he said. "The main difference between us and film is that we're 25 hours long [laughs], and everything is in there to give the player more to do, more reason for every action, and to make their actions feel meaningful." In a way, Crocker considers the peril faced by Batman as an elegant, appropriate embellishment of what's really at the heart of Arkham City: a series of objectives that prod you into different areas and challenges. "We want you to feel like everything you do as Batman is meaningful." And when you're Batman, that meaning is found not in advancing to the next stage, but in foiling Joker's schemes or planting a fist in Edward Nigma's face.