Game Corner [Bat-Month]: Batman Forever (Mega Drive)


Since his first appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a pop culture icon. September celebrates “Batman Day”, the perfect excuse to celebrate this grim and broody vigilante.


Released: 7 September 1995
Developer: Probe Entertainment
MobyGames Score: 5.8

Also Available For: Game Boy, Game Gear, MS- DOS, R-Zone, Super Nintendo Entertainment System (SNES)

Quick Facts:
Though divisiveBatman Forever (Schumacher, 1995) made over $330 million at the box office and was accompanied by both toys and videogames. While Acclaim’s arcade tie-in was met with mixed reviews, it still fared better than the vastly different home console versions. Reviews criticised the clunky, digitised sprites, the obtuse and ugly environments, and unintuitive controls, resulting in what’s been called one of the worst releases for the Mega Drive.

Gameplay and Power-Ups:
Batman Forever is a 2D, sidescrolling beat-‘em-up that sticks pretty closely to the plot of the film (except Dick Grayson/Robin, looking decidedly more adult here, is already Batman’s partner). The game supports both two-player co-operative play and, bizarrely, competitive play, in which players can attack each other, which seems a terrible idea given how awkward this game is. Unlike its predecessors, which were simple brawlers, Batman Forever opts to lumber the player with fighting game mechanics not unlike the Mortal Kombat games from the time (Midway, 1992 to 1995). The game offers two control schemes, though option two is for those with a six-button controller (honestly, the recommended way to play this nonsense). By choosing this option, up makes Batman (or Robin) jump, up and left performs a somersault, and tapping and holding up when jumping executes a glide. While this helps reach out of the way areas, you’re locking into this animation and at the mercy of the awful level layouts. You perform a roll by double tapping left or right and hitting A, hold B to block, and attack with A, B, X, and Z. These see you firing rapid punches high and low, kicking, sweeping the leg, or performing a roundhouse kick or uppercut depending on your stance. Enemies generally attack one or two at a time, but you perform back attacks with the right button combinations (none of which are displayed onscreen). Button combinations also activate the many gadgets. While some are available from the start, others are only obtained by finding blueprints and Batman and Robin have unique gadgets as well as sharing weapons like the Batarangs and grapnel gun.

Sadly, the crippling fighting game controls are the least of this awful game’s worries.

While you can only pick two additional gadgets per level, you get unlimited ammo and can switch gadgets after clearing levels. Batman can perform his weird-ass cape morph from the film, erect a holographic decoy, and toss smoke and flash pellets to disorientate foes. Robin primarily utilises his bo staff, whacking enemies and using it as a shield, though he can also throw tranquilizer darts. While the jumping is finnicky and the glide is even worse, these aspects aren’t too difficult to get to grips with and can even be fun. However, you’ll run into a literal dead end seconds into starting the game as Batman and Robin must use their grapnel to get about. It’s not always immediately clear where or when you use the grapnel, or even how as even the six-button layout sees you hitting up and X with precision timing in the right spot. Occasionally, you may need to fire it while standing to swing over gaps but you’re more likely to be awkwardly leaping to handholds to fling yourself to higher platforms. Jumping down is even crazier as you must hold C and press down, making even the most basic movements needlessly complicated. Some elements of the environment are destructible, gifting partial or full med kits and extra lives, while riddles interrupt the gameplay when collected. Each enemy has a health bar that must be whittled down in janky-ass combat and all enemies must be defeated to progress as it’s the only way to open previously locked doors. However, this is also pointlessly convoluted as it’s not always clear where the exit is (it often appears as regular parts of the environment!) A counter showing how many enemies are left and an onscreen arrow pointing you to the exit would’ve been nice! While most areas are straightforward, the visuals don’t make exploration easy and areas you need to get to are often hidden behind the many foreground elements, compounding the issue.

Grappling and basic exploration is an uphill battle thanks to the confusing level layouts.

