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Batman ReturnsBy: The J Man
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I remember Batman Returns disinctly as it was one of two games I picked up when I purchased the Sega CD. Title selection was still short, cheapass cardboard boxes were still being used, and the console still retained its initial wonderment - i.e. its repuation hadn't yet been sullied by FMV and lack of support. I didn't get the game because I loved Batman (though I did; Batman Returns, not so much), I got it because I was curious about what the console could do. And what the console could do were driving levels. Batman Returns for the Sega CD takes the exact platform levels from the Genesis cart and intersperses them with new arcade-style driving sections, where you power the Batmobile through the streets of Gotham and run clown bikers off the road. These satisfying new levels are almost worth the price of admission themselves, (and the style later would become its own game in Adventures of Batman and Robin). Along with remixed CD audio for the platform stages, these additions allow this title to barely avoid the shameful label of shovelware.
I do not know the name or the technology behind this driving effect, but it's the most complete seen up to that point. This takes it a step beyond games like Road Rash or Outrun - textures get used, scrolling "strips" of road aren't obvious, elevation can change and send the Batmobile flying, and the sense of speed and smoothness is impressive. It's also just damn fun to play. Explosions light around your vehicle from thrown molotovs or fired rockets, you'll crash through and splinter barriers, enemy cars catch fire and weave out of control, and fairly inventive boss vehicles show up and require a clever strategy for each. Later in the game you'll gain control of the Bat-jet-boat and rocket through the sewers in pursuit of the Penguin. These levels bring some classic high-speed dodging challenges as you leap off ramps, weave between pipes, and shoot open sewer locks. As you might have already guessed, the platforming levels are weak in comparison. This is unfortunate, since they still represent the bulk the of game. You'll fight through environments based on the film, roughly in the order of the film, but get strictly average platforming action in return. The circus motif of the movies's criminal gang gets used here as a license to explain away supernatural pattern-based enemies. The variants of clowns I can understand, but you lost me on the living gargoyles, the fire juggler who shrinks inside his own hat and passes under you, the lanky clowns that appear through mirrors, and parachuting penguins that explode on contact. The largest barriers to defeating these levels easily are Batman's overall speed and combat ineptitude. He cannot run, which becomes a big problem when the Penguin sends a giant steel ball rolling after you. He punches a short distance when standing still, and kicks out when forward is pressed in tandem. Meanwhile, enemies have fantastic reaches with poles and assorted weapons, easily whapping you when your kick comes up short. Or, they'll simply turn invincible and flip back and forth over your head; see the acrobat or Catwoman. Foes like the gun-shooting clown or fire-breathing devils can easily be defeated by crouching under their attacks and kicking while ducking, except that Batman can't run. So he can't quickly close the distance to duck under the attack and counter. He can't dodge beyond ducking or block either, which would be a lifesaver against the flipping enemies, and instead must frequenly accept whatever punishment comes his way and offer minimal resistance in return. I can sum it up in one word: frustrating.
Levels are moderately varied, though almost all involve some kind of vertical platforming. Sewers, cathedrals, outside buildings, giant department stores, all take advantage of height and travelling either up or down. Batman has his grappling hook to assist here, triggered by the jump button. It can shoot upward to climb, or be deployed in the middle of a jump to latch ahead and allow for some limited swinging if you're lucky enough to have it catch. Certain pits or downward drops can be overcome with a glide ability, where Batman spreads his cape and floats gently to his next landing. For some reason this ability is limited, and a pickup can be found for more "glide power."
The new CD tracks are appropriately moody, and certainly one of the first times players heard real pianos and guitars in a console game. They're few in number though, so they get reused across the levels, or pieces of them are swiped for the menu screens. Sound effects have not been updated. They're limited in their use anyway, and sound scratchy and generic on the platform levels. Driving levels are a little richer, with rumbling explosions, squealing tires, and the revving of motors at high speeds. Batman Returns is two games in one, but the problem is that they are two very different games in one. The driving levels are excellent, but too short and arcade-like to make a worthy home game. The platform levels are underwhelming and frustrating, made doubly so by the lack of a password system. Or to look at it another way, when I originally purchased the game I played the driving levels exclusively and never bothered to go past the first two platform stages. This is definitely the version to check out if you haven't played the game already, and the driving game is good fun for a short time, but there's not many reasons to trudge through the rest. The best parts bring it up over the Genesis original, but the worst parts drag it right back down. -reviewed 10/7/07 - game copyright 1992 Sega of America
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