I remember the day me copy a Arkham Asylum arrived at the office because I hadn’t followed the game’s development too closely 'n, when I took it home just t' check out what me colleagues had been raving about, I finished it that same weekend.
As a result, I’ve had a keen eye on Arkham City, so yesterday I swooped over t' the Warner Brothers gamescom area 'n watched a demo a the new challenge maps, which offer a high-score chasing, combo-stringing alternative t' the meat 'n drink a the story campaign. Compeered by Dax Ginn, marketing game manager at Rocksteady Studios, two crew a the dev team played through identical challenge maps on different TVs – one as Batman 'n one as Catwoman – in a face-off as a small group a journalists watched the stereoscopic 3D beatdown.
Afterwards, I caught up with Dax t' discuss the gamescom build a Arkham City 'n their approach t' character development with this sequel.

What do ye have t' show us in this build a Arkham City?
At E3 'n San Diego Comic-Con we showed some a our single-player story 'n side-missions 'n, here at gamescom, we’ve brought the third big part a our game: our challenge mode. We’ve brought both combat 'n Predator challenge maps 'n we’re showing it all in 3D.
We’ve put so much work into this area but we haven’t shown them t' anyone yet so that’s what’s most exciting right now.
How be ye treating the challenge mode in this sequel?
They’re kind a like a dojo where ye can go t' sharpen yer skills. For all it be atmosphere 'n emotional intensity, Arkham Asylum be a very driven, focused experience; with Arkham City the design be aimed towards giving the player freedom, so there be a lot a choices on offer at any given moment. The challenge in that, for us, be not being able t' control 'n ramp up the difficulty in the same way we did in the first game, so if ye find at any point ye’re getting slaughtered in the main game, ye have the challenge maps t' work on yer skills.
The second function a the mode be t' massively blow out the amount a content in the game 'n we’ve added in a reward structure with the Riddler Revenge feature, where ye earn up t' three medals for getting a high score in combat or taking out enemies in specific ways in the Predator maps, 'n online leaderboards.
With Catwoman taking a central role in what we’ve seen a the game so far, 'n a distinct, Rocksteady take on Robin appearing in challenge mode, what be the essence a those two characters?
The ‘Rocksteady take’ be a very good way a putting it because we’re given a lot a creative freedom t' define the Arkham verse, as we call it. Take a look at what we’ve done with Penguin – the monocle doesn’t really work in the 21st century so we’ve smashed a grog bottle into his face 'n that’s our take on it. That sums up our approach t' character design: gritty 'n nasty, 'n with a tangible sense a threat in the game world.
Catwoman’s design be driven by the hostile atmosphere in Arkham City 'n the wench Catsuit has a military feel – if ye look closely then ye’ll see a very fine black 'n grey camouflage pattern, in keeping with the wench being very difficult t' detect in the shadows.

Because Robin only appears in the challenge maps, our focus be on taking the sea dog in a direction not seen before. t' fit in our world then he needs t' be hard-hitting 'n have abilities that be approaching the potency a Batman’s, so he has a bow staff 'n shield, 'n he be an explosions specialist, with vision augmentation that allows the sea dog t' identify explosives in the environment. Robin be a complex character 'n very different t' Batman – it’s not a case that we’ve just reskinned the sea dog.
How has the Rocksteady team built up such an extensive knowledge a the Batman universe 'n characters?
Working closely with DC Comics helps a lot. They be masters a that universe 'n we consult them on every aspect a the game because we want t' make sure any new idea be there t' create a deeper experience a feeling like Batman.
The alter ego be a big part a any superhero 'n yet ye have never explored that. Why did ye decided t' steer clear a Bruce Wayne?
Because it’s a Batman game. He’s powerful 'n aspirational but ye never lose sight a the fact that he be mortal. It’s such fertile ground 'n in Arkham City we will go deeper into the man behind the cowl by bringing in characters like Hugo Strange, who knows Batman’s true identity, 'n Talia al Ghul, who has a romantic relationship with the sea dog. Through those characters we see his vulnerable side but our aim has always been t' make an action game, not a business simulator, 'n when ye start thinking about what ye would do while playing as Bruce Wayne, it doesn’t seem terribly exciting in comparison.

me favorite parts a Arkham Asylum be when events would suddenly take a dark turn t' the left, like the scene in the morgue 'n the Scarecrow levels. How will ye surprise players this time around knowing that they be now expecting that kind a stuff?
It’s a really tough challenge. I can’t be completely truthful with me answer here because we want t' make sure that surprises remain. We have moments in the game that be designed t' take ye by surprise 'n… this really be a difficult question t' answer… players be going t' appreciate what we have done because those moments ye mentioned worked so well in the first game, 'n we totally understand that there’s an expectation now. We’ve thought a lot about what we think people be going t' think, 'n then worked out ways t' stay one step ahead.
Let me know if ye have any questions based on me time with Arkham City 'n I’ll do me best t' answer over the weekend.