Batman: Arkham Knight Review

In 2011, “Rocksteady” game studios attempted something bold- to create a superhero videogame that was beyond a simple hack-n-slash button masher, with their game, “Batman: Arkham Asylum.” The result was a game unanimously praised by all who laid their hands on it, including “Guinness World Records,” who awarded it “Best Superhero Game,” in 2012.

“Arkham Asylum’s” plot was simple- meant to be the longest night of “Batman’s” life; “The Joker” took over the asylum, released its prisoners, and wrought hell to all who opposed him. The game introduced a simple-yet-intricate combat system, all of “The Dark Knight’s” gadgets, and a handful of supervillains to round out an excellent “Batman” experience.

Arkham City” and “Arkham Origins” are ‘sequels’ (‘Origins’ being a prequel to ‘Asylum’) that provided further world-building for this particular “Batman” universe, as well as let players explore “Gotham City.” “Arkham City” provided the most recent outing in the games timeline, ending with the death of a major character that provided the set-up for the most recent game, “Arkham Knight.”

Gameplay 

To those familiar with the ‘Arkham’ franchise, the initial hour is a breeze. There’s a simple-yet-complex combat system: a button to strike, one to block, one to stun, and one to preform actions such as run and jump. Combine stuns, strikes, block, actions, and even gadgets and the player will rack up points that will give “Batman” upgrade units to spend to the players’ digression- enhanced armor, new gadgets, etc.

Speaking of gadgets, there are a lot of them this time around, and that’s a good thing. There are no tools that feel unnecessary in this game as they had in others. Some items, such as the ice grenades, are completely optional and not needed to progress through the story.

Alongside this is the fact that gadgets are incredibly useful in combat- you can set a charge with the ‘explosive gel,’ then with a ‘voice commander,’ change your voice to fool a thug into detonating the gel, knocking them out cold.

Gliding in ‘Knight’ is still the fastest mode of transportation, made even better this time around by using the upgrade system mentioned earlier to accelerate the speed at which “The Caped Crusader” is launched up into the air via his grappling hook.

Stealth once again returns and it’s better than ever. ‘Detective Mode,’ that once allowed you to see through walls to find enemies, now also supplies hints as to how to take down new foes as you progress though the game. New ‘Silent Takedowns’ have also been added, making your arsenal of martial combat larger than it has ever been before.  

New enemies have appeared as well, causing me to change up my usual fighting habits. These new foes, such as the ‘medic,’ can bring back unconscious enemies and electrify them, which causes damage to you if they are hit. Turret guns and sword-wielders force a player to be more tactical, not allowing “Batman” to simply swoop down and save the day in a few punches, ensuring that every gang of men you encounter are different from the last.

There are also portions in the story that allow the players to take control of other characters, such as “Nightwing,” “Robin,” and “Catwoman,” for limited times.

Story 

The story has me in a corner- on one hand, it is one of the most bold and adventurous “Batman” stories ever told, giving great character moments from deserving second-tier characters, such as “Commissioner Gordon,” his daughter “Barbra,” AKA “Oracle,” AKA “Batgirl,” and the villainous “Poison Ivy.” These moments are littered throughout the game and supply the story with a heart that has never been seen in the “Arkham” franchise to this degree, until this installment.

On the other hand, both the “Scarecrow,” and the “Arkham Knight,” the games main antagonists, seem wasted and generally uninteresting, especially with all the other, more interesting villains that pose as side-quests, such as “Riddler” and “Penguin,” running alongside them. Their plan is simple- to humiliate and crush “The Batman,” and take “Gotham” for themselves- and their strategies and overall plan make for interesting missions. But there just seems that there could be so much more to it. 

The “Arkham Knight” as a character is unfortunately a downside to this game, but really only for those who are familiar with the Bat-mythos beyond the movies. The game centers on the “Knight’s” identity, explored in a way that is fresh and interesting, giving a new background and history to the character. But to those who read the comics, watch the animated shows, or know a basic history of ‘The Bat,’ his identity is far too obvious and anticlimactic for the games namesake.

By far the most interesting part of the story is the exploration of the ‘Bat’s’ psyche. Without spoiling too much- “Batman” is exposed to “Scarecrow’s” patented ‘fear-toxin,’ causing him to hallucinate. Through this, the game explores the demented mind of “Batman,” causing him to have flashbacks, ‘trips,’ and for him to see a character I won’t share, other than that they are omnipresent.

One thing that is for certain- this game presents the idea of finality completely. As this is “Rocksteady’s” last hoorah in the “Arkham” universe; this is meant to be the last night of the “Batman’s” life, and the idea is presented well, adding that desire to gain 100% completion in the game to my own personal utility belt.

Visuals 

Putting aside “Arkham Knight’s” unwillingness to run smoothly on a PC, the game is a gorgeous display of “Gotham” at its finest. Rain is constantly falling on “Batman,” dripping off his cape in little droplets that look more lifelike than animation. Neon signs reflect off puddles next to soggy cardboard boxes, and the faces of the ‘Gothamites’ look great.

There are no clunky animations to be found, no texture popping or framerate issues on my own personal play through. Punches look smooth, animations match the actions taken, and it is an amazing feeling to whizz down “Gotham” in the newly added “Batmobile.”

I also played this game on the “Xbox One,” but should note that the game does look a bit better on the “PS4.”

Batmobile 

The “Batmobile” is perhaps the most controversial addition to the “Arkham Knight” experience. In one hand- it’s the damn “Batmobile,” and you can drive it almost anywhere. It tears through buildings, crushes down anything in its path, and with one push of a button it turns into a missile blasting, rubber-bullet firing tank… which in lies the problem.

Tank combat is, at first, a welcomed addition to the fighting systems and world of “Arkham Knight,” as you take down enemy drones and clear the streets of these militia-bots. The problem comes later, when you constantly have to be in the “Batmobile,” never fighting as “The Batman.”

Tank combat gets repetitive quickly, even with the addition of its own skill-tree installed later on. It inhibits the flow of the overall game, and limits the tactical aspect that the “Arkham” games generally supply so well.

The “Batmobile” is also a pain to master at first, causing a lot of undesired destruction and frustration. Once mastered, however, it becomes a welcomed addition to the “Batman’s” arsenal, for the most part. Don’t get me wrong, it is a blast to play with, and completely works in this game, but an overreliance on the vehicle waters down what should have been an outstanding experience.

Final Thoughts 

“Arkham Knight” is a game that has an ambitious story that falls only slightly behind “Rocksteady’s” expectations. It isn’t really in the big, bombastic moments that the plot shines, but more so in the smaller character moments.

Changes have been made to characters backgrounds to help make them fit into this new universe more soundly, producing relationships that had never been explored before, including some that long-time “Batman” fans have always wanted to see played out.

Combat feels familiar-yet-fresh with the addition of new gadgets and enemies, and the side-missions, including the 240+ “Riddler Trophies” to find, and the bringing of “Gotham’s” supervillains to the “GCPD” lockup, ensure players will get 72+ hours out of the game before they even utilize the extra content unlocked after beating the campaign.  

Voice actor, “Kevin Conroy,” of the previous ‘Arkham’ games, reprises his role as “The Batman,” working alongside the rest of the amazing voice cast, to bring the best vocals to these characters that I have ever heard. The soundtrack too is worth noting, delivering haunting melodies and honking car horns that bring the city to life.

It’s obvious that “Rocksteady” gave it their all this time around, adding the “Batmobile” to truly let players “Be the Batman.” And while it isn’t a perfect game, it is still the best “Arkham” game, the best superhero game, and one of the best games out on the market period.

Grade: 9.3