Nightwing Revealed as Final Playable Character in Arkham City
The final playable character for Batman: Arkham City has finally been revealed, and it is none other than Nightwing.
The reveal comes from two leaked achievements which were both posted on PS3Trophies.org. The achievements are as follows:
- Nightwing Revenge: Obtain 78 medals on the original Arkham City and Nightwing Bundle Pack ranked maps (as Nightwing)
- Campaign Nightwing: Obtain 114 medals on the original Arkham City and Nightwing Bundle Pack campaigns (as Nightwing)
Batman: Arkham City will be coming at you on October 18 on the PS3 and Xbox 360, and sometime in November on the PC (October 19 in Australia, October 21 in Europe, November 23 in Japan). A Wii U version is also expected to launch sometime in 2012.
dude what a badass
Holy crap, her boobs are not a size 40000F, and she is wearing ACTUAL PANTS.
Let’s talk for a minute, one on one.
I am a product of the 90s. I grew up with Teenage Mutant Ninja Turtles, foil variant covers, heroes who “need guns to live” and Spider-Man 2099. I played Magic the Gathering, Pogs, Pokemon, and prolific amounts of the Super Nintendo.
I maintain, and this may be the most controversial statement ever made on this blog, that the Super Nintendo was better than the Sega Genesis. Argue it.
I love The Maxx, I enjoyed the Avengers and Iron Man, the first comic I ever regularly collected was Deathlok in back issues. That was a terrible comic.
I am a generation of pop-culture, nerd culture, and escapism. I carry these concepts with me as a way of living, influenced by the culture around me. I understand where I’ve come from and I know where I want to go with it.
These are my tools of the trade. This is what generates my concept of story-telling, and furnishes my interests.
It’s important to look back on what made us who we are, today, with our blaring music and our multiple longboxes of ancient, dog-earred comics. While most people were reading Tolkien, I was reading Infinity Gauntletand Maximum Carnage.
It’s important to look back at how my concept of a hero was created.
For as long as I can remember, Captain America has been my favorite superhero. Hands down, always, all time, forever. Spider-Man comes as a close second. These are normal people, human beings, affected by something extraordinary, which crafts their lives for the rest of eternity.
I will once again bring up The Infinity Gauntlet, a Marvel cross-over comic where the mad god Thanos steals a gauntlet with the infinity gems embedded inside of it to gain ultimate power. To impress his love interest, the embodiment of death, he uses the powers of the Infinity Gauntlet to kill half the Marvel universe.
Superheroes, or what’s left of them, from around Earth and otherwise band together to fight Thanos. Adam Warlock and the Silver Surfer watch on as Earth’s mightiest heroes are slaughtered in front of them.
Wolverine’s bones are turned to jelly. Cyclops has his head permanently trapped inside an airtight cube, Thor is banished to another dimension, and so on. Everybody died. The heroes were demolished, one by one, until only Captain America was left.
There was a four panel scene. Cap walks from where he was which, If I remember correctly, was trying to break the cube around Cyclops head to save him, and marches right up to Thanos. All the heroes are killed around him, everything is lost, and there is no possible hope for victory. Four panels of Cap walking and staring at Thanos.
He then proceeded to lecture Thanos about his wrong doings.
I was blown away. In the face of imminent death, here’s a person who has their convinctions set on what is good and what is wrong, and the balls to tell a God to take a time out. To this day, it remains as my favorite single moment in a comic book.
Every hero I’ve ever loved is the one that knows they’ll die in the end, and completes the mission regardless. The heroes that realize their efforts may or may not save the world, but they need to be taken in order to prove the power of humanity. They need to be taken to turn back the nightmarish future before them for just one more day.
Every year, I replay Earthbound and Chrono Trigger. I call this “going back to my roots”. In my later life, in my pajamas, I gather the soda and doritos of my youth and replay the stories that I will proudly proclaim to be thebest representation of the medium, complete with nostalgia goggles.
