Video Game: Batman: Arkham Asylum
Welcome to the madhouse.note
"Plans, plans, plans... they always have their plansBatman: Arkham Asylum
. But the problem with their plans is that when you take an insane person to the asylum... you're just taking him
home. The very place he knows
is a 2009 video game developed by Rocksteady Studios and published by Eidos Interactive in conjunction with Warner Bros. Interactive Entertainment. Based on the Batman
franchise, it is the first game in the Batman: Arkham
series. The game is loosely inspired by Grant Morrison
's Arkham Asylum: A Serious House on Serious Earth
and Dan Slott's Arkham Asylum: Living Hell
. It features some of the talent behind Batman: The Animated Series
, including a storyline by series writer Paul Dini
and voice actors Kevin Conroy
, Arleen Sorkin, and Mark Hamill
reprising their respective roles as Batman, Harley Quinn
, and The Joker
Gotham City is just beginning to emerge from another chaotic month. First, Blackgate Penitentiary is destroyed in a suspicious fire, forcing the Gotham police to move its inmates to Arkham Asylum; then the Joker goes on another crime spree, culminating in a failed attempt to kill the city's mayor. The game opens with Batman ending the Joker's rampage and bringing him back to Arkham, where Warden Quincy Sharp hopes the clown will finally be rehabilitated. What they don't realize is that this time, Joker actually wants
to be at Arkham: after escaping from the guards, he and Harley Quinn break into the asylum's security, free the inmates, and seize control of Arkham Island
. Realizing that his archnemesis is up to something far more sinister than a mere breakout, Batman fights his way through the waves of convicts and tries to find out what the Joker really wants with the asylum.
Notable for being extremely hyped up by various outlets and still
being released to critical acclaim, breaking the stigma that had been plaguing DC Comics games before
, and winning a Guinness World Record for "Most Critically Acclaimed Superhero Game Ever".
The actual gameplay is divided into several modes: Freeflow mode (straight combat), Predator mode (striking from the shadows) and Detective mode, with some platforming elements tying the whole lot together. Each is well designed and suitably immerses you into the world and abilities of the Dark Knight. On the story and characterization side, it is filled with an appreciation for the comics' mythology (the creators of the game stated that they drew inspiration from every facet of the Batman mythos rather than concentrating on a single version/interpretation), and utilizes many of Batman's greatest foes to their fullest. And despite an initial glance, the game is certainly not
kid-oriented; it has some serious scary elements (especially in the case of Scarecrow) and vicious action sequences.
A sequel, Batman: Arkham City
, was released in 2011. A prequel game titled Batman: Arkham Origins
, made by a different developer, and a portable spinoff/sequel to said prequel titled Batman: Arkham Origins Blackgate
, were released on October 25, 2013. Warner Bros. Games Montreal developed the main game, instead of Rocksteady, and Armaturenote
developed the portable game. Blackgate
is also getting an Updated Re-release
for the 7th generation home consoles and PC via Steam
. A fourth game, Batman: Arkham Knight
, also being developed by Rocksteady, has been announced for release in June 2015.
Has a Character Sheet
This game contains examples of:
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- Abandoned Hospital: The Medical Building. Broken tiles, flickering lightbulbs, doctors held hostage, eerie silences, gurneys and whole rooms sitting empty—as if life just up and vanished out of the whole building. Oh, then there's who you find in the basement. Then the morgue. Then the Scarecrow gets really clever...
- Absurdly Spacious Sewer: Killer Croc's Lair.
- Abusive Parents:
- You find a tape containing an interview with the Riddler, where he comments on how his dad called him a "moron" over and over again. To prove him wrong, Edward entered a contest at school, where if he solves a nearly impossible logic problem, he gets $20. He won, but his dad demanded him to confess that he cheated. He denied it only to get hit. He actually did cheat.
- If you unlock Humpty Dumpty's profile, it will say that when he was a child, his parents died as part of his decades-long streak of horrifying, almost supernaturally bad luck, leaving him to be raised by his abusive grandmother. What Humpty Dumpty did to his grandmother after years and years of abuse wasn't pretty at all.
- Action Commands: When enemies are about to strike, an icon appears over the head indicating that you can press a button to Counter Attack — whether or not you're already in the middle of a combo. These icons are disabled in Hard mode.
- You also get to use Action Commands to make automatic takedowns, both of the stealthy and non-stealthy variety.
- Adaptation Distillation: This adaptation is actually a potluck of the best aspects of practically all his previous media incarnations: the grittiness of the Christopher Nolan movies, the gothic architecture and film noir-ish mood of the Tim Burton films, the canon of the comics, the voices and writing talent of the animated series... It's difficult to imagine an incarnation of the Dark Knight that could so easily appeal to all of Batman's fans from any medium.
- Batman is primarily based on his comic version, but he has the voice of the animated version and his suit actually looks like body armor with a glider cape.
- Joker — again, primarily based on his comic version, but he wears a suit that looks custom-made and the red of his lips extends a good deal past the corners of his mouth and onto his cheeks much like in The Dark Knight, he has a face that looks a lot like Jack Nicholson, he transforms into a muscle-bound hulk similar to Kevin Michael Richardson's Joker, they used Mark Hamill's voice and we can count Hamill's voice as a Caesar Romero reference. There's a lot of similarity there, especially in the laugh, thus completing the full spectrum of Batman Jokers.
- The Clayface in this game bears Basil Karlo's name (blink-and-you-miss-it when Bats takes Harley's "party list") and now-in-continuity powers: otherwise he's an amalgamated Batman: The Animated Series Clayface (Matt Hagen) and Preston Payne.
- What we see of the Riddler looks rather like the '60s TV version, while his voicework sounds a lot like and is delivered like a slightly lower-key version of the Jim Carrey version mixed with John Glover.
- After Combat Recovery: Achieved in a somewhat roundabout way. Gaining experience points restores your health, and beating people up gives you XP. Ergo, damage taken in combat may be healed from the XP you got from fighting. Depending on how much damage you took and how much XP you got, you may or may not be restored to full health. Bosses reliably give you enough XP to heal fully, however.
- The reason this works for this trope is that the XP doesn't tally (and thereby the healing doesn't begin) until you finish the entire encounter, whether it's a gang of ten mooks trying to beat you down or a room full of gun-toting mooks in a stealth segment.
- Air-Vent Passageway: Vital gameplay mechanic, and arguably the only reason Batman wins. Although, as Joker mentions to a henchman in your first trip into the sewer, he can't take every detail into account for something as big as an island takeover.
