Tuesday, June 23

Batman: Arkham Knight review: Gotham by headlight


The Batman stands tall and decidedly unafraid in the heart of Gotham City, glaring upward at the Riddler's latest in a string of inferiority-complex-driven contraptions. Unmoved by threats of a biological weapon, Batman is a sentinel: standing in the middle of the street, untangling the hodgepodge of wires, cages, and neon question marks from the side of some Gotham landmark so he can obtain one of several hundred green trophies scattered throughout the burg.

Then, the moment is ruined as Batman is greeted with a healthy smack across the backside from an armored personnel carrier that just happens to be cruising the streets. The Batmobile, just a few yards away, is smart enough to come when the Caped Crusader calls, but not, apparently, enough to warn him of oncoming traffic.

This kind of vehicular spanking is a new addition to Rocksteady's Batman: Arkham Knight, the franchise finale that introduces moving vehicles to Gotham’s streets for the first time. This is the entry that will show how the Batman dies, as a growly Jim Gordon explains at the start of the game. But it’s also the game that will make him look a lot sillier than Rocksteady likely intended.

This is how the Batman drives

These are the growing pains one can expect when introducing something like the Batmobile to a well-established franchise like the Arkham games. Rocksteady has incorporated the vehicle into existing facets of the game—the melee combat that lets you smoothly dance between opponents, the Riddler's brain-teasing collect-a-thon—as well as entirely new Batmobile-focused missions.

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