Clocking in at a staggering three hours, Batman: Rise of Sin Tzu is one of the longest games I've covered for this review special. Is it a good three hours? Not hardly. The reason it took me so long to finish the game is because the developer took 20 minutes of actual content and stretched it well past the breaking point. This is what I call a cynical game, which makes it worse than anything in the realm of bad. I've said a lot of mean, sometimes even undeserving things about video games over the years, but I've always respected their creators. Every finished game is a miraculous creation. An artistic endeavor that I'll admire no matter how the final product turned out. However, as the years drag on, and the bitterness takes over, I've realized just how much of a cynic I've become.
When an old broken-down cynic like I is faced with a hollowed-out soulless husk of a game, there's nowhere go but down. Down to a hell where the meager witticisms don't matter and whatever "constructive criticisms" I cough up are less than worthless. Somewhere, somehow, I believe that there's at least a few people who grew up with this Batman game and have a fond memory of it. To them, I apologize. I'd also like to apologize to the creators, because it's rarely (if ever) their fault. Whatever hatred I toss in the direction of this game is a fraction of a fraction of how much hatred I hold for the real dregs of the game industry. God damn. What I wouldn't give to tear down the CEOs, venture capitalists, and all the other scumfuck shitstains that remain untouchable while hundreds of thousands of actual creatives can't even find steady work, let alone attain the wealth they deserve for the miracles they created.
Enough with the useless chatter, let's get on with the review of Batman: Rise of Sin Tzu. There's a new villain in town, and he's so lame that everyone forgot about him the day after this game's release. I'm talking about Sin Tzu. Get it? His name is like Sun Tzu except with an evil word OoooOOOoooOOooh. Would it help if I made spooky hand gestures while saying his name? Of course not. In order to bring this goober to justice, Batman must fight through two flavors of goons a hundred times over, jump across a seemingly infinite supply of moving platforms, and use a batarang or bathook at designated points. The game works in the barest sense, with every i dotted and every t crossed. There is precious little to see beyond that.
Since this is where we'll be stuck for hours, let's get accustomed to the controls. If you're familiar with Batman: Vengeance, then you've already got the idea. Batman can jump, glide to get extra distance, climb ladders, all of that basic stuff. It's these basics that will be drilled into your noggin until they slide out the other end. Platforms are always spaced out far enough that you'll have to make a long jump or a jump & glide. You'll also discover quite quickly that this game loves its bottomless pits. Unless for some ungodly reason you need the tokens that unlock stuff in the Gamecube version, then there's no incentive to explore. Don't bother with any path that isn't forward and absolutely do not head downward unless it's clearly communicated that direction is one you need to head towards. Death sets you back a couple of minutes at the most, but that's on top of the three or so hours you'll likely need just to see the damn credits.
When Batman isn't jumping, he's punching. There's more of a beatemup angle to this game, but don't expect anything resembling complexity. Depending on whether you're holding up, down, or staying neutral, The Dark Knight has three different combo strings. Landing combos fills a gauge that can be expended to unleash a super combo. Enemies who are lying on the ground can also be picked up and thrown. Though some baddies will land from a throw with the grace of a swan, it matters not if you can chuck them off a ledge. They're also knocked down when friends are flung their way, making crowd control easy. The satisfaction that comes from pummeling hapless crooks won't last very long. More super combos are unlocked via story progress, but enemy variety never evolves past weak goons and strong goons. Actually, I take that back. A few get the bright idea to bring a bazooka, so bop them with a batarang the instant you see them. Oh, and I guess the low-kick combo is good if you're struggling with the guys who wear green pants. That's about as deep as the combat ever gets.
There's even less to talk about when it comes to the bat-gadgets. Just like in Batman: Vengeance, the necessary tool will flash when you're in a spot where it's needed. Although, there isn't a separate visual indicator this time around. It's a minor nitpick, especially since you can double tap up or down to get a better view of above or below. The only other detail to keep in mind is that Batman can throw his batarang further by holding down the R button.