- Alas, Poor Yorick: The Joker's profile on the status screen shows him holding up a bloody skull in reference to Hamlet.
- Alien Geometries: In the first Scarecrow nightmare, you enter the morgue from a hallway. At the creepy voices' behest, you leave through the same door... and on the other side is the same exact morgue. With a few additions.
- All There in the Manual: The Road to Arkham comic that comes with the game reveals a few specific details about the events beforehand. One example (if you missed it in the game itself) is that Dr. Sarah Cassidy survived having Zsasz pay her a house call, as she was rescued by Batman at the last second.
- Altum Videtur: There's plenty of Latin inscribed on walls.
- And Now for Someone Completely Different: Used as part of the Mind Screw of Scarecrow's illusions. You'll play as the Joker, a young Bruce Wayne, and the Scarecrow himself.
- And the Adventure Continues: The game ends with Batman returning to Gotham City to foil a bank robbery by Two-Face.
- Apocalyptic Log: Every one of the patient interview series turns into one.
- Averted with Dr. Sarah Cassidy. Although Zsasz escapes and goes after her, and though he makes it to her apartment, where he knocks on the door and she answers, she still survives. Thank you, Batman, and your propensity for big damn hero moments.
- Also inverted with Scarecrow's interviews. The fourth ends with him having apparently won, and leaving you wondering how it could possibly get worse than this. The answer: it doesn't. The fifth has Batman ruining his plans. Effectively, an apocalyptic log for the villain.
- Arbitrary Skepticism:
- One of the doctors admits before being saved by Batman she believed he didn't exist.
- According to Dr. Gretchen Whistler, it's perfectly acceptable that Killer Croc is an eleven-foot tall, reptilian man-beast, but the idea that he'd actually eat people is absurd.
- Arson, Murder, and Jaywalking: Two by Joker in his standard comedy fare over the intercom, the third read off from a letter he wrote to Dr. Young by Oracle.
Joker: (about the Batmobile) Every thug, villain, murderer, and kindergarten teacher that isn't carrying out party orders should head there now and smash it to pieces!
Joker: So tell me, Bats. What are you scared of? Failing to save this cesspool of a city? Not finding the commissioner in time? Me, in a thong? (maniacal laughter)
Let's see, random threats to her family, a couple bad jokes, a picture of a dead baby, and a threat. He says, "I'm coming for you! I want what I paid for!" And then another joke about wheelchairs, lovely
... and a drawing of some kind of donkey
- Artistic License – Physics:
- Batman's parachute/glider cape that somehow saves him from a fall of any height by activating . . . right before he hits the ground.
- A lot of the "attack" animation results are pretty over the top, even for a 210-pound man of pure muscle.
- In the final scene, where Batman puts explosive gel on his knuckles and punches Joker - at the very least, his arm should be broken. Though the final cut-scene implies it did.
- As the Good Book Says: One of the Arkham Chronicles mentions Poison Ivy being brought in by someone. The Spirit of Amadeus Arkham quotes Exodus 22:18 in this one:
"I watched in silence as he brought in the woman. Her skin now a venomous green, the wanton creature no longer looked like a human being, much less a woman. The Bible says, 'Suffer not a witch to live,' yet he has once again delivered this female atrocity to our care. Once I have dealt with the monster, I think it will be time to see if green wood does, in fact, burn."
- The Atoner: Dr. Young, for having helped Joker create his monster army. This sadly leads to Redemption Equals Death.
- Attention Whore: It's worth mentioning you defeat Titan Joker by waiting for the helicopters and cameras to show up, which distracts him enough to turn his back on you.
- Autosave: When entering or exiting a building.
- Ax-Crazy: This being Arkham Asylum, there's a lot of them about.
- Zsasz. There's a reason he doesn't show up in the animated shows. When holding Dr. Young hostage he literally can't stop himself from killing her even though he knows Batman will come after him for it.
- Killer Croc, however, is a freaking animal. The only reason he doesn't kill everyone in sight when being transferred through Arkham is that he's on tranquilizers.
- Back Stab: Called 'silent takedowns' here.
- Badass Normal: Batman, as usual.
- Bad Bad Acting: Harley sounds rather strange in the first and second Interview Tapes you find until it's revealed that she's trying to sound more professional as opposed to her more bubbly normal persona.
- Bad Boss: Joker clearly doesn't care what happens to his minions. At certain points Batman can eavesdrop on him threatening his mook's families for failure, not getting tasks done fast enough, and speaking out of turn. He often goes over the Asylum's loudspeakers to denigrate, threaten and just scare them.
"If you don't find him, I just might expose you to some of my happy gas. Actually, I think I'll do that anyway. It sounds fun."
"Hey Bats, go easy on 'em. For me? Oh hell, what do I care? DO YOUR WORST!"
"Batman, I know you can hear me. I want you to hurt these guys. They mean nothing to me."
- He's not great to Harley either for that matter. Before the final battle he mentions how slapping her around is his "hobby". He even leaves her locked up in her asylum cell even though she's certain he'll let her out eventually.
- Bag of Spilling: Retroactively since Arkham Origins. Justified Trope since Batman was caught by Joker unawares and unprepared, with only his grapple-hook and an infinite supply of batarangs. He has to gather or assemble the rest of his gadgets as the game progresses.
- Bare Your Midriff: Both Harley Quinn and Poison Ivy.
- Bedlam House: Arkham Asylum. It edges close to being a Hellhole Prison (in addition to being an actual prison for Blackgate transfers). The penitentiary cells are so incredibly claustrophobic and cramped you can only walk a few steps in each, and same area has electrified floors and Latin quotes in the walls outright stating (paraphrasing) "We are here to punish the insane, not cure them". The tie-in website tries so hard to make it sound like an aversion it's hilarious.
- Benevolent Architecture: Arkham features hundreds of grapple-worthy gargoyles inside the buildings. Handwaved by revealing that Bruce Wayne donated the things. During the stealth portions of the games, some of the Mooks will comment on this. The Joker later figures this out and orders his mooks to booby trap the gargoyles in one of the room. This doesn't work, and he quickly drops the idea.
- Big Damn Heroes: Being Batman, you get to do this several times during the game.
- Big "NO!": Batman does this when taking a dart for Gordon.
