Arkham Asylum, the first Batman game from Rocksteady Studios, had the sense of a fresh beginning for superhero action games. Batman: Arkham Knight has a sense of finality. It builds on the revolutionary strike-and-counter fighting style with powerful new moves and enemies; it expands on Arkham City’s open world with a larger, more detailed version of Gotham; it introduces a new fully playable Batmobile and makes it an important part of the action and puzzles; and it brings all of Batman’s closest family of Gotham superheroes and rogues together for an amazing, great-looking finale.
Roughly 12 hours’ worth of story missions do a great job of playing up the long history between Batman, the three Robins, and Jim and Barbara Gordon. The plot does stray a little too far into the supernatural for my tastes -- in that I generally find the Dark Knight at his finest when the threats he faces are at least remotely grounded in reality -- but in doing so it drives wedges between allies and delves into Batman’s psyche in an interesting way.
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Roughly 12 hours’ worth of story missions do a great job of playing up the long history between Batman, the three Robins, and Jim and Barbara Gordon. The plot does stray a little too far into the supernatural for my tastes -- in that I generally find the Dark Knight at his finest when the threats he faces are at least remotely grounded in reality -- but in doing so it drives wedges between allies and delves into Batman’s psyche in an interesting way.
Continue reading…
Continue reading...