Batman

Batman: Arkham Knight Review

Batman

Rocksteady Studios’ final outing in the Arkhamverse is packed with bombastic set-pieces, its own brand of bone-crunching (and now tyre-screeching) combat and a tale worthy of the best Batman comics, all set in the most stunningly realised Gotham City that’s ever existed on page or screen. The game itself looks gorgeous, with cutscenes switching seamlessly into the beautiful, dark world Rocksteady have brought to life. The attention to detail runs throughout the game’s intensely layered Gotham City. As always, there is a mountain of side missions, collectables, secrets and challenges to be found. Every street feels gritty, authentic and completely at home in this setting and the alleys are littered with unique quirks and wider references to the DC universe, from Lex Luthor’s messages on Bruce Wayne’s answering machine to the thugs’ ever-entertaining chatter that you pick up whilst scaling the city’s towering rooftops.

(Very mild spoilers to follow)

Batman: Arkham Knight is a masterclass in modern storytelling, taking the Caped Crusader into uncharted territory as he faces his deepest fears in a uniquely gratifying way. Following the events of Arkham City, Batman struggles with his inner demons. Racked with guilt and heavy trauma following the Joker’s death, he is called out by The Scarecrow along with many of the series’ classic villains, all hell-bent on his destruction. The mysterious Arkham Knight emerges into the fray, boasting an enormous arsenal of drone tanks and intel on the Bat that stands to turn the odds in his favour. With the Arkham Knight’s insider knowledge and Scarecrow’s willingness to exploit those closest to Batman, the player is taken on a ride that shows off more twists than an M. Night Shamylan film, more DC royalty than Alan Moore’s desk drawers and offers an unrivalled look into the mind behind the cowl.

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Whilst Scarecrow and the Arkham Knight are at the forefront of Batman’s third night of terror, Rocksteady find creative ways to keep the Joker at the centre of the story, ensuring this feels like a true Arkham experience and a fitting finale for their outstanding trilogy. Every character is fleshed out, especially in Batman’s immediate support system, from the ambitious but held-back Robin to the coolly intellectual Barbara Gordon. When the focus shifts away from the Bat himself it’s always welcome, widening the scope of the story. The voice acting is as strong as ever: Kevin Conroy lends his iconic vocals to Batman with more growl than ever, while Breaking Bad‘s Jonathan Banks makes a distinctive debut as James Gordon and John Noble commands your attention as Scarecrow. Ashley Greene packs a supremely defiant punch as Barbara Gordon, Troy Baker returns as the menacing Two-Face and David Cross is masterful as the Riddler once again. It is truly a golden age for video game acting and these powerful performances bolster the cinematic atmosphere in the Arkham series.

The grandest addition to the game is, of course, the inclusion of the Batmobile, which looks like the Dark Knight Trilogy Tumbler with added flare and a significant increase in firepower. With two core setups, pursuit and battle mode the Batmobile adds a diverse tool to the Dark Knight’s arsenal. Pursuit mode fulfils the dreams of any Bat-fan since his very creation, allowing players to speed through the streets of Gotham at dizzying velocity, giving chase to unwitting bank robbers, bringing down Arkham Knight’s fleet of armoured cars or even solving elaborate Riddler courses set up throughout the city. It’s high-octane carnage at its best.

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The battle mode turns the rapid rescue vehicle into a tank designed for all out warfare. In battle mode, Batman is often placed in arenas and charged with fighting off an army of conveniently unmanned drones. The mobile combat system is slightly clunky, as your Vulcan Cannon has a recharge time equal to watching all three Godfathers back to back, and the machine gun’s range is simply not enough to overpower the multitude of armoured vehicles sent your way. All of this does make for some challenging encounters filled with explosions and the odd stealth section against the Cobra Tanks, whose Death Star-style weakness means that they can only be hit from behind. All in all, the battle mode gameplay is enjoyable, but the sheer quantity of Batmobile missions in the main campaign often slow the pace and detract from the sheer pleasure players can get from playing as Batman himself – something that Rocksteady worked for years to achieve. Also, the overload of drones, missiles and unmanned helicopters in some missions occasionally caused havoc with my frame rate. In one particularly taxing battle I was plummeted straight through the floor and sent spiralling endlessly through fog until I landed in the same spot and proceeded to explode.

The regular gameplay, on the other hand, takes what’s best in the previous instalments and builds on their successes. The impact of each punch is accompanied by a satisfying thump that’s kept its appeal since the beginning: it’s still a joy to dole out punishment to Gotham’s riotous renegades. With the hyper-powered shock gloves found in Warner Bros. Games’ Batman: Arkham Origins, Arkham Knight offers new features for both the Dark Knight and the grunts that he leaves sprawled across the alleyways of Gotham City. The World’s Greatest Detective gains a couple of new toys, including a voice modulator, which allows Batman to impersonate his enemies and order their thugs around, and a device allowing him to control the Batmobile remotely. The grunts of Gotham are kitted out with aerial drones that scan the environment for signs of unwanted sleuthing, electrified thugs who can’t be countered and medics who can revive unconscious grunts who’ve already received their bat-kicking.

