Tag Archives: arkham origins

INART Arkham Origins Batman

Best video game action figure ever?

I’ve had the INART Arkham Origins Batman figure for a little while now. I seem to never lack for material when it comes to this blog and it helps that I only make a post or two per week, but still, sitting on a review for over a month is unusual for me. And when it comes to this Batman action figure it’s not as if I’m not pleased with it. Far from it. It’s more that with INART the finished product is so good that I am almost at a loss for words. Even so, this is basically a review blog and I need to do my duty as an action figure enthusiast to talk about this Batman so let’s go!

INART, the 1:12 and 1:10 division of Queen Studios, has really exploded on the scene over the past year with some really incredible takes on characters from The Dark Knight Rises. I’m pretty sure I mentioned in the reviews of the figures I have, but I really didn’t have figures from the Christopher Nolan trilogy on my wish list any longer. I definitely didn’t have Catwoman on such a list. The figures from INART ended up being so good that I just couldn’t say “No.” And unlike a lot of products, action figures or otherwise, the in-hand experience with both was every bit as good as the promotional shots. When INART last year showed off its take on Batman from the video game Batman: Arkham Origins, it was pretty much the same thing all over again. The figure looked gorgeous and it was set to come with a ton of stuff. I have never played the game this suit is based on, but I did play the portable version Blackgate which features the same look, as far as I know. I even reviewed that game right here on this blog and I enjoyed it. The look for Batman in this game and the other Arkham games is not my favorite look for the caped crusader, but it is one I like. It works well with the INART aesthetic as, like the Christian Bale suit, there’s a lot going on. It’s armored, there are lots of panels, straps, and different textures that creates a challenge for anyone looking to reproduce it in plastic and I get a sense that the folks at INART like a challenge.

As good as this figure is, it’s not without some controversy. Originally billed as a 1:12 scale action figure, Batman comes in at around 7.375″ to the tips of his ears. Converting inches to feet for a 1:12 scale figure is pretty easy even for those not gifted at math and I think most can conclude that this is way too big for 1:12 scale. INART corrected the listing later and put him at 1:10 scale which is more reasonable. They went on to clarify that their movie scaled line will remain 1:12 while the video games (and maybe the comics?) will be 1:10. And that’s fine as I don’t personally care all that much if my video game Batman scales with my movie Batman. As long as it scales to other characters from the same source then I’m fine with it, though I do agree that collectors are justified in being irritated since the listing did originally refer to it as 1:12. INART wouldn’t be the only company to have issues with scale. Lots of them list their figures as 1:12 that aren’t even close and it is a pet peeve of mine.

They do such a good job with face sculpts and paint.

Batman arrived in the usual INART shipper with the actual product box within. Artwork from the game is used to decorate the box and it looks fine, but there’s no window or photography so in-box collectors might not get much out of it. At least I think they’re images from the game, but I suppose it could be product shots. Anyway, The figure is housed in a simple two-tiered tray within that’s well packed and includes detailed instructions. Seriously, I love these included instructions as they remove all ambiguity for what the intended purpose is for each and every little thing. In hand, Batman looks every bit as good as the promotional shots suggest. He’s basically all black of varying shades with some close to a gray like the chest. There are numerous textures in use simulating leather, Kevlar, and steel. There’s lots of subtle shading like black at the edges of the shoulder pads and each little rivet is hit with some silver. The gauntlets and greaves have a metallic finish, but it’s a dingy metallic like the suit has been well worn and the steel beat. The utility belt is more of a graphite and it’s adorned with square boxes and canisters that probably would provide some utility, but definitely wouldn’t house any of the more elaborate gadgets we see him utilize. The flesh of his head is a warm tone with some stubble painted on. The eyes are these barely perceptible slits in the cowl that look so realistic. I don’t know how they get their eyes to look so good. The cape is soft goods and it feels like a spandex type of material. It hangs nice and doesn’t seem to wrinkle much and overall is a nice, quality, material.

This is a very busy suit, but INART seems to have handled it well. The shoulder pads have these straps on them, but they don’t actually connect to the body so they don’t really interfere with anything. He has these big thigh guards, but those actually play into the action figure aesthetic since it works as a place to insert a thigh swivel. The crotch area is a bit odd as there’s the floating belt and then a floating piece underneath that. It almost looks like a back brace, but it’s basically a piece of soft plastic the abdomen sits in. Mine came out of the box a bit screwed up like it got twisted somewhere along the way. I didn’t even notice it for awhile, but once I did I had to look up promotional images to figure out how it was supposed to look. Since most of the figure is connected via ball pegs, it wasn’t difficult to pull it apart at the waist and reset it. And thankfully, it wasn’t misshapen as a result and it took on the proper form which is basically to hug the sides of the abs. It’s such a complicated design though that it didn’t surprise me that it took a bit for me to notice this little piece being out of place.

