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Rocksteady: Nothing cut from Arkham City

Rocksteady wasn't going to let technical limitations get in the way of its vision for Batman: Arkham City.

"When we first sat down and we said, what do we want to do with this game, we'd put all these ideas on the table about what we thought would make the best Batman game, and all those ideas are in the game," director Sefton Hill told Eurogamer. "We didn't take things off.

"Huge credit to the technical team, who said, look, we'll make it happen. You design the best game you can think of and we will work hard to make that happen.

"Those guys did a phenomenal job with that. All credit to them because there are a lot of technical achievements in there we'd never done before and taken on."

By letting design drive tech, Hill seems to feel Rocksteady avoided the trap of adding in features just because it could.

"Our attitude has always been to make the best game we can possibly make. We don't do technology just for the sake of technology. The technology was always to create this living breathing city," he added.

"Creating Arkham City has been a tremendous technical undertaking. Our engine teams, optimisation teams, art teams and design teams have had to do a phenomenal amount of work to get this game to run and optimise it and run at a solid 30 frames a second throughout, while creating such a richly detailed city."

Batman: Arkham City releases on PC, PlayStation 3 and Xbox 360 in two weeks, with a Wii U version expected to follow.

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Batman: Arkham City

PS4, Xbox One, PS3, Xbox 360, PC

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Brenna Hillier avatar

Brenna Hillier

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Based in Australia and having come from a lengthy career in the Aussie games media, Brenna worked as VG247's remote Deputy Editor for several years, covering news and events from the other side of the planet to the rest of the team. After leaving VG247, Brenna retired from games media and crossed over to development, working as a writer on several video games.
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