- Bittersweet Ending: Batman stops Joker and prevents Gotham from destruction from TITAN. But Arkham Asylum is heavily damaged, and a massive number of its security staff has been killed. And don't forget about Quincy Sharp's plans about Arkham City...
- Black Comedy: The Riddler's take on the ancient riddle of the Sphinx. Child-diddle-riddle.
Dr. Young: How can you joke about something like that?
Riddler: Easily, doctor... it's not my baby.
- Blah Blah Blah: Joker says this while taunting Batman after he escapes.
- Blofeld Ploy: Played with in a scene where Batman is confronting the Joker and two mooks; the Joker points a gun at Batman, then shoots the two mooks instead, because the gun is actually loaded with the performance-enhancing Titan formula.
- Bloodless Carnage: Despite the bone-crunching violence as Batman smacks them down, and a lot of guns, and a lot of dead people, and a lot of Detective Mode labels saying 'Deceased', and a lot of gunshots... there's very little blood. This is the only reason it made a TEEN rating.
- Body Horror: Titan induced transformations are a real freakshow. They cause a person to grow in size, with bone spikes protruding out of their flesh, notably with spikes on their spines. Titan Joker is even worse with larger back spikes, large claws, protruding ribs, and areas of his skin torn open, showing muscle tissue.
- Bond One-Liner:
Joker: (after choking a security guard to death with his handcuffs and knocking one of the medics out upon being freed from his handcuffs) "The choke's on you!"
- Additionally, most major villains have a few variants to deliver in the Mission Failed screen, with Joker providing most of them.
- Bond Villain Stupidity: Joker gets multiple opportunities to cleanly kill a helpless Batman throughout the game, but declines to do so until Batman truly becomes a thorn in his side later in the game. At one point, Joker even goes so far as to demonstrate that he could kill Batman easily by blowing the brakes on the elevator in which he trapped him. He decides it wouldn't be fun.
- Brainwashed and Crazy: Officers Eddie Burlow and William North fall victim to this via Poison Ivy and her mind-controlling plant spores.
- Break Them by Talking: Arkham's more famous inmates are masters of this:
- Scarecrow delivers a particularly effective one:
Scarecrow: "You married your wife because you were scared of dying alone. You had children because you're scared you won't leave behind anything important. You go to doctors because you're scared of dying... need I go on?"
- It... doesn't work.
- The Joker subjects Batman to one every time he enters the Visitor's Room before the finale.
- Batman gives a great one to Scarecrow in his last interview tape:
Batman: You failed, Crane. Again. I've been working with Dr. Kellerman, creating an antidote to the toxins in your cologne. He fooled you, Crane. How does that make you feel? Threatened, humiliated? ... Scared?
- Brick Joke: When the Riddler first contacts you, a pop up appears stating that the call is being traced. Once you complete all the Riddler challenges, Batman reveals that he forwarded the location to the police, and they're right outside Riddler's door.
- Broken Bridge: You will not be able to walk straight to anywhere. There will always be a locked door or something blocking your path, forcing you to take the long way around.
- Broke Your Arm Punching Out Cthulhu: Batman sprays explosive gel on his glove before decking Titan Joker across the face. Because Batman is a badass and will never let the Joker win, never, the "punching out" part sticks. He seems to be favoring his arm right afterwards.
- Bullfight Boss: Bane and the Titan-augmented goons. Unusually for this trope, they are smart enough to stop before hitting a wall, unless you hit them in the face with a well-timed Batarang. But they aren't smart enough to avoid hitting each other, making it possible to beat the second-to-last-fight without actively fighting.
- Butt Monkey: Due to his Bad Boss tendencies, Joker ends up leaving two henchmen stranded above a cloud of Smilex and detonates some explosives before the henchman placing them gets clear. All three incidents name the henchman as Razor. Either this guy really has bad luck, or Razor is a very common street name in Gotham and Joker is actively working to make it less common.
- His luck doesn't improve in the sequel. In Arkham City, you can learn that he quit Joker's gang, probably due to the events listed, and joined up with the Penguin. Who dropped him in a pool of boiling water and razor blades.
- Canon Foreigner: Guard Frank Boles, warden Quincy Sharp and Doctor Young.
- Cape Swish: Running, gliding, even combat stuns. He's BATMAN, dammit!
- Captain Obvious: Dr. Young commenting that she thought the Joker was insane. Seeing as how he's a patient in an asylum, yeah Doc, he just might be.
- Car Fu: How Batman beats Bane.
- Cardboard Prison: And the guards are the first to admit it. In this game, admittedly, the escape is justified fairly well.
- Chekhov's Gun:
- One of the very first things you notice is Frank Boles's hip flask. It is nearly impossible to play without seeing it. Sure enough, it turns out to be a means to track him.
- Joker's comment to Boles about keeping his mouth shut or else it'll get him into trouble. You track Boles by the bourbon, which he drank from the flask, in his breath.
- Every grate, weak floor, and force field you come across but can't open until you have the right gadget.
- In The Stinger, one of the villains you previously dealt with but did not detain - Scarecrow, Bane or Killer Croc - reaches up to grab the Titan formula.
- Closed Circle: Joker threatens to blow up parts of Gotham if anyone else is seen going near Arkham, leaving Batman all alone (though at least one bomb is a fake). Subverted when Batman calls in his personal jet, showing that he could leave the island any time he feels like it, but isn't about to leave Joker and Co. running the Asylum. The threat is sufficient to keep any other superheroes out of the picture, because it doesn't matter how powerful they are if Joker sees them and detonates the bombs.
- Clothing Damage:
- Occurs to Batman as you progress through the game. Rather similar to the gradual clothing damage in Prince of Persia: The Sands of Time.
- A particularly neat effect is the stubble Batsy grows over the night. Quite a lot, in fact. What a man!
- Clothing Damage occurs in the combat challenges as you take damage. However, the trope is averted if you use the armored batsuit.
- It oddly becomes paradoxical, where if you clear the stage with your recovered health, your suit magically regenerates as well. Also, the costume doesn't become damaged until the end of the round, where a very visible model skip occurs.
- Collapsing Lair: The rooms where you fight Bane and Poison Ivy. In Bane's case this is justified as he damaged the supports during his fight with you. Ivy is at least a handwave because the giant plant she used came up through the floor.
- Combat Pragmatist: Batman's fighting style in a nutshell. You're even encouraged in the combat challenges to throw thugs into force fields, into their friends, and bottomless pits. He does wrestling-style submission moves for the express purpose of breaking bones.
