With a story co-written by DC Comics' Scott Peterson and Final Fantasy scribe Kenji Terada, Batman: Dark Tomorrow draws its inspiration from the Dark Knight series of comic books which feature a solemn, resolved Batman as he fights crime amidst the rain-soaked urban decay of Gotham City. Commissioner Gordon has been abducted, gangs rule the night, and an unknown villain from Batman's past has targeted Arkham Asylum.
Played from a third-person perspective, the game features a total of 23 areas, each navigable by a transparent overhead map in the corner of the screen. Play involves a mix of hand-to-hand combat against multiple thugs, using gadgets found in the Caped Crusader's utility belt, and solving puzzles to advance deeper into the game. Moves under Batman's repertoire include leaps from buildings, spin kicks, a double jump, an array of punches, and a crouching maneuver used primarily for stealth.
As Batman makes his way through the environments, which include Gazette Square, Arkham Asylum, and Wayne Manor, Batman can make use of the Batcable to swing from building to building, the Batcuffs to ensnare foes, the Batarang for distance attacks, and the Batgrapple to shimmy up ledges. Other items include a universal tool for picking locks, smoke capsules to divert attention, night vision goggles to see in total darkness, medical kits to replenish health, and a fingerlight to search for hidden clues or documents.
Villains and their henchmen will confront Batman as he progresses, including Poison Ivy, Mr. Freeze, Black Mask, Ratcatcher, Killer Croc, the Ventriloquist, and the Joker. While Batman is alone throughout the game, some help is available via radio contact with Oracle. From the Batcave, Orchid will monitor Batman's progress and piece together the clues needed to unravel the storyline. Batman: Dark Tomorrow also features a stage where players can fly the Batglider, but the Batmobile and other vehicles are only viewable through cinematic cut-scenes.
~ Scott Alan Marriott, All Game Guide
Review: Overall
Batman: Dark Tomorrow seemed to have the right ingredients for a hit, even despite the shaky track record of publisher Kemco, whose biggest titles have been games in the Top Gear racing franchise. Yet if you're going to acquire a license as big as Batman, you have to be prepared to deliver the goods or risk irreparable harm to credibility and future sales -- neither of which a small publisher can afford to lose in an industry dominated by companies like Electronic Arts. And Kemco certainly seemed up to the task. The dark story penned by Scott Peterson, the orchestral soundtrack recorded by the Royal Philharmonic Orchestra, and special effects supervised by Hollywood's Terrence Mason all point to a solid effort.
The opening cinema effectively sets the dark and moody tone, but everything else unravels from that point on. What's left is a mess of a game that appears hastily thrown together in an attempt to curb further development costs and generate as much money as possible before the public realizes they've been duped. It worked for Titus with Superman on Nintendo 64, and perhaps Kemco was thinking the same audience would do the same on GameCube, upholding the legacy of poor superhero games in the process. The only positives this title has going for it are the cinematic cut-scenes, the music, and the idea that Batman has full control of his utility belt gadgets right from the start.
Someone in the art department must have taken the Dark Knight moniker a bit too seriously or else wanted to hide a number of deficiencies, with graphics so dark that players immediately have to tweak the gamma slider on the options screen. Once that issue is dealt with, players will notice a problem they can't fix: the camera. While some games have cameras that are problematic because they move too much, Dark Tomorrow has one that rarely budges at all. Rather than follow the character as he moves throughout the levels, the camera remains in a predominately fixed position as seen in games like Resident Evil. While the controlled camera angles in a survival horror game can help create tension, they do nothing in an action game but give players the worst possible views imaginable.
The act of swinging using the batcable, for instance, quickly switches the view to an angle looking toward Batman for no apparent reason other than to show off his front. Handcuffing a thug quickly switches the view to an overhead perspective for no apparent reason other than to show off the top of his cowl. These momentary flashes are not only disruptive but also disorienting, often causing players to lose their bearings in midst of the action. Of course, the game design isn't worth persevering through the faulty camera. Batman can punch or kick foes until they tumble to the ground, but neither move is apparently strong enough to knock a thug out. He must then walk up to the body, press a button and watch as a cinematic shows him automatically using the batcuffs. If Batman fails to use the batcuffs, the enemy will get up and start attacking again.
Since there's no technique involved with putting the batcuffs on, or no practical purpose of having them other than to give players a mundane task to accomplish, they shouldn't have been included in the first place. It soon becomes evident that the developers were hurting for items to stick into the utility belt; some don't make any sense while others could have been combined into one tool. The batcable, for example, allows Batman to swing across areas, but he can't climb or descend while on it. The batgrapple lets Batman climb and descend, but he can't swing across, even though it's a rope that attaches itself to an invisible sky.
If players can overcome the gloomy graphics, irritating camera, and puzzling gadgets, they can look forward to swinging from rooftop to rooftop, punching dozens of enemies using two moves over and over again, ducking behind walls like Metal Gear Solid, and even taking to the skies in an awkward controlling Batglider. Alas, there's no Batmobile level to speak of, which could have offered a momentary break from the tedious and dizzying action sequences. Batman: Dark Tomorrow was an important title for Kemco to establish itself as a legitimate publisher of A-list titles. If this is the fruit of the company's efforts, they should have been content with releasing just another Top Gear game or perhaps dusted off Kid Clown's giant red shoes for another run. Instead players are graced with yet another superhero game destined for the bargain bin.