These are kids, normal human beings, armed with a sense of destiny and a moral obligation or extreme delusion of heroism, and set off to save the world. These are people who are you and I, the people sitting and waiting for an adventure to start.
But there wasn’t ever a world-threatening evil or an embodiment of unholy deeds threatening our town. There was no princess to save, and no treasure to find. It’s a secret to everybody, and you shouldn’t go alone.
So we, of course, made our own.
For me, it started with video games. The escapism, the idolization, the adoration of characters that you could name after yourself, and watch them grow as they defeated the evils of the world.
Of course, Christian never fits in any game, so I went with Raine. I guess it was the same, right?
Then I realized that there was something called Dungeons & Dragons. There’s all sorts of spaces for your name there! The story doesn’t have to end, it just keeps going! There’s no save spots, there’s no second lives, there’s just you, a bag of multicolored dice, and a piece of paper with numbers on it.
Every character I’ve ever made was a Human Fighter, or a Human Paladin. When I realized that you couldn’t be Chaotic/Good as a Paladin, I switched over. Sessions came, and sessions went, I felt slightly okay with how my character acted, I guess, and the adventures weren’t bad, I think. I was convinced it could be better, that players could get more out of this kind of game.
So I started doing it myself.
I started on AD&D, then moved quickly into the upcoming Dungeons & Dragons: 3rd Edition, and bought every book that existed with my quarters and lunch money, as well as some staunch begging. I was swimming in an ocean of information on legends, lores, races, and character ideas. I studied the Monster Manual so deeply that I drew a terrible rendition of a Catoblepas in my high school art class.
That went over fantastically in a Catholic school.
It was impossible at the time to try and find a starting point. Where would I even begin to tell a story? All the superheroes were already known, and everyone knows their origins. Every video game I owned started in a small town with a group of kids, and no one rolled a Halfling.
I’m joking. Relax. There was a Halfling.
So I looked deeper. It’s not that they were kids, it’s that they were relatively normal. They had “powers” in the idea that they were courageous and adventurous. They didn’t choose to lead these lives, they were chosen to lead them from birth. It was their story. I wanted to live that story, and I wanted my players to live that story. I wanted to write that story.
The best part about grinding in a video game is beating the “boss”. Why else would you repetitiously endure the same task of fighting one group of enemies again and again? That wasn’t the fun, but the fun was in the elation of completion. The achivement of “winning”. The idea that you’ve become stronger than your largest obstacle yet.
I’ve broken an equal amount of controllers through anger at losing and exclaimations of mirth over winning.
Add that to the toolbelt. The good structure of a necessary story wasn’t just the heroes, the adventures, or the courage, but the tension and trials taken to get to that point. If every obstacle was instantly cleared, there would be no reason to even partake. Conflict creates compelling characters. Struggle sustains stress. The second act of any great screenplay is filled with despair.
I played Magic the Gathering from the Odyssey block until Shards of Alara. A special bonus goes out to anyone who understands that reference. I always played Black as my main deck color. It doesn’t matter what the popular builds were, or which cards were blatantly broken at the time, I loved the creatures and spells that came from Black. I loved the story the cards told.
Years of deckbuilding have taught me that with the best cards, it’s still possible to lose to an interesting idea. Yours might be stronger, and faster, but mine is more engineered. I never played what was considered “good”, I always chose what I thought was the best. I chose my interests. I build around concepts and characters, not around min/maxing.
Winning with an underdog deck, a combination of cards that made opponents cock their heads in utter confusion, was the most satisfying win. Winning with what was mine, not what was “best”. Add that to the toolbelt too.
I was ready. I was informed, I had the rules and I had the players. Every story, every narrative, and every encounter I write is based around these core concepts I’ve gathered from my life as a nerd. It was my life to waste after all, I could just reroll another one.
My concepts of a great story are affected by every piece of pop culture that passes my eyes. My construction of a great world is inspired by every world I’ve ever been a part of, where I felt it was important to respect the environment. I can instantly reflect on this every time I write a new session. This is my life, and my story. I’ve been preparing for this moment for years.
Let’s get to work.