- Combos: Chaining multiple attacks (without pausing or getting hurt) together increases Batman's combo counter. Once it turns yellow, Batman can start dealing critical hits, make an automatic takedown, or pick up and throw somebody. This is a fantastic way to reduce enemy numbers and/or get rid of an armed enemy who doesn't respond well to punches.
- The Computer Is a Cheating Bastard: Both frustrating and frightening is the point after Joker releases all the lunatics in the penitentiary. There are multiple occasions throughout the game of these lunatics popping up out of absolutely nowhere without showing up on Batman's detective vision even when they might be right next to lunatics that Batman can see.
- Conservation of Ninjutsu: Since the combat system encourages Batman to switch targets constantly to maintain his combo streak, the fights actually get easier when he is up against massive odds, as opposed to a small pack.
- Continuity Nod:
- There's a bit of commentary from the villains, Bane for instance who references how he once 'broke' Batman, which did happen in the comics in his first appearance. And in one of Bane's Non-Standard Game Overs, he does indeed break Batman's back again.
- Joker also mentions the idea of killing "another one of his sidekicks" implying that the story A Death In The Family (in which then-Robin Jason Todd was killed by the Joker) happened in some form.
- The events of The Killing Joke have happened in this continuity, due to Barbara being Oracle. Also, on one trip to the Visitor's Centre, Joker comes on the screen and says "So there were these two guys in a lunatic asylum... oh wait, you've heard that one before, haven't you?"
- The Corruption: Titan formula. Mooks get transformed into dumb monsters, Batman resists the effect while Joker and Ivy go One-Winged Angel.
- Counter Attack: A major part of the hand-to-hand combat system is this.
- Coup de Grâce Cutscene: Used in the final boss fight with the Joker.
- Crazy-Prepared: This is Batman we're talking about.
- A Batcave. Under Arkham. Wow.
Oracle: How did you keep this a secret?
- Joker too considering the level of planning he used to take over the Asylum.
- The cutscene after the fight with Bane. Bats crawls out of the rubble and plays with his gauntlet, then chats a bit with Gordon. Then Bane comes crashing through the rubble, threatens to break the Bat... and gets creamed by the Batmobile. Crazy-Prepared.
- There's also Killer Croc's lair, in which we get to see the preparation: Right when entering, Batman both puts a sonic batarang on a pipe (to help find his way back, which is understandable) and sprays a large bat shape with his explosive gel on a piece of unstable floor - which he refuses to detonate if commanded to. Fastforward a few minutes and when he's chased out of the lair by the Croc...
- The Riddler must be this as well. He left his trophies everywhere, including places that you need special gear and Batman-like athleticism to reach. And he knew exactly where your journey would take you across the island.
- Critical Existence Failure: Batman will fight without a flinch even with the tiniest of slivers of health left.
- Critical Psychoanalysis Failure:
- A significant occupational hazard for any doctor who interviews Arkham's crazies. Victims include Dr. Harleen Quinzel aka Harley Quinn, and the doctors in charge of interviewing Scarecrow and Poison Ivy.
- The Croc Is Ticking: Killer Croc alludes to the crocodile in Peter Pan by making ticking noises. He probably got the idea from Cash, who replaced his hand with a metal hook after Croc bit it off.
- Cuffs Off, Rub Wrists: One of the Arkham janitors, who was handcuffed to a chair until Batman rescued him.
- Cute Kitten: No game in the Arkham series would be complete without a few mentions of kittens. Awww!
- In the Joker's first interview tape, he sees one of the ink blot tests and says that the first one is of a kitten that he had had when he was little, followed by the second one... of a dead elephant.
- In Oracle's phone call to Batman, she says that the police have found one of the "bombs"... which was full of marzipannote and kittens. Awww!
- Cutscene Boss: Harley Quinn.
- Cutscene Power to the Max: Before the final fight, Batman casually One-Hit KOs various mooks with Offhand Backhands while having his Casual Danger Dialogue with the Joker. Credible since this is Batman we're talking about, but when you control him it takes a little more effort.
- Word of God says that Batman could take down every single goon he faces this easily, but when he's surrounded by mooks and has to react quickly, he has to concentrate on not killing them with his attacks, so he instead takes his time with lesser attacks to ensure a 100% survival rate. When there's only one guy left, he can focus all of his attention on the unlucky SOB and instantly finish him off.
- There's also Batman's KO punch against Joker, which he accomplishes by spraying explosive gel all over his fist - something the player doesn't get to do during regular gameplay.
- Dangerously Genre Savvy: The Joker. He's following Batman every step of the way. Those "present boxes" you keep finding? Left by him as a way of congratulating you for jumping through yet another of his hoops. He mentions at least once that he could blow the brakes in the elevator Batman's in if he felt like it (and in fact, he has Harley do just that to slow him down in the "Intensive Treatment" facility).
- He knows his mooks don't have a chance. They're just there to slow Batman down and to amuse the Joker. He even makes fun of them as Batman takes them out.
- Once in the story mode and in all of the "extreme" stealth challenge modes Joker rigs up those gargoyles Batman loves so much with proximity explosives. That'll teach you to hide in the rafters...
- Darker and Edgier: The game's tone is essentially a PG-13-rated version of Batman: The Animated Series, mixed with influence from Grant Morrison's A Serious House on Serious Earth, the miniseries Arkham Asylum: Living Hell, and some Christopher Nolan films. The Riddler, for example, has never been as bloodthirsty (see below) as he is in this game. In fact, the only reason this game wasn't rated M is because there's no blood or gore.
- Deadly Gas: Joker's green laughing gas, and red toxins from Ivy's plants flood several areas.
- Defiant to the End: If you notify a mook to your presences when Harley is holding Gordon. Before she kills him, he simply says "Do your worst".
- Demoted to Extra: Borderline example: Zsasz is little more than a "tutorial boss," you only face him twice, and he goes down in one hit both times. That said, there is evidence of his handiwork in other places, such as various corpses of guards he's posed in lifelike situations.
- Determinator: Batman is not going to let the army of mooks, released supercriminals, or multiple large doses of fear toxins get in the way.
Batman: Barbara, listen to me. Joker will not win. I won't let him.
- Deus ex Machina: The Batmobile and Batwing each make a grand surprise entrance to spring Batman out of a jam.
- The Dev Team Thinks of Everything: If you abuse Sequence Breaking to whatever limited degree is available, certain scenes will change accordingly.
