The Arkham
games have been one of my favorite series to crop up over the last decade. Arkham Asylum marked the first time I
thought a 3D superhero game was great and as a massive fan of both superheroes
and Batman in particular it was an awesome and unexpected treat. Things are a
little different now, expectations have been high for each Arkham game since Asylum
and developer Rocksteady has made a big deal about ending this great series
with a bang. And while there certainly were some bangs, I couldn’t help but
hear a lot of whimpers too.
When Arkham Asylum came out six years ago it was a special game. The
main reason for this was that Rocksteady had managed to design systems around
all of Batman’s greatest aspects – his fighting, sneaking and detective skills
– and blend them together in a way that made the whole greater than the sum of
its parts. That whole was Batman, and because of it we as fans got to feel like
one of the greatest and most beloved fictional characters of all time. In Arkham Knight Rocksteady tried to
incorporate one last aspect of being Batman into the experience. That aspect
was the Batmobile. Regrettably, that aspect is Arkham Knight’s greatest weakness. If Rocksteady had simply treated
the Batmobile as just another gadget – factoring it into a few new puzzles – which
you could also use to get around the city faster then things would have been
fine. Instead they make you spend about half the game inside the Batmobile,
usually engaging in tank battles that have nothing to do with what it means to
be Batman. Even when you aren’t in tank battles you are doing things like chasing
armored vehicles and firing homing missiles at them or using it to breakdown
walls, something we’ve already done and sometimes still do with the explosive
gel gadget. Pretty much the only times you are using the Batmobile to solve
puzzles in new and interesting ways are in some of the Riddler challenges, but
most of those are just race tracks. The game is called Batman, not Batmobile,
and whenever you are in the Batmobile you don’t feel like Batman. Instead you
feel like a weird rocket propelled tank.
When you actually are playing as
Batman there's a few interesting new additions to gameplay, basically one for
each gameplay pillar: combat, stealth and puzzle solving. First and foremost is
the Fear Takedown system, which allows you to take out a group of unsuspecting
enemies (up to five with upgrades) with great speed and ease. It allows for stealth
sections to include more enemies and offers up a great way to enter into big
fights, if you can approach unseen. The way the camera speeds up, whips around
and then slows just to speed up again after you select your next target was
really uncomfortable to look at the first handful of times. Eventually, I did
get used to it. Another addition is the ability to pick up weapons like a bat
or steel pipe that enemies drop and use it against them. It works just like the
Shock Gloves from Arkham Origins,
meaning it lets you damage anyone – whether they have armor or stun batons or
riot shields – just like if they were the basic enemy type. The weapons break
quickly though, so it isn’t nearly as overpowered as the Shock Gloves were. It
can come in handy, but I found myself almost never making use of this feature
as it isn’t needed to win the fights. Besides, when was the last time you saw
Batman use a Baseball bat against a criminal? He’s not Casey Jones. For the
investigative sections of gameplay, Detective Mode offers nothing new. However,
there is an interesting new type of puzzle in the game. It involves you searching
through footage from a group of cameras in order to track and locate a piece of
information. Unfortunately, you only get to do this type of puzzle twice. There
is one last gameplay addition, and it is the one that was the most surprising
and intriguing: tag team combat.
The Arkham campaigns have always been single player only and Arkham Knight is no different. So, to
have two heroes like Batman & Nightwing fight a group of enemies together
you control one while the AI controls the other until you press the Left Bumper
and instantly swap control with the AI. There is also a meter that you can
build up in order to perform a dual takedown that will instantly neutralize
anyone you are fighting, and switch your control over to the other character.
Despite the simplicity of the tag controls you never fight with more than one
ally, even though there are a total of three in the game. While it is undoubtedly
cool to fight with Nightwing or Catwoman or Robin alongside Batman, the
characters don’t feel that different. Their animations are different, but the
combat is the same except for the fact that none of them have useful gadgets.
It’s not surprising though, why make a bunch of unique quick-fire gadgets for
such brief and infrequent team-up fights? Heck, there is only one section in
the main quest line where it occurs. Aside from Catwoman climbing on walls for
brief parts of Riddler challenges you never explore what makes these other
heroes unique. It would have been nice if you could choose to do side quests as
them simply for the heck of it, but since you can’t they end up being a flashy
inclusion for a few fights and nothing more.
