I've already reviewed most of these games, so I'm not going to comment very deeply on them. If you want to know more, read the review. I'm considering this more of a Report Card kind of a thing. Batman and Robin's Joker Mode will be getting a review here since I consider it seperate from the main game, and I will be talking more about OkeDoke since Chapter 6 has given me further perspective.
Batman and Robin: Joker Mode: 3 out of 10
I believe it is safe to say that this is the boringest game to ever feature the Joker. Nearly every aspect of the game falls flat. A lot like Troll Over, you spend most of your time walking slowly from Point A to Point B, and a lot like Troll Over there isn't much to laugh at. Battles aren't random, but are instead of "Don't touch the NPC spazzin' around randomly" variety. Sometimes there's more than one NPC and you'll "touch" both of them at once and get sucked into a double battle. I'm begging of anyone who implements these in the future, PLEASE include immunity frames. There is nothing more frustrating than fighting an entire room full of bad guys with no chance to get away. We've got zones that'll let you limit where each NPC can go, you can set up decent dodgable patrols, there's no reason to half-ass it any more. Thank you!
The maptiles and backgrounds are pretty bland. That's realistic for a prison, but comic books aren't about realism. Get creative, make Arkham the spooky kind of a place it oughta be. A super-prison for super-villains. Sound design is even worse. The same plodding song plays OVER AND OVER again. It isn't exciting prison-break music, it's "You're really spending 15 years in prison and we're playing this to keep you bored so you don't rape anybody in the showers" awful. It even plays in battle, making it more monotonous... and then the battle victory jingle kicks in and starts the whole damn thing over from the start. There was special boss battle music that brought a little more excitement, but I only lived to see one boss fight.
For a game about a joker, the rules are incredibly strict. Saving is limited to designated save points, one of which is at the very start of the game and the other one I encountered was literally two steps before a boss battle. I didn't even notice it was there the first time and got the shit knocked out of me by the boss. The second time, grumblin the whole walk back about the unfairness of a boss fight without a convenient save point, I noticed it and felt stupid. Putting it in the room BEFORE the boss fight might've been a nicer move.
One of your characters has healing abilities which can be used during battle. There is also an ability to recharge your MP in battle, meaning that the heals are theoretically infinite IN BATTLE. You can neither heal nor recharge your MP out of battle with "magic". You can recover using items, though the healing items are supremely rare. I eventually found myself painted in a corner, having no items to heal outside of battle, having not enough MP to heal in battle, and having not enough health to survive two turns to recover MP and then heal.
To the best of my knowledge there are no "inns", which again is realistic: If Joker takes a nap till he feels better, Batman's just gonna lock the door and call it a day. I *LIKE* this battle system, but to really make it work I think there should've been a helpful inmate who agrees to get his ass kicked so that you can recover your MP and heal in battle. Would've been tonatically appropriate for the Joker to beat up a guy, would've been just a little bit jokey and meta which is also great given the protagonists, and it dodges the time constraint of an inn while maintaining the... what's the word, the fact that it stands still. Could've also automatically restored MP before each battle, just to streamline a little.
At any rate, it is TOTALLY unforgivable for a person to be able to "Trap" themselves in a game. If I fucked up somehow, let me know but try to consider that while the items and enemy encounters are fixed, the battles themselves are not. Turn-based battles would've served this game much better than the Active ones it uses. It's a pretty long stretch between turns, a stretch that lasts even longer because there's no sound effects whatsoever. The active ones also introduce a level of randomness to things, which means someone (Me!) could theoretically get unlucky and get stuck. Each of your characters has SIX techniques to choose from, and The Joker gets more as you rescue different criminals. It's easy to get punched in the face while you're reading what that stuff does and that isn't very fun.
Harley has an attack that "buffs" your power, but when I used it it only buffed my damage by one point. Maybe I had an unlucky roll of the dice, but that seems pretty useless. On level up, you can choose whether or not you want to boost each character's HP or Strength, and I generally chose strength. It wasn't a big boost, but I did notice the change. It's a cool system, but that's basically the only strategic choice you'll make. Only equipment I found was Orca's "ring" which boosted my MP. You can also only equip items at a save point, not sure what the logic is to that decision.
Just like in Mr. Triangle's adventure, this boss battle dragged on way longer than it should have, even after figuring out the "solution". Water/Whale + Lightning = Uh-oh!. Would've been funnier if it was Joker's fish attack that was the weakness. All the battles drag on a little longer than they should, but that's mostly the fault of low hero speed. The enemies seemed to die in 2 hits and you have two party members, so if each enemy dies in a round that's not too bad. Just keep a high rate of rounds per minute.
It's kind of a puzzle RPG, in that your goal is to release 5 bad guys to help you in some nefarious scheme. There's only one way "forward" at a given time, which makes it easier to figure out what to do. Also, the game lets you know at the other dead-ends that you need something you don't have yet, which is helpful. A lot of games would just be quiet until you've got the item. Once you've released a bad guy, there's things he can do to help you move forward. Break open a crack in the wall, pull a grate off the air vents, maybe gas some pesky guards. The little cutscene that pops up when you do this is nice, but would be way way better with sound effects.
(For that matter, why can't the guys I break out of prison help me fight? I get that Joker can "summon" them, but it takes a lot of MP and is just a fancy spell. Would've been cooler if they'd joined the party, and would've made things more fun and added a layer of strategy. Poison Ivy's really gonna come runnin all the way back to where we are just to open a grate and then leave as quick as she comes?)
I would've really liked to have more jokeyness, more banter. There's a good one liner every now and then, but I'd expect the Joker to be a bit more animated. I never expect for him to be boring.
I do like that the main menu is very classy, and when you switch to Joker Mode it actually switches to a different main menu. That's a nice touch! Weirdly, the "Quit" option on the main menu just starts the main menu over again. I would've liked a "Quit To Main Menu" option in the game itself, would've made it quicker to reload. I realize it would be tricky to pull off, but I would've liked to have seperate save slots for Joker Mode and Batman Mode.
Finally a bug report, if you hold down a direction key when you go in an elevator, you can become desynched from the map grid or even end up outside the wallmaps and unable to proceed. A very disappointing effort.