RocksteadyStudios

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  • 'Batman: Arkham Knight' never feels too big to play

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    09.23.2015

    This article contains spoilers for Batman: Arkham Knight; you've been warned. I didn't want to like Batman: Arkham Knight. In the long run-up to its release, I'd become increasingly disinterested every time developer Rocksteady Studios mentioned how the game had grown compared to its prequels. Twenty times bigger than Arkham Asylum! My eyes glazed over. Drive the Batmobile around Gotham! Yawn. My worry was that Arkham Knight would be a product of the Warner Bros. Interactive marketing department, riddling the series I love with bloat and unnecessary features solely because the PlayStation 4's and Xbox One's more powerful hardware allowed for bigger experiences. It's been a while since I was this happy to be wrong: Arkham Knight's genius is that despite its physical size, the game never feels larger than whatever carefully constructed moment you're in.

  • Mortal Kombat creator talks about adapting Batman for iOS

    by 
    Mike Schramm
    Mike Schramm
    12.12.2011

    I got to meet up with Mortal Kombat creator Ed Boon on the red carpet at last weekend's VGAs, and rather than talking about the popular console fighting series, we instead talked about an iOS title: Batman: Arkham City Lockdown, which Boon's Netherrealm Studios developed in conjunction with Warner Brothers and the developer behind the console Batman: Arkham City, Rocksteady Studios. Boon says the game's release snuck up on him just as much as it did iOS customers. "It's one of our first iOS games," he says, "so we were doing it, and the whole process of iOS games, they don't promote them leading up to the launch, it's just boom, and you hear about it going out. But we've been working on it for quite a while." Netherrealm has shared assets with Rocksteady before, and the iOS game makes use of models from the console game (both are rendered with Unreal Engine 3), "so yeah," says Boon, "we're really proud of it." He does admit that the game borrows some ideas from the Infinity Blade series, but there are some cool progression features (not to mention that it uses the Batman license pretty well) that make Lockdown stand out. Boon says iOS development is a little easier than full console development, but it's getting harder. "It's not quite as big of a thing, but certainly the presentation is getting on par with the current generation of consoles and whatnot. It's definitely a more condensed project schedule, but a lot of the same assets." And this isn't the last we'll see of Netherrealm Studios on Apple's mobile platforms, according to Boon. "Oh, yeah," he told me, "we have a number of things in the works. But nothing we can say just yet.