- Most notably if you turn off the power in the Gardens before confronting the Joker, you won't see the scene where he drops a guard in an electric pool.
- If you skip the fight in the Library by zipping to the top floor, The Joker will comment on you "reading the last page first." He'll be so disappointed that he'll just dismiss the mooks, which prevents you from lethally injuring them when you drop a chandelier on the glass floor to access the lower level of the Library.
- Minor examples include The Riddler commenting on you solving his challenges before you get the equipment that would normally allow you do access them.
- When you sneak up on the henchman from the Bad Boss examples (the one who Joker punishes by sending somebody to visit his wife and break her legs), if you listen to the whole conversation before taking him down, then Joker will cheerfully ask over the radio who got him: Batman or - since he's in a sewer - Croc. If you take him down before the conversation's over:
Joker: Hellooo? Are you listening to me? I'll teach you to hang up on me, you snivelling little worm!
- Harley captures two guards and puts them in death traps, challenging you to save them before it's too late from behind a window. If you throw a batarang at the window and it bounces off, she'll taunt you by telling you that you might break it and get to her eventually, but by then it will be too late for the guards.
- A unique one. If you pirated the game, everything still works but Batman will only walk everywhere and drop out of the sky anytime he tries to glide.
- In Predator Mode, Mooks never start panicking until they actually find the unconscious bodies of their fellow mooks. You learn to clear entire rooms with nobody catching on that you're there. NOW YOU'RE THE GODDAMN BATMAN.
- Die Hard on an X: Arkham Asylum's been taken over by the Joker and various other villains and only Batman can stop them with stealth and maneuvering around the islands.
- Disposable Vagrant: One of the "Spirit of Arkham" entries mention that the police believe Killer Croc is responsible for the disappearance of hundreds of the city's homeless.
- Does Not Like Shoes:
- Poison Ivy...Or, indeed, clothes.
- In addition, none of the Joker's henchmen have shoes. Even in one brief encounter when they're disguised as guards they continue going barefoot, allowing keen-eyed players to avoid walking into an ambush.
- Does This Remind You of Anything?: If Batman visits the patient center after beating the bosses prior to beating Poison Ivy, he'll talk to Joker about his sessions and his current state of mind in a manner similar to a Psychologist/Psychiatrist with Batman being the patient.
- Door to Before: Several places in the game, the tunnel at the end of a section ends up on ledge overlooking somewhere Batman was earlier, providing a shortcut back. (The ledge is always too high up to get to from the other direction.)
- Down the Drain: The sewers under Arkham, especially Killer Croc's lair.
- Downloadable Content:
- The PS3 version has bonus missions of the player, as The Joker, going through Arkham and actually taking it over.
- There's also the Dem Bones map if you preorder from Gamestop. The Collector's edition has a map for Crime Alley.
- There are two new challenge packs, themes for Batman and Joker, and the "play as Joker" trailer available online.
- The Dreaded: Part of what makes the stealth sections fun is watching the complete change in the enemies. They start out confident, but as you pick them off one by one, they become TERRIFIED.
Inmate: "Aaaaahhhh!" *fires wildly* "...Damn boiler scared the crap outta me!"
- There are even medals in Challenge Mode that require you to scare henchmen. One requires you to pop out in front of a terrified henchman so he panics before you take him out. Another requires you to hang a henchman upside-down from a gargoyle & startle whoever comes to check on him by cutting him down with a batarang.
- Dutch Angle: When Scarecrow's fear toxin starts to set in, the camera starts tilting ever so slightly as you move, until it's at a significant angle.
- Dynamic Loading: The larger outdoor areas are divided by simpler corridors, doors could open faster or slower depending on how much loading is left to be done for the room on the other side, and in the worst case if Bats runs fast enough in some places he'll outright stall for a second while the game halts to catch back up. He's also forcibly slowed to a stoic walk whenever receiving a radio conversation, just like in another game that uses the same engine.
- He Who Fights Monsters: The risk of becoming evil while chasing evil is a theme the Batman franchise enjoys pursuing.
- Quincy Sharp. After he had spent years amongst the Asylum and their inmates, his mind had slowly turned murderous and insane, developing another secret personality: "The Spirit of Arkham". Before the events of the game, he had tried to kill Joker in his cell (failed badly), and had thought of lobotomizing Harley and burning Ivy alive.
- Joker keeps trying to invoke this trope on Batman, and gets increasingly angry when Batman refuses to surrender to madness/murderous urges/ actual Titan monster serum.
- 100% Completion: The more Riddler trophies and riddles you get, the more Gallery material or bonus challenges open up. Get them all, and you catch the Riddler! Take that, you Insufferable Genius! Plus, the extra XP never hurts.
- Hyperspace Utility Belt: How many freaking batarangs does Batman *have* in that thing?
- I'll Never Tell You What I'm Telling You: After being defeated, Harley Quinn taunts Batman about the Joker's location:
: You'll never find him! He's in a secret lab in the gardens and... aw, crap
Batman: Yeah, I know.
- I'm a Humanitarian: Tick, tock, here comes the Croc. Cash happens to have gotten his hand bitten off, and in his patient interviews, Croc makes constant mention of his cannibalistic tendencies.
- I Meant to Do That: When you find the first few Riddler trophies and / or solve the first few riddles, the Riddler will respond along the lines of this, usually with a snide jab at how he expected you to find it much sooner. Considering that it doesn't take him very long to get rather annoyed when you find more of them, this probably isn't true.
- Imperial Stormtrooper Marksmanship Academy: Averted. Getting into a direct fight with armed mooks is practically suicide.
- Improperly Placed Firearms: Firefly's weapon, seen in a cabinet as one of The Riddler's puzzles, is played by a WW2-era US M2 flamethrower.
- In Case of Boss Fight, Break Glass: Poison Ivy. Considering she's a plant, it could have simply been a transparent membrane.
- Ineffectual Sympathetic Villain: Okay, maybe she isn't entirely useless, but Harley was defeated pretty easily by Batman. Admit it: you felt a bit sorry for her when she was crying in her cell. Till you turn on Detective Mode and see she's perfectly calm while crying. And stealing glances every few seconds to see if you're still watching.
- Institutional Apparel: Most of the appearing villains (and almost all the Mooks), who have gone out of their way to recreate their iconic getups using whatever they can find in the Asylum.
- Zsasz and Croc wear orange prison pants with no shirt, while Ivy simply wears an open orange jacket.
- The Blackgate Prisoners wear dirty gray scrubs with or without the pants.
