In Batman lore, there's a few iconic locations that the Caped Crusader frequents on his endless fight for justice in the rundown Gotham City: From the tired, but stalwart GCPD, to the sky-grazing Wayne Tower, where Bruce's day job occasionally takes precedent over his work as the Batman. Perhaps the most recognizable is the setting for 2009's Batman: Arkham Asylum, where The Dark Knight endures his longest night yet as he attempts to stop Joker's plan to take over the famous hospital for the criminally insane.
The halls of the Asylum have been the unconsenting home to some of the most unsettling characters in all comics, and its influence can be felt on the immersive, and accurate take that Batman: Arkham Asylum presents. It's the perfect location for horror elements to emerge, as many fans of the genre will find more satisfaction in the first of Rocksteady's trilogy than any other. However, this doesn't mean that it doesn't cater to non-horror fans; as Arkham Asylum's focus on action and heroic, powerful protagonist, makes it an experience that has enough horror elements to keep the story immersive, never making players feel out of control.
Batman: Arkham Knight's Third Act Should've Ended with Arkham Asylum
The horror genre has plenty of useful and smart ways to heighten tension. From the stereotypical creaking of floor boards, to the carefully crafted approach to sound design, horror is so often executed effectively using means that are tried and tested. One such way is to present a less-than-capable protagonist, one that emits a plucky, unexpected heart of stone, and have them take on a terrifying setting that makes their place in the story feel like they're doomed from the start.
Arkham Asylum, with its dilapidated
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