There’s a little over an hour’s worth of missions in the first DLC for Batman: Arkham Knight. The whole of Batgirl: A Matter of Family is spent roaming one of Gotham City’s seemingly dozens of creepy abandoned amusement parks on another dark and stormy night that happened back when The Joker was still alive and Barbara Gordon still wore a cape and mask. It’s hard not to be disappointed that this is all that’s here, because while Batgirl’s debut is reasonably well done, it’s so self-contained and limited that if you blink you’ll miss it.
As with all the other playable characters in the Arkham games, Batgirl fights very much like her mentor, except with fewer gadgets at her disposal. She’s Batman-lite, effectively. She has unique combat animations which are every bit as cool as the other Arkham characters, and her remote-hacking tool can work from further away than Batman’s (to represent Barbara Gordon’s superhacker skills), and is frequently used to activate distractions and traps before diving into combat. Otherwise combat is business as usual.
Continue reading…
Continue reading...
As with all the other playable characters in the Arkham games, Batgirl fights very much like her mentor, except with fewer gadgets at her disposal. She’s Batman-lite, effectively. She has unique combat animations which are every bit as cool as the other Arkham characters, and her remote-hacking tool can work from further away than Batman’s (to represent Barbara Gordon’s superhacker skills), and is frequently used to activate distractions and traps before diving into combat. Otherwise combat is business as usual.
Continue reading…
Continue reading...