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Each feature adds an extra element of strategy, whether you’re stealthily taking down a room of armed grunts or in all-out brawl. The AI have been given a healthy upgrade to boot, now learning which style of take-down you favour whilst hidden and adjusting their behaviour to combat it. When combined, these tweaks are not just a great addition to the Arkham series’ existing stealth gameplay, but can be explained in the game as the result of the Arkham Knight‘s knowledge of Batman’s special brand of ass-kickery. It’s this kind of care and attention to detail in the games’ design that tie together Rocksteady’s story and gameplay and set it apart from the rest.

Ultimately, Batman: Arkham Knight proves to be one of this year’s biggest blockbuster hits whilst also boasting a brilliantly crafted tale that draws from the best of Batman’s extensive back catalogue to create an instant classic. The combat and stealth gameplay is refined almost to the point of perfection and the final hours of the game pack an emotional punch like no other superhero game has before. It’s clear there has never been a better time to don the cape and cowl and take to the streets.

Batman: Arkham Knight is available now for PS4 and Xbox One, with a fixed PC version on the way.

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An Exclusive Peek at "Batman: Arkham Knight" at MCM London Comic Con

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Multi-BAFTA award-winning Rocksteady Studios presented Batman: Arkham Knight on Saturday at MCM London Comic Con, kicking off a panel with brand new gameplay footage. It started with a close up of Batman’s new, shining armour clicking together (reminiscent of the Iron Man suit-up scenes) in the middle of his high-rise apartment. Striding out onto the balcony, Batman jumps over the edge and falls through the rain before his cape opens and he glides through Gotham City, now five times bigger than in previous games.

Scarecrow is back and working with the Arkham Knight to create a chemical bomb, and Harley Quinn, Riddler, and Two-Face are also returning to take down Batman. But that’s not all: for the first time in an Arkham game, you get to drive the Batmobile! Stunning footage showed the Batmobile being driven up stairs, power sliding down streets, and firing missiles at enemy vehicles – as well as, of course, its ejector seat!

The rest of the gameplay trailer showed Batman take out three mooks in one combo attack, swooping down from a ledge and disabling one after the other. He proceeded into a dark, dilapidated building, the broken glass windows inside looking down onto a crime boss surrounded by stacks of money. Sneaking into the vents, Batman crawled beneath the floor, burst out from under the crime boss and proceeded to take out the other hostiles in the room.

The final image was of Scarecrow sitting in a blacked out room, delivering a message threatening to destroy Batman’s beloved Gotham.

Once the trailer ended and lights came up on the panel, eight members of the Rocksteady Studios team came out on stage one by one, grinning at the audience and ready to answer questions. In attendance were Sefton Hill, David Hego, Adam Doherty, Ian Ball, Zafer Coban, Albert Feliu, Guy Perkins and Gaz Deaves, who each discussed different aspects of the development process, including game design, narrative, art, character design and animation.

Batman: Arkham Knight is the conclusive title to the series of best-selling Batman games by Rocksteady Studios, Batman: Arkham Asylum and Batman: Arkham City.

The discussion began with Ian Ball explaining how the Arkham Knight was created with Jeff Johns at DC. As this will be the final game in the series, the team wanted someone who could go “toe-to-toe” with Batman. The Arkham Knight commands a huge military force to take on Batman, working alongside Scarecrow who is back for revenge. They wanted to bring a new character to the Batman universe with Rocksteady’s stamp on the character’s design.

They confirmed that the Joker is definitely dead and will not be returning in Arkham Knight. “It’s really interesting to think about a world without Joker,” Ball said. “You really feel Joker’s presence by the fact he’s not there and how supervillains change their behaviour and start working together now he’s no longer in the picture. He was a force keeping them apart and now they can unite against Batman.”

“A big part of this game is the allies Batman works with,” Ball said later in the panel. “You will see in some of the screenshots we’ve released that you get to meet Oracle again, and to go up the clock tower and see her HQ in the middle of Gotham City. So you’re definitely going to find out a lot more about who she is. She’s a big character for us and we’re really happy to bring her into the game world this time and to have Batman meet her in person rather than her just being a kind of voice in his ear.”

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They described in greater detail how the Batmobile is designed not to kill anyone, despite its ability to barrel down streets, crush lampposts in its way, and fire a crazy amount of heavy weapons. If anyone gets too close to the sides of the vehicle, an electric pulse pushes them away, and when the Batmobile’s weapons target a human, they immediately set to stun.

The developers reiterated once again that the Joker not being around to define who Batman is will be an interesting twist to the narrative and that they hope Batman: Arkham Knight will be an explosive, epic conclusion to the series.

The panel came to a close with another sneak peak at a “yet to be released” gameplay trailer. On another rainy night in Gotham City, the Batmobile spins down the road towards a chemical factory. A plane shoots down the bridge leading into the building, but hitting his ejector seat, Batman soars on inside. Sneaking further in, Batman incapacitates people by dropping ceiling lamps on them and giving them electric shocks. It’s a stunning-looking game with dynamic action and smooth controls. With Kevin Conroy back as Batman and Arleen Sorkin returning to voice Harley Quinn, it should prove to be a brilliant conclusion.

Batman: Arkham Knight is due to be released in June 2015. The upcoming game will be available on Xbox One, PlayStation 4 and Microsoft Windows.

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