We may as well go right into the articulation since that plays into the construction of the figure. Like the other figures from INART, this thing articulates much better than it has any right to. The head is a simple double ball setup with a neck joint at the base and he looks up very well. The rest of the range is all there too and it’s such a perfect example of how to do this joint properly (admittedly, it helps that he doesn’t have any hair to get in the way). There are joints at the shoulders, biceps, elbows, wrists, diaphragm, waist, hips, thighs, knees, ankles, and toes. The shoulder ball peg does provide some butterfly type motion going back and forward, but the chest armor prevents much range in that direction. It’s one of the few weak spots as the rest is pretty damn good. The double elbows will bend past 90 degrees as do the knees. There’s a slight boot swivel that provides for some adjustment posing and the covers over the boots are soft and don’t really interfere with the ankle articulation. The hips do drop down and it’s a pretty sturdy joint. Even without using it, Batman can kick forward 90 degrees and can almost do splits out to the sides if you can get the thigh armor to slip under the hip. The diaphragm at first appears very limited, but give it a firm push and it will move forward quite a bit. Combine that with the ball waist and Batman can crunch more than this suit probably would allow if it were real. And every where the figure moves the sculpt is continued throughout so there’s really no gaps or smooth spots. There are a few spots, like the shoulders, where if you push it too much you may pop the joint out of place, but nothing that’s painful to reassemble. I do worry that using that diaphragm joint too much to crunch him forward might start to scuff the abdomen, but otherwise there really aren’t any complaints here. The cape is also wired, though only on the outside and not all throughout. It will offer some posing, though nothing incredible.

Batman comes with a lot of stuff. For alternate portraits we get one which has a teeth gritting, aggressive, expression that looks just as good as the neutral default one. For hands, we get ten and the instructions list them as such: fists, Batarang hands, Cryptographic Sequencer Holding left and right, Gun holding left and right, right hand with smoke pellet, right hand explosive gel holding hand. They’re not all symmetrical as the Cryptograph Sequencer hands are like a grip and a pointing hand. The Batarang hands are basically fists with little slits in them to slot in the included Batarang, which looks nice as it’s all black with a silver edge. The smoke pellet is a bit of a deceiving name as it’s more like a soft ball and Batman palms it to throw. It’s permanently affixed to the hand. The gun holding hands are also not symmetrical as the right hand is a trigger hand and the left is closer to a more natural gripping hand for supporting the barrel.

As you would likely expect, all of the gadgets listed amongs the hands are also included. The Cryptograph Sequencer is basically a handle with a screen at a right angle. This is used in the game for infiltration puzzles and it looks fine, but the screen is just sprayed with silver paint making it look like there was a sticker there that got ripped off. The explosive gel applicator is basically like a gun handle with no barrel. It looks fine, but could have used a gel effect. The Disruptor is also included which is more of a traditional looking gun. Batman holds a rear handle and a front grip and it reminds me of the explosive gel gun from The Dark Knight. It’s a little awkward for Batman to hold as the rear handle is very thick, but it’s doable. The Batclaw is also included which is basically his grapple gun in the game. It too is really thick and a bit awkward looking in Batman’s hand. That’s not a fault of INART, but the design from the game. It’s certainly not as tidy as the same from the animated series. Included with it is a claw part which looks nice, but doesn’t articulate which is a bit of a bummer. There are two pieces of metal “cable” for it, one that is short and one that is long. The short one basically makes it appear to be locked and loaded while the long one can be used for firing poses, though the inability to have the claw open hurts the illusion a bit. Also included is a stand with a rather large, round, base of clear plastic with sculpted circles radiating from the middle like a bull’s eye. There’s an articulated arm to plug into it and it’s pretty sturdy though you may have to tighten the screws initially. Lastly, there’s also a branded INART plastic bag if you want to store all of the parts within it, though I tend to just keep everything in the tray.

Gotham needs me.

The load out is impressive and there’s not much of anything that’s missing. I would have liked an open claw for the Batclaw and I’m guessing some would like a Bruce Wayne portrait, though I’m fine without. The box refers to this figure as the standard version and as of right now there is no other version available or planned, from what I hear. If there were a deluxe version I’m not sure what else would be included apart from the few things I mentioned. The bottom line is this figure looks incredible and it poses very well. I don’t love the design of some of the accessories, but there’s enough here that there’s no shortage of display options. I’ve been messing with this guy often and changing him up on my desk frequently sometimes bringing in the stand, sometimes not. Similar to the Bale Batman, I find he does look pretty damn awesome in vanilla poses which is a testament to how good the sculpt and paint are. He looks great in a crouch, throwing punches, or firing off cables. I don’t even need another character from the game to pair him with as he’s just fine being a one-off for me. Getting him, of course, is a bit tricky if you live in the United States. INART doesn’t have a license to distribute here so the figure has to be imported. He should run somewhere in the $70 range, but at this point a lot of retailers that have stock have probably raised the price. And shipping isn’t going to be cheap so expect to pay close to $100. With where prices are these days within the hobby, that doesn’t seem as outrageous a price as it once were. I don’t know if any figure at this scale is truly worth a hundred bucks, but I don’t think anyone is going to be upset once they get this guy in hand. It’s probably the best Batman figure I’ve had the pleasure of placing my hands on and I can’t wait to see what this company does next.