- High Security Henchmen wear orange jumpsuits with chains, and also wear masks.
- Aslyum Lunatics wear white scrubs with belts, with tight masks on their faces.
- Insufferable Genius: The Riddler.
- Interface Screw: Featured in all of the Scarecrow segments, such as keeping Batman from running and disabling Detective Mode. The game "freezes" at one point and "restarts" the intro sequence with Joker and Batman's roles reversed in the third one.
- Interface Spoiler:
- The game is one of those that tells you the name of an area before you enter it, so just before Scarecrow's second fear-gas trip there's a split second where it tells you that your location is Wayne Manor before you actually see it.
- The Visitor's Center. It's the only place on the island where you are locked into first person view and can't use any gadgets, suggesting that it will be significant later. Indeed it is.
- The first time you are infected with the fear toxin it's not immediately obvious apart from the slight coughing and the Red Eyes, Take Warning, but if you use detective vision and pan over Gordon's 'corpse' it identifies him as 'unknown'. The fact that he's recognizable as Gordon when everyone else in Detective Mode is a blue skeleton is also suspicious.
- Invisible Wall: The security force fields. There are also Invisible Walls which prevent you from killing mooks, e.g. by throwing them off a high ledge onto solid ground, or into electrified water.
- Ironic Echo: Batman's scarecrow induced hallucination features a few of these, as it is essentially the game's introduction with the roles reversed.
- Is This Thing On?: Spoken word for word by Harley Quinn when talking to Batman through the monitor system.
- Made of Iron: The explosive gel can demolish walls and send mooks flying. Batman? He flinches slightly and looks irritated, and loses no health at all.
- Madness Mantra: Zsasz in one of the interviews.
- Magic Pants: The venom/Titan mutants and Joker Titan are (thankfully) wearing these.
- Male Gaze: Used with Harley and Poison Ivy. The latter could be considered part of her powers but the former is clearly just fansevice as she herself points out.
- The Many Deaths of You: You can get any number of game over screens depending on which villain you're fighting and how often you die.
- Masked Luchador: This version of Bane has the look.
- Master of Unlocking: Batman becomes one after getting the warden's keycard.
- Megaton Punch: On Joker when Batman delivers the final blow. With a helping of explosive gel.
- Metroidvania: As if the game needed something else to make it awesome, it's set in an interconnected world with hidden items where some progression is based on movement upgrades. It's Batroid!
- Mind Rape: Every encounter with Scarecrow. Often accompanied by Interface Screw.
- Mind Screw: The Scarecrow pulls this in-game, on both Batman and the player. See Fission Mailed above. At least Bats coughing gives it away, or Eternal Darkness would get a serious run for its money on the oh-crap-did-my-console-break side of things. There's a particularly famous example, which imitates a PC/console crash, that has spooked a significant chunk of the playerbase before they realise what's going on.
- Mission Control: Oracle serves this function, just like in the comics. It's also inverted: Joker does this for his mooks. He's quite unhelpful and worsens their overall morale at times.
- Mission Control Is Off Its Meds: The Joker to his minions.
- Railing Kill: Well, Railing Bonk, anyway. In the event that the railing is really high up off the ground, Batman thoughtfully attaches a bungee cord to one of their legs as he smacks their head into the railing and tosses them over the side so they won't die.
- Red Shirt Army: Taken to absurdly idiotic levels with the Arkham Guards.
- Arguably even more so with the Blackgate inmates. The guards can't stop an army of murderous felons, but those same felons can't even stop what is ultimately, as Joker himself lampshades, just one man.
- Reckless Pacifist: Given all the terrible, terrible things you can do to enemies in this game, it's amazing that Batman doesn't kill anyone by accident.
- Reptiles Are Abhorrent: Well, actually Croc's just a human with a "skin condition", but he is definitely reptile-like, and very, very abhorrent. A really bad skin condition. It is possible that, like in the comics from 2003 onwards, he's meant to have been infected with a virulent mutagen that's made his condition even worse, but the game is silent, as Batman is more concerned how he wants to use his femur as a toothpick.
- Retirony: In a recording of one of the Joker's patient interviews, his doctor asks him about his childhood, and he claims that his father was a cop, who was a week away from retirement when — but we don't get to find out what happened then, because at this point the Dr. Young decides that he's just making it up (she's seen that movie already), and changes the subject.
- Rewarded as a Traitor Deserves: Guard Boles. It's also You Have Outlived Your Usefulness but there is an undercurrent of this. Though The Joker would certainly have killed him no matter what he did.
- Rewarding Vandalism: If you want to solve all of the Riddler's riddles, you're going to be destroying a lot of walls and security terminals. In addition, a lot of takedown moves involve breaking through walls, windows, ceilings, and floors. Batman isn't known for arbitrary property damage, and there are more conventional boxes and such around, but they are either indestructible or cannot be interacted with.
- Riddle of the Sphinx: Referenced in gruesome fashion by the Riddler in one interview tape: he claims the answer is "a baby", because it walks around on four limbs, but it walks on only two if you cut off its legs and three if you give it a crutch. When asked how he could make such a sick joke, the Riddler calmly responds "It's not my baby."
- Rise from Your Grave: Batman does this after the Joker shoots him in the forehead and the player chooses to retry in the fake "Game Over" scene, all in the Scarecrow's final Mind Screw segment.
- Role Reprisal: As stated, Kevin Conroy reprised his role of Batman, Mark Hamill reprised his role of the Joker and Arleen Sorkin reprised her role of Harley Quinn for this game. (Though in the sequel, she was replaced by Tara Strong.)
- Room Full of Crazy: It's Arkham Asylum. Individual rooms full of crazy can be found for bad guys such as Two-Face, the Calendar Man, Maxie Zeus and the Riddler, amongst others. Seems the inmates like to decorate their cells.
- RPG Elements: You gain experience when you beat enemies or explore around, and when you level up, you can choose between different upgrades such as getting a new combo, getting more health, upgrading your gadgets, etc. It's firmly in the territory of this trope as there's no need for specialization: by the end of the game (assuming you've been following the Riddler challenges) you'll have enough experience for every upgrade in the game and then some.
- Sanity Slippage: The Spirit Of Arkham messages, for both Amadeus and Sharp.
- Scary Scarecrows: The Scarecrow—in addition to his fear toxin, he wears a Freddy Krueger style syringe gauntlet and looks incredibly emaciated.
