


There are two levels included in the beta, Crime Alley and Amusement Mile. Both maps are bathed in sunlight and offer bright and colorful lighting, decorations, and environments of general wackiness. Let's put it this way: If Bruce Wayne's parents were murdered in this rendition of Crime Alley, they would have probably respawned in ten seconds wearing manga-style happy faces. Suffice to say, though they are fitting environments for cosplaying citizens to wage war each other, they're not the kind of environments you'd expect a "traditional" view of Gotham City to look like.

However, GCI does inject new flavors into the military-style FPS, such as the inclusion of a bow and arrow, a megaphone-shaped healing weapon called the "Motivator," and gadgets such as boomerangs and ninja smoke bombs. In addition, the game wants you to be able to zip around the level with increased mobility and to that end offers several gadgets to help you move faster, including roller skates, spring boots, and even a hang glider. Both of the beta maps are also littered with trampolines, launch ramps, and hot air geysers to facilitate gadget-based tomfoolery.
GCI pits two teams of up to six players against each other in various game modes, two of which are included in the open beta, Fumigation and Psychological Warfare. Fumigation is GCI's take on the "capture and hold" team objective game. Three sites of poison nerve gas are set up across the level and it's up to each faction to capture and hold a majority of these sites for a set amount of time. Once that happens, the losing team will all get gassed and the match will end. Because of GCI's fast and varied core gameplay, Fumigation is very fun, but doesn't offer much in the way of innovating the "capture and hold" gametype. It's the other gametype, "Psychological Warfare" where things begin to get more interesting.
Psychological Warfare can be boiled down to "Capture the Flag" mechanics but with a wacky twist: you're trying to turn on a mind control device before the other team does. Teams vie for control of one battery that they must take into the enemy base, install, and defend for a short time while the machine powers up. If it successfully activates, the other team collectively drops all its weapons and is only able to defend themselves by slapping the enemy. I've been on both sides of being mind controlled and let me tell you, nothing is more embarrassing than dying to a hysterical guy in a fugue state dressed as a clown running up to you and slapping you to death as you flail about with your supposedly menacing assault rifle. To make it even more fun, a creepy monotone voice drones on in their heads about how they are failures, quitters and losers.

There's also a wealth of options when it comes to customizing your character's public appearance. Borrowing a page from Halo: Reach's vanity system, you can change each piece of your character's clothing. There's separate wardrobes for a Bats costume and a Jokerz costume so that you're always ready to look your best no matter which side the game automatically assigns you to. However, it does seem like a bit of an oversight that you can't tie a specific costume set to each one of your custom loadouts. After all, it makes sense that your nimble rocket-launcher carrying scout would want a different costume than your walking tank of a medic.
You can also create a "calling card" that acts as your online profile when people browse your character in between matches. Here, you can change the background of your card along with a choice of icons and witty one-liners. It's not as exciting as creating an in-game persona, but it's still a nice touch.
Finally, once you reach level 12, you can become part of a "gang." Now, the beta is fairly cryptic in explaining the benefits of joining one of the five gangs available. Doing so lets you build reputation with them without doing anything other than playing the game normally. There are two benefits to doing so: you'll start to earn access to certain gang-specific rewards (what these are, we don't know yet) as well as contribute to the gang's greater cause, which you can track the progress of on the web.
Tying these all together is a simple, yet layered progression system. What, did you think that you would be able to customize every aspect of your character right off the bat? Oh no, buddy, you'll have to earn every unlock through blood, sweat, and nerve gas vomit inhalations. Gain a level, and you'll unlock one morsel of customization, whether it's a new weapon, gadget, or modification. It's a little annoying that you're at the mercy of the game as to what sort of unlock you will be getting as you progress, but c'est la vie. Though the beta caps out at level 25, Monolith is touting 1,000 levels of progression to be obtained in the complete game. While that may seem like a lot, keep in mind that Call of Duty: Modern Warfare 3 has 800 levels of progression when you factor in Prestige mode.
The cool thing about GCI is that almost everything you do in game nets you some sort of progress. It's one of the few shooter games that awards you points for simply damaging the enemy in addition to kills, assists, and objective completions. There are also side-challenges that you can take part of, like getting a certain number of kills with each weapon or obtaining a certain number of assists. In addition, Monolith smartly separated the method of obtaining each type of customization (weapons, costumes, and calling cards), as it encourages you to customize each aspect of your character throughout your progression without worrying about falling behind in actual gameplay ability.

Gotham City Impostors releases on February 7 on the PlayStation Network and for PC while Xbox Live gets it on Feburary 8.
























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