Mostly, you’ll just be wandering about digitised approximations of locations from the movie, beating up thugs to progress and smashing walls for goodies or secret areas. At first, you’re using the grapnel and drop down a lot but these elements fade over time, replaced by awkward jumps, annoying gliding, and obtuse puzzles. While clumsily grappling about the bank, you’ll rescue guards and end up fighting Harvey Dent/Two-Face’s goons on the extracted vault. As if the confusing, largely vertical layout of the circus wasn’t bad enough, you’re also battling a timer as you hop to hanging lights. While you can collect clocks to add additional time, you have around five minutes to search for goons to beat up, which drops rope ladders and opens the roof so you can disarm the bomb (in a cutscene). While exploring Two-Face’s warehouse lair, you must destroy crates to progress or grapple up to hanging crates to bypass water (or maybe it’s acid?) hazards, occasionally using them as platforms to get past larger bodies and struggling with the game’s large hit boxes whenever those crushing presses are onscreen. As confusing and unsightly as Arkham Asylum is, things really take a nosedive in level five, where you must search all over for levers to kick, which open trap doors to new areas. Many loop you back to an underground section, though, forcing you to clamber to background handholds (when the game decides you can grab them) to get back to where you need to be…only for platforms to drop as you’re on them and the whole tedious process to start again! By comparison, battling through and onto a subway train is far easier, even with the electrical hazards, but it’s equally aggravating to fling yourself around Nygma’s Claw Island lair to activate six of Edward Nygma/The Riddler’s pods. Between the awful controls, unintuitive combat, and confusing layouts, everything is overly complicated and tiresome, with even simple shit like fighting enemies on a descending platform being tedious chores.

Presentation:
Sadly, Batman Forever ends up being a product of its time as it opts to use the same technology and techniques as Mortal Kombat to present digitised sprites and pre-rendered backgrounds in an attempt to be innovative and groundbreaking. Unfortunately, it ends up being unsightly and confusing as the game loves to block your view with foreground elements. As impressive as these may be, they don’t equate to enjoyable gameplay as you’re left scrambling about trying to grapple or drop to new areas. Batman and Robin look awful, flailing about in standard fighting poses and jerkily executing the basic moves you’d see in Mortal Kombat. It’s such a shame as the game might’ve been somewhat tolerable if the developers hadn’t used this restrictive format and had used a more traditional beat-‘em-up style of play. Instead, combat is wild and unpredictable, with moves sometimes missing or passing through your target or being cancelled as the computer reads your inputs. While Batman Forever doesn’t include the game’s bombastic score, it does feature some digitised voice samples, though the story is entirely related through boring text rather than digitised recreations of the movie, or even sprite animations. The visual presentation relies heavily on shadow, which is pretty ironic considering how vivid the film was, with colour only coming into play at the circus (and even then, its muddy browns and oranges). While you sometimes see enemies burst from their prison cells or drums and the environment often changes, the level layouts are all over the place and difficult to navigate as it’s never clear where you have to go.

The digitised sprites and ugly visuals make for an unappealing and aggravating gameplay experience.

While the title screen is disappointingly basic and the ending is little more than a still image of Gotham City and some congratulatory text, Batman Forever does a commendable job recreated locations from the movie. The game starts in Arkham Asylum, which is actually a deep cut reference to the film’s original opening, where crazed inmates burst from their cells as players traverse a rusted walkway with the city in the background. Arkham Asylum is very gothic, dark, and claustrophobic, which is fitting but also makes for a confusing opening stage as dead ends are everywhere. Next, you head to the bank that Two-Face robs in the film. This level sees you fighting past desks, large windows, and potted plants, visiting each floor via the cylindrical lift on the outside, where the overly ornate Gotham City stretches to the horizon. As mentioned, the circus brings some colour to the game but also additional anxiety due to the timer and the vertical layout. You must grapple and jump to trapeze platforms, past clown cars and stage equipment and to the rafters and lights in search of baddies to beat to reach the bomb, which explodes in a still image if you fail. Two-Face’s warehouse is a disappointingly bland visual follow-up, comprised mainly of wooden crates and storage containers, until you reach the boss area and see Two-Face’s bizarre décor recreated. Level 5 was equally disappointing, being mainly the Ritz Hotel in the background and various tunnels and rafters, but the subway made up for it by having you fight through the dark tunnels and atop a speeding subway train. Level 7 takes place in Wayne Manor and the Batcave below, where you’ll see the Batcomputer, Batmobile, and Batwing in the background (with the latter two being sadly unusable). Level 8 starts on Claw Island and then shifts to inside the Riddler’s madcap lair, which rises from the background, forces up a narrow cylindrical shaft, and features various elaborate, overly complicated, technologically stuffed rooms full of monitors and question marks.