- Scenic Tour Level: Escorting the Joker through Arkham in the intro. Interestingly enough, you can take time to talk to the people you meet during this part and learn some new things you wouldn't otherwise. Killer Croc used to be a drug dealer before he mutated, and he's moved through Arkham, he's pumped full of tranquilizers.
- Schrödinger's Gun: In the morgue, during the first Scarecrow hallucination, you are confronted with three body bags. Whatever order you open them in, the contents are always Bruce's father, then his mother, and finally Scarecrow. Also, no matter what order you collect the audio tapes in, they are always the next one in the set. Same goes for the Spirit of Arkham messages.
- Sequel Hook:
- During the ending, there's a news report of Two-Face's robbing a bank, to which Batman presumably flies. Also, The Stinger has Bane, Croc, or Scarecrow's hand (chosen randomly) getting hold of the Titan formula.
- Also, take a close look at Ra's al-Ghul's body bag in Dr. Young's office before and after beating the game.
- And Tommy Elliot, AKA Hush, is a doctor at Arkham.note
- After finding all the Spirit of Arkham messages, go back to the room where you left Warden Sharp for his own safety. The room is empty, and has the word "Batman" scribbled all over the floor.
- Go to the warden's office, as seen here. The middle section of the wall can be blown down with multiple gel charges, revealing a secret room with blue prints and photos providing a sneak peek at the sequel.
- Sequence Breaking:
- After fighting some thugs in the Arkham Mansion library, you go down the stairs to see the Joker gloat as there are poor people hostage. You can, however, go straight to their rescue after beating up the thugs, and the Joker will call you out on it. You don't even have to beat up the thugs: you can grapple up as soon as you enter the room in which case the Joker will berate his mooks for not even being a distraction and summarily dismiss them. Which incidentally sidesteps the possibility of Batman killing them by dropping a ridiculously large chandelier on their heads.
- There's actually several places where scenes play out differently if you try to Sequence Break, usually if you try to enter a building through the front door. Harley (or several other thugs) will be safe behind a forcefield and taunt Batman. It's particularly delicious to get the drop on the ones who were taunting you moments earlier. Especially since they're relating the incident (and Batman just up and leaving) to their disbelieving companions.
- Shell-Shock Silence: Batman experiences one of these near the end of the game, after the Joker triggers his booby-trap
- Shipped in Shackles: This is how The Joker was wheeled into Arkham in the first scene. Batman gets the same treatment later in a Scarecrow-induced hallucination.
- Shock Collar: The only way to take down Killer Croc is to use the one installed on him.
- Shoot the Hostage Taker: A non-lethal version: When Zsasz is holding a knife to Dr. Young's throat, you save her by knocking him out with a Batarang.
- Shoot the Shaggy Dog: Batman rescues Dr. Young from Zsasz, only for her to die a mere minute later in a trap the Joker set for her.
- Shoot The TV: Batman can throw batarangs at most TV monitors which the games' villains appear on, cracking the screens.
- Scarecrow's design and tricks in this game are reminiscent of a certain Psycho Mantis. Plus, he's wearing a syringe glove reminiscent of Freddy's knife glove.
- "There is no Crane, only Scarecrow!"
- The prelude to Scarecrow battles, especially the 2nd and 3rd, is very reminiscent of The Sorrow from Metal Gear Solid 3: Snake Eater.
- The "Tick, Tock, feed the Croc" is a reference to the crocodile in the Peter Pan stories. It's also a reference to the mini-series Arkham Asylum: Living Hell, where Killer Croc says it to Arkham security guard Aaron Cash (whose hand he had bitten off some time ago, giving Cash a phobia of him).
- Cash's hook-hand is a clear reference to Captain Hook, who ever so coincidentally got his hand bitten off by a crocodile.
- One room in the Penitentiary area is named The Green Mile and carved over the doorway is the Latin phrase Liberate Me Ex Infernis.
- Clayface's cell holds the mannequin Preston Payne (the third Clayface) fell in love with in an annual written by Alan Moore.
- Joker gives a shout-out to The Three Stooges over the intercom at one point:
Joker: Paging Dr. Howard, Dr. Fine, Dr. Howard!
- And one to Groucho Marx in another:
Joker: Remember guys, he may look like an idiot and talk like an idiot, but don't let that fool you. He really is an idiot!
- After you rescue Cash and Dr. Kellerman in the Medical Facility, zoom up to the little black box with the red letters. They spell out 'Dr. Clooney report to Gynecology'.
- Scarecrow's Patient Interview Tape refers to an incident with Dr. Murphy and Dr. Combs.
- At one point, Joker refers to Bats as the "friendly neighborhood rodent".
- When fighting mooks they'll sometimes get sharp wavy lines over their heads◊ It looks uncanny to Spiderman's Spidey-Sense.
- Shut Up, Hannibal!:
- What's that, Joker? You think you're going to win? "I'll never let you win. Never." EXPLOSIVE PUNCH.
- Whenever any of the inmates tries to psych out Officer Cash, his typical response is along the lines of "You wait until I'm not in this death trap you put me in, and I'll shove those words up your ass."
- One from Batman:
Bane: I will break you, Batman! Then the "bruja"!
Batman: No, Bane, this time I break you! (the Batmobile slams into Bane, sending him into the water.)
- Sickening Crunch: Some of the more brutal finishing moves result in this.
- Slave Mooks: The Titan Monsters work as this trope, as are Poison Ivy's slaves. And the Joker seems to be threatening the families of at least some of the inmates.
- Sleazy Politician: Despite a massive prison takeover and Joker unleashing havoc on Gotham, Warden Sharp's only concern is his upcoming political campaign.
- Small Name, Big Ego: The Riddler comes off like this when he hacks Batman's comm system. Every so often, when you discover a riddle, you'll get a message from him along the lines of saying that obviously he intended for you to find that one and he's astonished that you didn't find it before now. Then you find more of them. Gloating becomes genuine astonishment. Then you find even more. Astonishment becomes white hot fury.
- Soft Glass: Some takedowns require hitting henchmen through windows. Large pieces rain down and no one gets cut.
- Spiritual Successor: For the Batman Begins videogame adaptation.
- Square/Cube Law: Batman is six-two and weights 210 pounds. Killer Croc is 11 feet tall and weighs 580 pounds (changed in the sequel to 9 feet tall and 320 pounds). Either Croc is full of mostly air or he should weigh three or four times that. The game itself seems to treat his weight as more realistic; an elevator that visibly strains to lift him has no trouble with four people and a reinforced gurney afterwards.
