More than you may
expect.
Developed by Konami
Published by Konami
Released in 1993
Like it or not, there's a predictability about Christmas
Day. Unless you go out of your way to break with tradition, you always know
what you'll do on this most glorious of days. For me, it starts with pancakes,
then opening presents (with my daughters seeming having a "who can open the
most, the quickest" competition). After that we will eat the traditional
British roast turkey dinner, watch The Queen give her Christmas address and
enjoy a family friendly film. Then it's more food, more presents and maybe even
a bit of singing Christmasy songs or playing a game. Of course there are slight
variations each year. Who joins us will vary. While turkey is always on the menu, the side dishes vary and
of course the music we listen to and the film we watch will depend on what's
popular at the time. Yes, love it (like me) or hate it, you know what to expect
on Christmas Day. That's why it bizarrely
resembles a 16bit side-scrolling beat‘em up.
Just like Christmas Day, everyone knows what a retro side
scrolling brawler involves: You will move a character towards the right of the
screen and fight every enemy that you meet. By far the most famous examples of
the genre are 'Final Fight', ‘Double Dragon’ and 'Streets of Rage' but during
the 90’s it was a very popular genre. Naturally, the subject matter and characters
you control varied. There was 'Turtles in Time' featuring the 'Teenage Mutant
Hero Turtles', there was 'Golden Axe' and Magic Sword' set in fantasy realms,
there was 'Captain America and the Avengers’ set in the Marvel Universe
featuring the popular comic book characters. In total nearly 40 different
side-scrolling fighting games were released on the Snes. With so much
competition, three things were needed to ensure commercial success. You needed
a gimmick to disguise the fact that every level sees you doing the exact same
thing. You needed giant detailed sprites so the player had something nice to
look at and the screen didn't look too empty (despite very little going on).
You also had to have a strong brand, either an established license or something
generic and easily identifiable to the audience. 'Batman Returns' had all three
and that's probably why Super Play once said "it's undoubtedly the best
scrolling beat’em up ever. Make no mistake about it; it's an absolutely top
notch game". It is also set at Christmas which makes 'Batman Returns' a
game to dig out on this most festive of days.
The game is of course a film license based on the 1993 Tim
Burton film. It was a time where
'Batman' was trying to escape his camp Adam West image and be taken seriously
as The Dark Knight. If memory serves it
was one of the first to be given a 12 certificate and as an 11 year old I was
very unhappy I couldn't see the film. The Snes adaptation consists of seven
scenes from the movie's story, touching on Selina Kyle's tragic transformation
into Catwoman, Batman fighting The Red Triangle Circus Gang and concluding with
the a showdown with The Penguin, stopping his vengeful plan to kidnap all of
the first-born sons in Gotham City. Told through visual-novel style moving
stills, the game borrows not just the film’s narrative but also actor
likenesses. With a five minutes long introduction (which according to Super
Play magazine "had hundreds of digitised stills from the film"),
story is not an afterthought, its a central part of the game. The locations
you visit also echo the 'Batman Returns' film and the music you hear is either
lifted from, or inspired by Danny Elfman's cinematic soundtrack. All of these
elements combine to make the game feel "big budget" and familiar to
anyone who has seen the source movie. Clearly the attempt to remain true to
the film was well received in the gaming press. According to game critic
Jonathan Davies, "within the constraints of the scrolling beat am up [Konami]
have come up with one of the best film games ever".
While the limitations of the side scrolling beat em up genre
means character development and story arcs are diluted, it's unusual for a developer
at this time to go to such effort to tread the same ground as the original
movie. This even extends to the art direction. The enemies Batman repeatedly
punches are pixelated versions of the
thugs seen in the film and the bosses too are all the same villains from the 'Batman
Returns' film. Film license games generally have a well deserved reputation forbeing terrible. Obtaining the license is expensive and while it attracts an
audience it does eat into a game's development budget. As a result, compromises
are made and the experience is marred. This thankfully isn't the case with the
Snes version of 'Batman Returns' and the game would still be good were the art,
music and story changed to something generic. The highest praise you can really
give to a licensed game.
With the impressively detailed large sprites taking up a
great deal of screen real-estate, the number of foes on screen is limited. This
presumably was to avoid slowdown, but it actually favours 'Batman Returns'; it
means the game doesn't become overwhelming. Too often in games like this, the
player can feel unable to defend themselves against a seemingly non-stop flood
of enemies. The worst games in the side-scrolling beat em up genre have enemies
continually besting the hero with pincer attacks.
As the playable character can
only normally attack or block in one direction, when surrounded their death is
inevitable. Of course with two players the problem is solved, but 'Batman
Returns' was a film that didn't feature Robin meaning the game is strictly
single player. Fortunately Konami has seen fit to make sure Batman is prepared
for numerous foes at once, without feeling boxed in and restricted. It’s the subtle
things that just make the difference. Our hero is always in the middle of the
screen, so can't be assaulted by unseen enemies off screen. Most clown grunts will also stand at the edge of the screen momentarily, allowing you to take
stock of where each wave appears from and react accordingly. Bizarrely though,
it feels slightly like the clowns have rushed in to take down Batman but
suddenly reconsidered this plan when they see him. It's understandable as he
presents a formidable force that most people would want to stay clear of.
As should be the case, the Dark Knight is handy with his
fists. Pressing the Y button unleashes a fast flurry of standard punches,
ending with a high kick. But it isn't mindless button bashing as Batman can
also block by holding down either of the two shoulder buttons. Timing a strike
after a block means an increase in the damage inflicted, so button combinations
yield far better results.