Enemies and Bosses:
A bunch of disposable goons are littered throughout Batman Forever, all of whom sport their own names and health bars. I don’t recall ever fighting more than two at a time, however, so you’ll be constantly backtracking and searching for any enemies you’ve missed to open the next area or level exit. Enemies largely share the same basic moves as Batman and Robin, and between each other, though there are some variations. This means enemies can punch, kick, and roll at you but they’ll also burst from the background, throw you, and wield various weapons. The Arkham inmates attack with knives (or possibly the rags of their straightjackets), batons, and tasers, pulling off fancier combos than either Batman or Robin, while Two-Face’s suited-up thugs carry pistols or high-powered shotguns. His gimp-masked brutes are more likely to grapple you, tossing you around with wrestling-style moves, or thrust a chainsaw into your crotch! The circus clowns wear comically oversized boxing gloves, performing jumping split kicks, and either vomit or toss paint, it’s not clear which. Level 5 debuts the Riddler’s bizarre minions, who teleport about, fire sticky goop overhead, and erect an energy shield to negate your attacks. Sadly, that’s about it and Batman Forever is very light on bosses. In fact, there are barely four bosses to worry about here. You fight Sugar and Spice before your first encounter with Two-Face (who goes wild with dual knives) and dispatch the Riddler’s holographic doubles before fighting him on Claw Island. The Riddler is surprisingly formidable, whacking you with his cane, stunning you, and using energy waves. He also transforms into a hulking form that stomps, shakes the ground, and cracks you over his knee before reverting to his normal form for the finale. Two-Face also returns in the finale, leaving himself open whenever he flips his coin or mocks you while also boasting an impressive and wholly uncharacteristic bicycle kick!

Additional Features:
There are three difficulty modes available in Batman Forever (“Easy”, “Normal”, and “Hard”), though I didn’t care to find out what’s different about them. The game also gives you the option to turn the music off (probably best given how awful the soundtrack is) and play alongside a friend. You can also enable friendly fire and battle a friend in traditional one-on-one fights in the “Training Mode”, where other characters are also available to play as. Players must collect blueprints to unlock additional gadgets, but I wouldn’t say it was necessary as they’re all pretty similar, and can find hidden areas if they care to experiment. Batman Forever features a handy cheat code to enable a level select and one-hit kills, though this strangely doesn’t apply to the final Two-Face or Big Riddler bosses.

Final Thoughts:
I was honestly dreading playing this game as I’ve played the SNES version before through emulation and am well aware of how frustrating, ugly, and overly complicated it is. I wanted to give it a good go, though, and was surprised to find it quite beatable…if you enable those one-hit kills. While I’m a big fan of Mortal Kombat, translating those fighting game mechanics into a sidescrolling beat-‘em-up never works and Batman Forever is no different. Every fight is a chore and a coin toss regarding whether your moves will hit or miss. There’s a noticeable delay between pressing buttons and performing actions, Batman and Robin are clunky, and the level layouts are all over the place. Batman Forever tries so hard to be ground-breaking and innovative, using digitised sprites and pseudo-3D, pre-rendered environments to appear cutting edge, and in doing so is one of the ugliest games you’ll ever see from this time. The digitised sprites look awful, especially Robin, and the environments are needlessly complicated by obstructive foreground elements, confusing layouts, and the bizarre fixation on having you defeat every enemy. I liked that the game tried to mix things up with the timer gimmick and the looping path and grapple mechanics could’ve been fun, but they (like everything here) were executed so poorly. You’ll need a guide to perform even the most basic functions, the game’s awful at telling you where you need to go and what needs to be done, and the sheer lack of bosses and story elements is laughable. Of all the Mega Drive Batman games, this is clearly the worst and that’s saying a lot as I couldn’t beat the other ones! I would say that things might’ve fared better if the developers had ported or adapted the action-packed arcade game instead, but that was a manic mess of a game as well so it seems a videogame adaptation of Batman Forever was doomed to fail no matter what format it found itself on.

My Rating:

Rating: 1 out of 5.

Terrible

Are you a maniac and somehow a fan of Batman Forever? Did you also struggle with the fighting mechanics and grapple or did you find them enjoyable? What did you think to the digitised spites and pre-rendered backgrounds? Which of Batman and Robin’s gadgets was your favourite? Did you also struggle to defuse the circus bomb? Were you disappointed by the lack of boss battles or did you find Big Riddler a fun surprise? How are you planning on celebrating Batman Day this year and what is your favourite Batman videogame? Whatever your thoughts on this version of Batman Forever, or Batman in general, please leave a comment below and donate to my Ko-Fi to suggest other Batman videogames for me to review.

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