Rocksteady had a real job on its hands back in the late 2000’s – superhero games were generally very poor and the developer had been tasked with delivering a new Batman game. It was a challenge they relished and they ended up revitalizing the game genre, with seamless combat and tight scripted encounters, in 2009’s Batman: Arkham Asylum. The second game in the series, Arkham City, opened the game world up to a part of Gotham and laid the groundwork for the latest instalment. 2015’s Batman: Arkham Knight is the culmination of Rocksteady’s trilogy of Batman games and a showcase for the graphical capabilities of the new generation of consoles.
Set a year after the events of the previous game, Arkham Knight sees Scarecrow threatening to release a poisonous toxin throughout Gotham. When another, previously unknown, villain – the titular Arkham Knight – lends his weight to Scarecrow’s campaign of terror, it becomes apparent Batman is going to have his hands full. Luckily you’re not on your own, Alfred, Oracle, Robin and more are on hand to offer assistance.
In the panic and chaos, all of Batman’s greatest enemies come out of the woodwork to take advantage. These villains could easily have been written in throughout the story but are instead optional side content, called ‘Most Wanted’ missions. I felt that this was one of the strongest aspects of the game, as it allowed you to delve into Batman’s relationship with those villains when you wanted to and gave you a choice as to how far you wanted to pursue them. Each villain has 4 or more missions each before you finally get to bring them to justice.
I really enjoyed the side content in Arkham Knight, even more so for the fact that along with specifically choosing to do a side mission, you might just stumble across them because the game does a great job of delivering on visual/audio cues that you might naturally gravitate towards out of curiosity. It felt really great when, for example, I noticed a building on fire in the distance and went to investigate. When I got there it triggered the option to start a Most Wanted mission. Very cool.
My main complaint of the game was the way the Batmobile was handled. Introduced as a new way of getting around Gotham, it does a serviceable job – although I preferred to just glide over the city which was just as quick, in my opinion. Unfortunately the controls never quite felt right for me, with L2 switching the vehicle to ‘Battle Mode’, as opposed to braking – which is usually L2’s function for car based control in other games. It led to numerous occasions where I ended up failing a mission because, in the heat of the moment, I instinctively hit L2 to brake and instead the Batmobile came to a stop and transformed into a tank.
There are needlessly large car battles and even stealth Batmobile sections, both of which felt clunky and always seemed to break the pacing of the game. At one stage I almost walked away from the game entirely after an extremely draining chunk of time trying to finish one mission. Frustrating doesn’t cover it, especially as for most of the game you feel powerful and in control of combat – the Batmobile stuff just didn’t really work, sadly.
Thankfully that is the only real complaint I had with Batman: Arkham Knight, for the majority of the game I was having a blast and another of the new mechanics, Fear Takedowns, was a big reason. This ability allows you to cherry pick enemies to take out in order. Time stops and as you select targets Batman will automatically knock them out. As you upgrade the ability you can string more attacks together, mainly to be used for face to face combat. This means you can stalk your enemies first, taking them out with stealth attacks, and then confront the last four or five, taking them out immediately in quick succession.
Rocksteady do a fine job of bringing all of the Batman characters that you know and love into the final chapter of their trilogy. I’m not a big fan of Batman but I knew most of the characters here and even the ones I didn’t had interesting enough missions that I got to learn a little about them. There is a huge amount of content in the game, my playthrough was probably around 16-18 hours but that was doing a fair chunk of side content. I had finished the main storyline and completed almost half of the Most Wanted missions with an overall completion stat of 69%, so that gives you an idea of how much is here.
As much as I loved Arkham Asylum, for me Arkham Knight is a superior game overall. Not as ground breaking as the first title in the series but more fleshed out in terms of game world and content. To have the freedom of Gotham to explore, stumbling across villain missions or just taking in the (gorgeous) sights of the broken city, is a wonderful thing. This is a game to take your time with, to savour your surroundings and the world Rocksteady have created. Unfortunately a lot of the pacing and general enjoyment is ruined by the Batmobile missions – they are forced on you too much and leave a bad, frustrating, taste. Arkham Knight is the ultimate Batman game but be prepared to suffer through a few sections to be able to appreciate it all.
Rating: 8/10