~ Scott Alan Marriott, All Game Guide
Review: Enjoyment
The camera, quirky control associated with gadgets, and simplistic fighting engine make for an unpleasant experience.
~ Scott Alan Marriott, All Game Guide
Review: Graphics
The dark look of the game is too dark, requiring players to turn up the brightness on their television screen or tweak the gamma setting in the options. Animation is basic and the environments are sparse.
~ Scott Alan Marriott, All Game Guide
Review: Sound
The orchestral score is effective in setting the tone for the game, but the voice acting could be better.
~ Scott Alan Marriott, All Game Guide
Review: Replay Value
Players can collect CDs and newspaper clippings for boring artwork and other "goodies," but most will want to shelve this title the first time through.
~ Scott Alan Marriott, All Game Guide
Review: Documentation
The short manual skips over the levels, objectives, and much of the gameplay.
~ Scott Alan Marriott, All Game Guide
Production Credits
Created By: Bob Kane; Executive Producer: Seiichiro Okuhara; Co-Executive Producer: Kenichi Nagata, Masayuki Matsumoto, Theodore Ambrosini; Production Manager: Hiroyuki Kisaki; Producer & Game Director: Takafumi Yuki; Story By: Scott Peterson; Written By: Scott Peterson, Kenji Terada; Director: Kenji Terada; Co-Production Manager: Takashi Sekiguchi; Production Coordinator: Tomoya Inatomi, Katsuhiko Kitahara, Hiroyuki Tabuchi; Production Assistant: Yoshi Shindo, Kaori Hatajiri; Producer Assistant: Yoshi Shindo, Kaori Hatajiri; Game Design Team: Tomoharu Aihara, Dave Vout, Takeo Mogi, Takafumi Yuki; Lead Programmer: Tomoharu Aihara; Senior Programmer: Koichi Shindo, Shinobu Michiura, Aki Yoshino; Programmer: Yasuaki Matsuno, Hidetsugu Kawamoto, Satoru Shigemi, Masatoshi Sadamori; Cover Painting: Christopher Moeller; Graphic Director: Kenichi Goto; Art Director: Takeshi Okamoto; Director of Photography: Matt Uhry; Storyboard Artist: Tameo Kohanawa, Kenji Terada; VFX Supervisor: Terrence Masson; Sequence Director: Tobias Richter, Ron Franco, Eric Wilson, Hiroyuki Hayashida, Wira Winata, Koichi Noguchi, Hiroyuki Okui, Terrence Masson; Graphic Team: Daima Agawa, Naoto Akiyama, Ron Alpert, Dale Aman, Chuck Arrivas, Justin Bartholomew, Marcel Bolanca, Chris Boyd, Ralph Bull, Andrew Bunnag, TJ Burk, Daniel Burke, Hollin Calloway, Jason Du, Cynthia Franco, Mel Franco, Mike Frantum, Alec Fredericks, Cory Frick, Shinji Fujita, Roland Gauthier, Gabe Hallak, Makiko Handa, Morgan Hastings, Peter Hecker, Joey Jones, Mutsuko Kasai, Hidekazu Kashiwabara, Akiko Kato, Kazuhiro Kibuishi, Arne Langenback, Lawrence Littleton, Mark Schane-Lydon, Wade McConnell, Rustin McMillan, Scott Meador, Hiroki Miyazaki, Oliver Nikelowaki, Michael O'Brien, Toshio Ohashi, Etsuyo Ohishi, Daniel Padilla, Yoshimitsu Saito, Jens Scott, Jitsuhisa Shibata, Daniel L. Smith, James Spieler, Robert Stahl, Hitomi Tajima, Robert Taylor, Jun Tsunashima, Jesse Vickery, Yu Wang, Brian Watson, Te Wilson, Yoshihiro Yokoyama, Yevhen Zhukov; Grpahic Production Coordinator: Krissie King; Production Assistant: Hiroshi Iwata, Jessica King; Storyboard Artist: Tameo Kohanawa, Kenji Terada; Motion Capture Supervisor: John Klepper; Motion Director: John Klepper; Co-Motion Director: Ron Franco; Character Setup and Programmer: Daven Coburn; Motion Capture Team: Mel Franco, Krissie King, John Okui, Daniel Hallak, Ho Sung Pak, Steven Ilous, John Meehan, Tyler Vogt, Siobhan Flynn, Miriam Hoenig, Ryan Watson, Motion Analysis Studios; Sound Director: Kohji Nishikawa; Music Coordinator: Patrizia Malagnino; Cinematic Music Composer: Tot Taylor; Arranged & Conducted By: Drek Wadsworth; Recorded At: Abbey Road Studio; Chief Engineer: Jonathan Allen; Assistant Engineer: Alex Scannell, Adrian Breakspear; Mixed By: John Mallsion; Project Recording Engineer: Tony Haris, James Thompson; Performed By: Royal Philharmonic Orchestra; 1st Violin: Clio Gould, Shirly Laub, Mia Cooper, Russell Gibert, Andrew Klee, Jilian Cummings, Anthony Protheroe, Kevin Duffy, Kay Chappell, Bogdan Offenberg; 2nd Violin: Michael Dolan, Gil White, Peter Merson, Guy Bebb, David Herd, Peter Dale, Elizabeth Whittam; Violas: Rusen Gunes, Berend Balmain, Martin Chivers, Bridget Carey; Cello: Tim Gill, Christine Jackson, Tamsy Kaner, Emma Black; Bass: Gareth Wood, John Holt; Flute: David Butt; Piccolo: Julian Coward; Oboe: John Anderson, Cor Anglais, Leila Ward; Clarinet: Michael Whight, Tom Watmough; Bassoon: Gavin McNaughton; Horn: Roger Clark, Bon McIntosh, Andrew Fletcher; Trumpet: Ian Balman, David Carstairs, Brian Thomson; Trombone: Graham Lee, Aiden Chamberlain, Andrew Waddicor; Tuba: Owen Slade; Timpani: Michael Baker; Percussion: Martin Owens; Harp: Thelma Owen; Orchestra Manager: Kevin Dennett; Concert Manager: Elsa Tatevossian; In Game Music & End Theme Composed and Performed By: Tony Corizia, Thor, OSeX; In Game Music & End Theme Composed and Performed For: The Egg-Enhanced Gain For The Globe; "In the Eyes of the Hero" By: Trish; "In the Eyes of the Hero" Recorded and Mixed At: Costa Centrale Studio; "In the Eyes of the Hero" Mastered At: Creative Studio; "In the Eyes of the Hero" Mastering Engineer: Stefano Cappelli; Voice Over Direction and Casting: Kevin Thomsen; Dialog Recording and Editing: Merlin Music; First Engineer: Paul Goodrich; Second Engineer: Robert Deitrich; Voice Actor: Allen Enlow, Ralph Byers, Nachie Castro, Dean Elliott, Cynthia Farrell, Richard Ferrone, Julian Fletcher, Patrick Frederic, David R. Gordon, Michael Goz, Lysa Hawkins, J. R. Horne, Wendy R. Jones, Don Leslie, Danny Mastrogeorgio, Ron McLarty, Tom McKeon, Jeff Meller, Erin Quinn Percell, Sandy Resnick, Jonathan Roumie, John Sama, Garet Scott, Scott Sowers, Michael Wright; In Memory of: Kenichi Nishimura
Batman: Dark Tomorrow is a 2002 console video game exclusively for the Nintendo GameCube and Xbox systems, based on DC Comics' Batman. It was developed by HotGen and published by Kemco in conjunction with Warner Bros. Interactive Entertainment and DC Comics. It is based on the long-running comic book series, unlike most other Batman games which are adaptations of the character in other forms of media, besides the source material. Batman: Dark Tomorrow was poorly received by critics. The plot contained many famous villains, and old, less important villains.
Discovering that Gordon's kidnapping was in fact a distraction to keep the Dark Knight away from the world stage, Ra's al Ghul reveals that his new plan to take over the world is nearly complete. Batman has to travel around the world to the Demon's Head's stronghold in order to stop his latest plan for world domination. The game features various endings depending on how the last few sections of the game are played. To get the "good" ending, Batman must disarm a signal device before facing Ra's. This is never revealed to the player however, and the most common ending consists of defeating Ra's who then sets off the bombs he has set up around the globe, ultimately resulting in his success. This initially caused confusion among gamers and critics as to why "beating" the game essentially had the death of 1/3 of the population.
Members of Batman's supporting cast of allies also appear in the cinematics of the game, including Oracle, Robin, and Batgirl. Nightwing does not appear, but is mentioned in dialogue as possible backup leading into the game's climax.
Many precedents of the comics are cited, especially as it pertains to Ra's al Ghul, and Batman's "undefined" relationship with al Ghul's daughter, Talia al Ghul.
The game received very negative reviews by critics for its confusing game play engine, its repetitive mission modes, and its awkward camera angles. The end of the game is also criticized because there is no direction to the "fulfilling ending" of the story, outside of another source. Game Informer gave this game a 0.75 out of 10 for its gameplay mechanics. IGN was severely disappointed, saying that "the Dark Knight gets his wings clipped in his latest adventure".
Although the gameplay was heavily criticized, the story and the in-game cinematics were widely praised. IGN noted, "Positive marks earned here for sticking to the DC-based Batman license and faithfully bringing it to life. The cut-scenes are arguably the best part of the game."[3] The story was written by veteran monthly Batman writer Scott Peterson, who also wrote the previous DC Comics game Superman: The Man of Steel, with assistance of famed Final Fantasy writer Kenji Terada.
The game is notable for resulting in the inception and being the first recipient of the "Shame of the Month" award in Electronic Gaming Monthly, which "honors" each month's worst-reviewed game in the magazine.
A PlayStation 2 version of the game had been planned, but was canceled.
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