Unlike the previous game, everything you've just read is going on repeat for at least a few hours. I know I keep harping on that number but believe me when I say that you'll be feeling all three of those hours, and it's not at all pleasant. There's no Batmobile or Robin or anything else that could potentially break up the monotony. A single stage is often broken up into multiple sections, wherein you'll be punching and jumping or jumping and punching. The padding makes itself apparent very early on. The docks of Gotham are particularly egregious, as they just go on and on with no end in sight. Just when you think it's over, Commissioner Gordon calls Batman to let him know about a weapon of mass destruction that's located at... ding ding ding! That's right! The docks! Though in fairness, it's not like the other parts of the city are doing a whole to differentiate themselves. No matter where Batman goes, he'll be performing the exact same actions. Sometimes there's a switch to pull and a gate that must be reached before the time is up, but they often end up as an excuse to pad the game out further. I mean come on! Did the game really think I wouldn't notice every time it spawns a group of baddies after I flip a switch, ensuring that I'd have to play the timed section twice?
The further I get into this game, the deeper I stumble into "Batman eating crackers" mode. Look at that guy with the cowl, eating crackers like he owns the place. One place he apparently doesn't own is the freaking Batcave. Something that I forgot to mention is that some enemies drop keycards when defeated. Why exactly would an intruder have the key to Batman's lair? This actually happens in the game; I shit you not. For a guy who claims to have plans on top of plans and a dozen contingencies if the Justice League is ever compromised, he can't even keep his house in order. Don't get me started on the random spike beds and constantly falling stalactites.
Somewhere, nestled deep in-between the madness inducing bouts of repetition, are instances of actual creativity. They feel like fever dreams, but they do exist. Are they any good? Not really, but I have to appreciate when the game tries anything that isn't a slight variation on what came before. More to the point, there are boss fights. These function similarly to puzzles in that rushing the villain simply won't work. To beat the scarecrow, you have to punch the "ghosts" that he summons. To beat Clayface, you have to pull a lever and then bat-swing into him. Other instances include escaping a factory that is flooding with toxic acid, riding a large moving platform while punching guys and dodging crates, escaping a giant penny; all the stuff I normally wouldn't care to see, but have to accept because I'm too broken down to expect better.
Like I said earlier, Batman: Rise of Sin Tzu plays just fine, but it still has those moments where a missed jump isn't entirely the player's fault. During the great penny escape, a couple of the gaps will require an ounce of glide in order to cross. That's something the player is unlikely to catch on the first attempt, so back to the beginning of that section they go. Though recovering from a bad jump while still in midair isn't too difficult, the fact that almost every mistake leads to death and a swift kick back to the last checkpoint takes its toll. The crazy part is that it's something that I shouldn't really be bothered by. Many of the previous Batman games I've covered weren't even generous with continues, let alone checkpoints and passwords. This one has all the conveniences but lost its ability to entertain hours ago. All that remains is the cynical game padding out every last minute however it can, and my cynical desire just to see it all end. I certainly can't quit, because some random motherfucker on the internet will judge me for it. They always do.
| There's also a Sewer Stage, because of course. |
This game ends eventually, but not before it has had its fill of my soul. There's a part in the Sewer Stage where Batman has to solve three timed lever puzzles in a row. Afterwards, he must jump while making sure to avoid gliding too early, otherwise he hits his head on something, falls in raw sewage, and dies. I learned this the hard way, forcing me to retry the entire section. Afterwards, our hero must jump across crates and barrels while avoiding sludge. It's at this point I discovered just how woeful the collision detection actually was, with Bats almost consistently falling through the objects he's supposed to land on. Somehow that wasn't enough, and occasionally the falling sludge will "crush" Bats, killing him instantly. I'm not listening to anyone who says my or anyone else's hatred for sewer stages is overblown.
Also, the final boss is three phases and if you lose to any of them it means restarting the entire fight.
Forgive me, I was wrong to ever consider this pile of shit a miracle.
| Fuck everything about this. |