But Batman wouldn't be Batman without gadgets and his
utility belt is filled with batarangs for distant foes and limited test tube
smart bomb that knocks down all enemies on screen. Most satisfying of all
though is the assortment of grab manoeuvres, in which he brutally crushes
opponents into the floor. It feels almost like a very basic precursor to the
"flow fighting" seen in the incredible 'Arkham' Games on modern
consoles. This is especially true when Batman grabs two clowns at once and
bangs their heads together. With some environments having destructible elements
, the whole game feels somewhat barbaric though. It’s slightly at odds with the
joy filled Christmas trees and romantic snow that fill most levels.
However, while Batman may be able to throw a clown into a
shop window, he can barely stand up to any bosses in the game. 'Batman Returns'
is a game of difficulty spikes, yet they don't exactly sneak up on you; they
are at the end of every level. Not only are bosses at least three times stronger
than you, all the combos you've been using on the level enemies seem to take
off next to no health. Unless you know some underhanded tricks or exploit a
glitch it can literally take ten minutes to beat some, simply because every
attack barely scratches their indestructible bodies. 'Batman Returns' is not a
long game, an hour on repeat plays. However, at least a sixth of this will be
spent trying to defeat Cat Woman, who for a mid-game boss is far too
overpowered.
Not only can she absorb seemingly every other hit, she is
invincible when cart-wheeling (which she can do as much as she wishes). With a
whip she can stop you getting close, and she can also use this whip to deflect
your long distance batterangs. The most efficient way to win is to grab her
from an angle, but this is a tricky move to do and you'll fail to make it
connect more times than you'll succeed . Luckily for my ego, I'm not the only
one who struggles with the Cat Woman fight. The staff of Super Play magazine
also despised it. "We're not entirely convinced when you run into Cat
Woman. She takes absolutely ages to kill and we defy anyone to get the better
of her without losing at least 6 lives in the process. It's a nightmare."
If this was the only tricky boss fight, things wouldn't be
so bad but predictably every stage end is an unfair ordeal. The limited number
of continues simply isn't enough to finish the game unless you know the tactics
needed to beat each boss in advance. (And that's even including the bonus
continues you get from using the Konami
code!)
In fairness there is a technique to each boss fight, rather
than just punching them over and over as is often the case in the majority of
these sorts of games. In fact, much effort is made throughout 'Batman Returns'
to keep things interesting and fend off the monotony. Konami consciously diversified the game play
by alternating the brawling sections with platforming levels. In every other
stage, the depth of the game is removed and action only takes place in two
dimensions. Initially it feels jarring not being able to move toward the
foreground and background, but what's more surprising is that you can also not
punch enemies when the game is in this perspective. Instead, you have to resort
to your projectile weapons and grappling hook to make progression. What is interesting about these single plane
levels though, is that this mode of play was all that was on offer in the passable
Mega Drive and the awful Amiga adaptations of 'Batman Returns'. The 'Final Fight'
brawl sections of the Snes game were actually unique to the system, they,
rather than the platform stages, are the novelty. So perhaps it would be better to label the
Super Nintendo game as a platformer with 'Final Fight'-alike sections rather
than the other way around. Having said that, as Jonathan Davies points out;
"given that the best bits of the ‘Batman’ films are generally the ones
where the Caped Crusader is hitting people, Konami probably made the right
decision making this a beat-em-up".
Before the Arkham games, people would often cite the Nes
'Batman' game as the best title to include the Caped Crusader. Playing the
platforming sections of 'Batman Returns' actually feels like a return to this
title, albeit a return with much bigger sprites. Their inclusion in the game
certainly improves the experience as a whole. These stages feel more technical,
more calculating and at the very least, they give your fingers a rest from pounding
buttons - which gets rather exhausting after a while. The varied game play
approach is assisted further by the inclusion of a Batmobile chase scene in
level five, in which you climb aboard Batman’s car to chase down clown cars. I
applaud the variety but as Jonathan Davies said in his Super play
review "this driving game bit, to be completely frank, isn't much cop.
it's quite a relief to get back to hitting people".
At the time of releasing 'Batman Returns' Konami had really
found their feet on the Snes. All the greatest games in the early years of the
Snes' life seemed to have a Konami (or Capcom) logo on the box. Prior to 'Batman
Returns' they had already released fan favourites Axelay, Contra III, Super Castlevania IV and
The Legend of the Mystical Ninja, so any new game, regardless of genre, was
greatly anticipated. However as Super Play noted in their review, "the
trouble is that no matter how much effort goes into them and no matter which
top publisher try their luck with them, scrolling beat em ups at their core are
all the same". Even with platforming sections and an ill advised driving
stage, a large part of the game will involve punching someone in the face until
they fall over and then doing the same to the next one that comes along. As is
always the case, after the first few levels you've seen all the good parts of
the game-play, the remainder are just variations on it.
This is only a problem if you expect more from a side
scrolling beat em up, but much like Christmas Day you know what you're going to
be doing way in advance.
Considering 'Batman Returns' came out in Spring '93, all the
Christmasy bits must have felt out of season. Now of course, we can play it at
a time that's in keeping with the theme of the game. With my Christmas Day
routine defined by tradition I don't see a time when I could slot in a quick
hour long play through of 'Batman Returns' but it wouldn't be a bad way to
spend an hour. Though perhaps 'RoboCod' would be a touch more appropriate in
front of my children. Like all the best Christmases, 'Batman Returns' looks
great, sounds enchanting but (love it or not) you'll get exactly what you expect.
For me, I love familiarity.
I wish it could be Christmas everyday.
The way I bought this game is as predictable as a side
scrolling fighting game; I found it on eBay. Of course the price goes up the
closer you get to Christmas, so if you fancy grabbing a bargain you should
consider buying it at a time similar to its original release date - shop in the
spring. I actually own the Super Famicom version. Its half the price of the
western version, has all English in game text and a far better box inspired by
the comic books rather than the ‘Batman Return’s movie poster.
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