You can’t even use Robin, Catwoman
& Nightwing in any of the game’s AR challenges. The AR challenges are Arkham Knights lack luster replacement
for Challenge Maps. The biggest problem with the AR challenges is that there
are so few of them, especially in terms of ones that feature Batman’s combat
and stealth. Out of the twenty-three challenges, fifteen of them feature the
Batmobile. The other eight are split up evenly between combat and stealth
missions. Of those four combat missions: two feature Batman, one features Azrael,
and one is a tag battle with Batman & Nightwing. There is no good reason
why you can’t choose to get a little more out of these four short combat
challenges by playing as your choice of: Batman, Catwoman, Nightwing, Robin or
Azrael. Especially when Azrael is literally just a reskinned Batman, right down
to every animation and gadget. In the story they explain it by saying Azrael
has been studying Batman to become his replacement.
The AR challenges aren’t the only
part of the game that feel like an after thought. The game only has a few boss
fights and none of them are all that good. Although, to be honest, I never did
the Riddler boss fight because it was locked away behind 243 tedious and
annoying Riddler trophies. Quite frankly, I don’t have high hopes for that boss
fight based on the others in the game. Even if it was the best boss fight in
the entire series, I would rather it didn’t exist than have to spend all those
hours getting those trophies to play it. Ironically, what’s even worse than the
lack of boss fights is the large quantity of repetitive and recycled side
quests. Almost every side quest is comprised of just asking you to do the same
thing again and again, often to a ridiculous extent. For instance, the Firefly
side missions ask you to follow Firefly around in the Batmobile until a meter
builds up and Batman automatically jumps out and grabs him. Each time it starts
and ends with identical cutscenes; except for the last one, which features
Batman arresting Firefly. Then there are side quests like taking control of
twenty-one guard towers or rescuing sixteen firefighters – each of which is surrounded
by a group of thugs for you to beat up. As soon as you have completed the first
part of any sidequest you have basically done all it has to offer, with the ten
Riddler Trials being the only real exception. The worst part was after
completing 64 specific villain-less side tasks a boss battle is unlocked that
is just a copy of a boss fight from the main quest with a new villain subbing
in. The side missions feel like a lazy attempt to pad time.
Arkham
Knight’s greatest strength is its presentation. The graphics in Arkham Knight are stunning; the nearly
constant rain falling and sliding down Batman’s costume – most notably his mask
and cape – coupled with the illumination provided by things like bright neon signs
make for some great visual touches. However, there are points where particles
other than rain are falling and some of them have the jarring tendency to move right
through characters. The game’s presentation values don’t stop there though. The
way the game plays with how it stages and presents moments in the story by doing
things like changing the environment as you pan your camera is great. It also
works wonders for all of Batman’s hallucinating in the game. The open world
nature of Arkham Knight can break the
flow of the narrative as you go off and do less pressing tasks when story wise
you should be continuing with the main quest. It’s not as bad as it was in Arkham City though, and things like
billboards changing randomly as you go around the city as well as other
hallucinations keep the main narrative present in your mind.
In fact the way they present the story visually is so
masterful that it manages to largely hide how ridiculously flawed the story of
the game is and how poorly some of the major characters where represented. To
prevent spoiling anything I won’t go into too much detail, but the story of the
Arkham Knight for instance was really predictable. They never presented any red
herrings or misdirects for who the Arkham Knight might be, despite it being a
big mystery to the world’s greatest detective for almost the entire game. There
is also another massive story thread that for me was the highlight of the game,
but is founded on a complete misunderstanding of an integral character. I found
myself having to try and over look how stupid the set up was and the fact that
there was a much better way to do it, simply because they did get to some cool
stuff with it – all of which still could have been done if they had set it up
properly. The story was somewhat uneven in terms of delivering emotionally, but
the performances were a huge step up from the phoned in disaster that was Arkham City. Arkham Knight’s story did seem like it was delivering a good sense
of closure for the series; right up until it spoiled that by saying I can’t
unlock the ending until I do more side missions and then that I can’t unlock
the “true ending” until I do all side missions, including finding all the
Riddler trophies. I watched the “true ending” online and wasn’t at all impressed.
Arkham
Knight had the potential to be the best Batman game yet and ended up being
the worst major entry in the Arkham
series. This occurred because the game fell short in everyway outside of its presentation.
The story has some great moments – due far more to the way the game presents
the scenes than to the story itself –, but overall was horribly mishandled. The
boss fights are lacking in quantity and quality, the side missions are hugely
repetitive, there are too few AR challenges, fighting as a team is an under
utilized feature and lastly, you are left wanting more time as Batman – as well
as other heroes – since you spend so much of the game as the Batmobile. Arkham Knight is still a good game, but
perhaps if Rocksteady hadn’t focused so much on making their next generation
vision of Gotham look so amazing they could have filled that gorgeous city with
fun things to do. Also maybe they could have kept their lead writer from Asylum & City or hired the lead from Origins
so the story made sense. At the end of the day it’s what’s under the mask that
matters most, even on new hardware.
Score: 3/5
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