Game Kata: Batman Forever


When I started on this Innernet shet, I was under the understanding that, whatever I could come up with, somebody had probably already done it, but harder and faster than me, you know? I mean,  you got thousands of people out there obsessing over the same stuff as you: invariably somebody's bound to have had the same idea.

That's why this blog is focused on obscure stuff and not spur of the moment "Disney just announce SOMETHING" type news regurgitation. You can't out-Io9 Io9, you know?

But I guess I was wrong. You see, I am doing research on fighitng game special moves for a project. The project is a fighting game and the research is ripping off  every cool special move out there.

So naturally I set out to look for compilations of special moves. I mean, surely there has to be a lot of those.

Except there aren't. There's  quite a bit hyper or super move compilations for the games that do have those, sometimes confusingly calling those special moves, because I don't know.

I want to look at Shaq Fu's and Time Killer's special moves without, you know, playing those awful games. That so hard?

And so, Batzarro brings YOU...Game Kata. Where I show you all the special moves in a fighting game. For research and archival purposes.

In our first episode...not a fighting game. Batman Forever certainly felt like a fighting game, specifically Mortal Kombat. However, there IS  a training/vs mode that let's players duke it out not only as Batman and Robin, but also as most enemies from the game. I want to thank Vortexspin for putting the guide online, although some of the moves were wrong and others were missing. Be sure to let me know about how I "forgot" about them and playing as Sugar, too. I also "forgot" about Riddler, be sure to let me know! How forgetful I can be.

As for Batman and Robin, their video will be separate. They had their pick of gadgets, which were used with special move motions.  I probably need a whole video just to trying out the different gatgets.

So when it comes to ripping off moves, I think Riddler Thug's delayed acid drip and Thug 2's spikes version are pretty original and interesting, and seem good to set up a trap for a player.  And RThug's black hole attack seems pretty neat, although in this game it doesn't seem to be as deadly as it could be.

On the other end of things Spice's flying kick is damn near useless because of collission issues, and an opponent would need to be damn well stationary to get hit by it. Thug 1's pin move probably can't help if you aren't playing co-op.

The idea of 2 Face having different moves depending on which side he's facing seems interesting. But the moves are so dissimilar that it's more confusing than anything.  And the way Thug 1 uses  a chainsaw as a motorcycle and a gun is only slightly less hilarious than the way he uses it to castrate his opponent.

Overall, this mode of play in this game is an interesting addition, as the adventure parts of the game are pretty terrible. However, it is not fleshed out enough, and such an afterthought that it's practically hidden from players. Player 1 can't play as Robin or Sugar, and similarly P2 can't play as Batman or Spice. If it had been treated as a fully fledged multiplayer vs mode, and not as training  for the awful single player experience, it might me more noteworthy. These guys obviously wanted to make a fighting game, I don't see why didn't just do that, instead of making a half-hearted precursor to Mortal Kombat Mythologies.


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