For more INART figures reviews and a look at the source for this Batman, check these out:

INART The Dark Knight Rises Catwoman

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INART The Dark Knight Rises Batman – Deluxe Version

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Batman: Arkham Origins Blackgate

When Batman: Arkham Asylum was released in 2009 it ushered in a new era for the caped crusader where video games were concerned. Prior to that, Batman had not had a good video game in a long, long, time. Depending on your opinion of his efforts, you may have gone all the way back to…

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Batman: Arkham Origins Blackgate

When Batman: Arkham Asylum was released in 2009 it ushered in a new era for the caped crusader where video games were concerned. Prior to that, Batman had not had a good video game in a long, long, time. Depending on your opinion of his efforts, you may have gone all the way back to The New Adventures of Batman and Robin for the Super Nintendo, or even further back to the Sunsoft classic Batman for the Nintendo Entertainment System. His outings on the PlayStation and Nintendo 64 weren’t particularly memorable and he all but skipped on the PlayStation 2 era. The low point may have been the cancellation of the The Dark Knight video game tie-in as it felt like DC throwing up their hands and saying, “We can’t make this work with Batman.”

Rocksteady Studios was up to the challenge and Arkham Asylum proved so good that Sony basically ripped it off for its successful Spider-Man video games. Rocksteady was able to craft a simple, but relatively malleable, combat system for Batman that had some challenge, but mostly succeeded in making the player feel like they were playing as Batman. Random thugs weren’t going to get the better of Batman unless they were in mass quantities and heavily armed. The one-button attack system made handling Batman a breeze and the stealth elements added on top of that complemented the action well. If there was one critique, it was that the environment was a little closed off so for the sequel Rocksteady gave Batman run of the city. Arkham City was more of a sandbox game, but mostly played the same. Boss encounters also had more variety and many still view it as the pinnacle of Batman video games.

In this one, Batman has to work with Catwoman to quell a prison riot.

For the sequel, Rocksteady bowed out. Enter WB Games Montreal which crafted Arkham Origins for release in 2013. The game was mostly well received, but not as enthusiastically as its predecessor. WB Games Montreal did receive praise for largely carrying forward the game mechanics fans had grown accustomed to and the franchise continued to roll along. Developed alsongside that release, was Arkham Origins Blackgate. Blackgate was the handheld version of the game released on the PlayStation Vita and Nintendo 3DS. Development on Blackgate was entrusted to Armature Studio which had cut its teeth previously on the Metal Gear Solid HD Collection also released on the Vita. Blackgate would be the studio’s first original game and it too was released in 2013.

When Blackgate came out I was instantly intrigued. As an owner of the PlayStation Vita and the 3DS, a portable take on the Arkham series of games held some appeal. Blackgate also wasn’t a direct port of any of the console games. It was its own thing and is technically a sequel to Arkham Origins as far as plot goes. Batman (Roger Craig Smith) encounters Catwoman (Grey DeLisle) at the start of the game which serves as the tutorial mission. Shortly after, there’s a prisoner revolt in Blackgate prison and Batman heads in to investigate. Three of the biggest crime bosses in Gotham: Joker (Troy Baker), Black Mask (Brian Bloom), and the Penguin (Nolan North), have taken over and each rule over a segment of the prison. Catwoman is also there, but willing to aid Batman in helping to free the hostages the criminals have taken and ultimately save the day. Batman will have to explore Blackgate in a non-linear fashion acquiring various gadgets to help him progress through the prison.

This is how you will be viewing Batman most of the time – from the side.

I did not play Blackgate in 2013, but always wanted to. Recently, I had a chance to rectify that and I was intrigued by what I found. I know I read reviews in 2013 for the game and ultimately passed, but what I had read I had mostly forgot. What I did know going in was that Blackgate was a 2.5D action game. The environment and character models are all rendered in 3D, but gameplay is largely restricted to a 2D plane. There are some moments in the game where Batman can move into the foreground or background, but they are few and far between. Other times the environment will curve or swing into either the foreground or background, but having Batman just walk in a straight line will cause him to just follow the path. It’s also what the cool people on the internet refer to as a Metroidvania. That’s a non-linear action title that plays in a style similar to Metroid and the nonlinear entries in the Castlevania series.