- Start of Darkness: If you find her patient interview tapes, you get to listen to Harley Quinn's.
- Stating the Simple Solution:
- Harley doesn't mind if the goons shoot Bats, even asking them to just grab a gun and shoot him in the Penitentiary.
- The guards really just want to put a bullet in the inmates head, and given the inmates it's a little hard to blame them.
- Stealth-Based Game: But rare for the genre, it often isn't obligatory. The developers called it "Predator-based" gameplay, as the player is not so much hiding as patiently waiting for a chance to strike.
- Stealth Pun: Ivy is wearing planties. That or it's her "bush". And guess where she's being kept? The Green Mile.
- Steel Ear Drums: Stand as close as you want to your own explosive gel going off, Batman's cowl apparently has incredible ear-protection. Also, that giant clocktower bell he sends crashing to the ground.
- The Stoic: None of the crap Joker, or nearly any villain, does freaks Batman out. Only Scarecrow is able to get some kind of reaction, but that's more the effects of his gas. It's pretty obvious when you find the Titan-flooded old sewage chamber and Batman says there's a new problem. It sparks this conversation:
Oracle: (exasperated) What now? Riddler? Two-Face? Some kind of giant Joker robot?
Batman: Unfortunately, nothing that simple.
- Stripperiffic: Ivy's only wearing a prison shirt held closed by one or two buttons and leaf underwear. Harley to a lesser extent with her nurse outfit.
- Super Drowning Skills: Played with; though Batman doesn't drown if he jumps into water, he doesn't progress either. The player gets a cutscene of him pulling himself out of the water and is returned to the last safe spot they were at.
- Superman Stays out of Gotham: But only because Joker threatens to detonate random bombs around the city if he sees anyone in a cape besides Batman.
- Surrounded by Idiots:
Joker: Note to self: need more henchmen. Good ones this time!
- Survival Horror: Subjective, but the general flow of the gameplay (see Metroidvania above) as well as the setting gives it that old fashioned surhor feel, but it's a subversion in that you're the horror.
- Suspiciously Cracked Wall: Used to indicate areas where Batman can use the explosive gel.
- Tactical Suicide Boss: In short, all of them. Each and every single one.
- Bane doesn't have to charge at you.
- Killer Croc doesn't have to come up out of the water and engage you on the walkways.
- Poison Ivy doesn't have to open up her protective shell while she's bombarding you with spores. Although she's a bit of an exception in that she takes some damage from being attacked otherwise, just not enough for any but the most skilled players to beat her without waiting for her to... er... expose herself.
- Titan Joker doesn't have to turn his back on you.
- Technical Pacifist: After dispatching enemies, if you turn on the visor and scan them, they're just unconscious.
- If you ever manage to yank a henchman into a bottomless pit, you'll typically hear a splash so that you don't break Batman's no-kill policy.
- That's Gotta Hurt: Batman's only rule is not to kill his enemies, but that rule says nothing about their physical state after he's done with them. Nearly every move in your arsenal evokes this trope. Drive a guy's face into your knee? Check. Pull an enemy over to you with a claw on a rope and roundhouse him across the face? Check. Land on a prone guy's body and megatonpunch him in the groin? Double check. Then there's the instant takedown moves, which usually involve actions like ramming a stun baton into a guy's solar plexus or breaking his limbs in a variety of ways. Ouch.
- Tickle Torture: The Joker pulls out a feather and attempts to do this to Batman in an effort to make him give in to the Titan effects near the end of the game.
- Too Dumb to Live: Most of the Arkham staff. Most of them seem to walk straight into the Joker or his goons clutches and end up dead or taken hostage. It's surprising any of them last the night.
- Tragic Monster: The Arkham Lunatics are this, especially when the sequel strongly implies that Dr. Strange is the reason why they are currently rabid.
- The Unfought: Of all the villains gathered for the game, Bane, Poison Ivy and the Joker are the only ones you get a proper boss fight with. Harley and Scarecrow are taken out in cutscenes, Zsasz is defeated with a single stealth attacknote and Croc just gets beaned with a few batarangs and then gets taken out in a cutscene.
- Unhand Them, Villain!: In the Botanical Gardens. (To be fair, the guard isn't dangling over deadly peril when Batman says "Let him go!" — the Joker deliberately shifts before letting go.)
- Unspoken Plan Guarantee: Batman pulls it a couple of times like calling the Batmobile to run over Bane, just after the guy has (supposedly) been defeated - how Genre Savvy of you, Bats! Most importantly, he pulls one on the player. Better figure it out before Killer Croc reaches you, or you're toast.
- Unwitting Pawn: Dr. Young created the Titan formula with funding from the Joker. Granted she didn't know this until after she made the formula. In the Viral Marketing Alternate Reality Game, you'll be contacted by The Riddler, who thanks you for compromising Arkham's entire security system, making the island takeover that much easier and effectively setting up the events of the game. Nice Job Breaking It, Hero.
- Vertical Kidnapping: The "inverted takedown", which is basically flashing down to enemies standing under whatever gargoyle you're perched on and stringing them up by their ankles.
- Victoria's Secret Compartment: Well, not so secret considering how much cleavage she's displaying, but Batman steals the Joker's party list out of the front of Harley's top after defeating her.
- Video Game Caring Potential: A minor example, but worth mentioning: When you first enter the Sanatorium, you see Dr. Cassidy "escorted" by a thug to where the other hostages are being held, where she kneels sobbing and scared. If you go nearby her prior to eliminating all of the thugs, she'll stop sobbing and whisper "Batman?" who will tell her to stay put since it's not safe yet. For the rest of the time you're busy eliminating the thugs, she isn't crying anymore.
- Video Game Cruelty Potential:
- Villain Team-Up: There is tons of evidence that the Riddler is working with Joker. As usual, he's working with Harley, and judging from his comments in the Medical Facility he might have made an alliance with Bane and Scarecrow, too.
- Villainous Breakdown:
- The Riddler, gradually as you find more and more of his secrets.
- Also Scarecrow, when he realises his fear-gas ain't worth crap anymore.
- Joker has one when his attempt to drive Batman nuts using Titan fails. He explains the whole point of the game was to make Batman as crazy as him.
- Villainous Widow's Peak: This design of the Joker has an almost-impossible one.
- Voice with an Internet Connection: Oracle. The Riddler also pesters you when you solve one of his puzzles.