The world of
For this particular game I wanted to start with some ideas and an excerpt from a blog written by Andrew Lavigne (http://gonetostrangecountry.blogspot.com/2011/12/batman-arkham-city-2011.html)
“The slick visuals--full of neon green signs, rusted factory towers, highways that fall into the sea, and Deco statues--crowd the screen so much that they crowd the player. Little details like bits of dirty snow hanging off buildings or political posters further overwhelm the player. The feeling it gives off is of being in hell, comprised less of sensible city zoning regulations and more of "layers" shoved together.
But for once, this isn't a bad thing. This isn't a case of developers gone wild. This is exactly what fits the situation: a contrast of controlled anarchy, represented by world and art design. Delving into the underbelly of the game world, when the player encounters a buried "City of Tomorrow"-type Deco area, we realize that it exactly matches the message played over its intercoms: if mankind continues its upwards ascent, the buildings will grow to resemble hell breaking through the sidewalks, up and up and up, until we choke to death and are no more.
Does that mean Batman: Arkham City is the first game to not only include fantastical architecture, but to include and comment on its architecture and city spatial dimensions?”