Utilizing stealth and Batman’s Detective Mode is crucial to surviving Blackgate.

Despite the perspective change, Blackgate plays a lot like its big brother on the home consoles. The systems are largely still intact. When it comes to combat, the player is encouraged to chain attacks together with just the press of one attack button. There’s a separate parry button with onscreen indicators for when to use it as well as the ability to perform a cape stun maneuver. Successful attacks continue the chain as do successful paries. Early in the game, enemies will likely be a cakewalk, but tougher ones are introduced later that either have weapons or a means of defending themselves. For criminals armed with firearms, Batman can’t take them head-on. For those enemies you’re expected to play it sneaky either via alcoves high up or by utilizing passages in the ground. Batman can perform stealth takedowns when in the proper position and they are preferable to running in Leroy Jenkins style.

Why does he always need to re-find his equipment every game?

As Batman makes his way through Blackgate, he will encounter gates that prevent him from progressing deeper. In order to progress he will have to either upgrade his hacking device or uncover a new tool. At the start of the game, he is only armed with a Batarang and grapnel gun, but along the way he’ll acquire the Bat Claw, the line launcher, and an explosives gel gun. The claw allows Batman to pull down things like vent covers while the line launcher lets him cover long gaps and even opens up the background and foreground elements to a degree. The explosive gel can only be used on specific spots to blow holes in the environment. At any point Batman can also enter Detective Mode as he can in the other games which can reveal weak points in walls and other secrets and help Batman progress. The three boss characters can be encountered in any order and as such it means there aren’t any items tied to any of them. Most just require you to use Batman’s base abilities in a certain way to clear the encounter. Also hidden throughout Blackgate are weapon and armor upgrades, new costumes, and collectibles that just add a little extra length to the game. One playthrough takes about 7 – 8 hours and the only reason to go back is to defeat the boss characters in a different order to unlock another costume.

All of the boss encounters are uniquely constructed – none of that “Ride the big guy” stuff from Arkham Asylum.

Playing through Blackgate is largely an enjoyable experience, but there are some quirks that hamper things. The locked perspective takes away the ability for Batman to just point and shoot his grapple gun and can make navigation a chore at times. There is one area in particular where Batman has to deactivate a bomb with a timer on it and I could see where I needed to go, but the rules of the game wouldn’t let me just go there because it was in the background. A lot of context items are all assigned to the X button as well which can get clunky when you don’t want Batman to interact with the environment. X also makes Batman run so you can imagine how that might get in the way. Blackgate is also broken up into different maps and navigation can be a chore. The map system isn’t particularly intuitive and it’s also locked to the menu screen so you constantly have to refer back to it. Batman also can’t simply exit a section and has to work his way back to an exit which gets very tedious. There is no fast travel system. There’s not a lot of variety to the scenery, though apart from that the game generally looks and runs smooth. Story advancement is done with stylized still image cutscenes, but fully voiced which might feel like a downgrade for the handheld, but I honestly didn’t mind. Voice acting is strong while the overall sound design is fine, though a bit repetitive. Music is a little sparse, but it suits the vibe of the game.

Back in 2013, I passed on Blackgate because the reviews were just kind of ho-hum. No one seemed impressed by the game and since there was Arkham Origins available for the main console experience it probably made Blackgate seem worse by comparison. More than ten years removed from that environment, Arkham Origins Blackgate plays like a slightly different sort of game and it’s honestly pretty fun. It probably drags on a little too long as it feels like that 8 hour runtime is padded out by lots of backtracking. Repeat playthroughs would certainly go much quicker, but there’s really no reason to go back. The extra costumes are all pretty terrible and of the era. There are no classic looks for Batman which is a little disappointing, and while I like the standard costume enough, it would have been cool to go old school. The boss encounters also aren’t great. They’re not as repetitive as they were in the original Arkham Asylum, but they are underwhelming. Especially the final boss which left me thinking “That’s it?”

Batman: Arkham Origins Blackgate must have sold well enough because there are plenty of copies floating around for a decent price. The Vita experience was a good one and I don’t know if the same is true of the 3DS. The game is also available on Steam so it’s rather playable. What works best is the novelty of a portable Batman experience on par with what the console games were doing while also not trying to be an exact copy. I’d like to see another Batman adventure in a similar style, maybe one that plays a little faster and actually does more to separate itself from the console games so we’re not constantly comparing the two as we play.

For more Bat-content, check these out:

Batman: Caped Crusader

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Last year, when Warner Home Media announced a new Blu Ray set for the series Batman Beyond, I decided to wait. I had been an early consumer for the similar Batman: The Animated Series set the prior year and had some misgivings. The price on that set fell and a slimmed down version was even…

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