Batman: Arkham Knight Review
Batman: Arkham Knight is the final installment in the Batman: Arkham series, one of my favorite game series ever. Batman is back for the last time to save Gotham from Scarecrow covering all of Gotham City in a huge fear gas cloud. I thought that I had already seen that plotline similar in Batman Begins, so that was something that sort of bothered me. This game has been delayed so many times. So many, that I wonder if the only reason was to build up more hype. But, does Batman: Arkham Knight live up to the hype? The short answer, absolutely NOT.
I'm not entirely sure, but I'm pretty sure that Rocksteady had the same screenwriters for Batman: Arkham Asylum and Batman: Arkham City, but different writers for Batman: Arkham Knight. This is mostly where Arkham Knight let me down. As you progress through the story, you don't really see any of the any of the evolution to the characters or plot that you did in Asylum and City. Asylum and City were amazing examples of games that had excellent gameplay and exploration of the map, while still maintaining focus and a tightly scripted plot. Batman: Arkham Knight suffers from a narrative that is way too loose. Much like Arkham Origins, Arkham Knight carries the burden of shoving so many characters and villains into one game, and pushing them into side missions that have no relevance to the story. I came into this game expecting to see how all the villains would tie in with Scarecrow and The Arkham Knight, who are the main villains in the game.
Another big thing that let me down were the characters. They were the second biggest disappointment in regards to the other games. In Arkham Asylum and City, the main villains and Batman himself are so life-like and well acted, and the script just enhanced the voice actors talents. In this game, the script just doesn't do that for me and doesn't have that same feel. Kevin Conroy (Batman), Johnathan Banks (Commissioner Gordon) and John Noble (Scarecrow) all stole the show at once and suited their corresponding characters perfectly. It's just that there's nothing all that new brought to the table for them. The Scarecrow is an awesome villain and isn't seen enough. The Arkham Knight is a whiny brat who has a grudge against Batman for whatever reason and is seen TOO much. The Arkham Knight never felt menacing or scary at all, he just seemed like an annoyance to Batman that needed to be taken care of.
There are a couple [meaning exactly 2] of new things introduced to the plot that I had not really seen before, which I enjoyed a lot. The Arkham Knight's real identity is a mystery, but all you know is that he has a big grudge against Batman. Trying to piece his identity together with everything he says, trying to look for hints to his past and personality when he talks to Batman was so much fun. But then, around halfway through the game, they start throwing not-so-subtle clues and hints to his identity, just in case there were people out there who didn't have any clue up to that point. It made it all too easy to guess his identity, and when his identity was revealed to me it was no surprise at all. Rocksteady had the perfect opportunity to surprise us with this plotline and ruined it for me. Another thing that was new is the psychological trauma that Batman goes through the entire game. Batman has hallucinations and sees things that aren't there, but are much scaled down than the Scarecrow's nightmare stages in Arkham Asylum, but hallucinations nonetheless. This made Batman a more vulnerable and interesting protagonist, as you get to see his greatest fears and play them out for him. But that was the peak of the story for me, along with the end. There's not enough twists and turns that dramatically change the end goal or plot like in Arkham City, which was a major step backward.
Playing as Batman is a whole different story. New things have been added and tweaked in the combat and stealth to add more variety. The freeflow combat in Arkham Knight is the best in the entire series, with a bunch of cool new moves and animations. However, the stealth has been tweaked too much. All these new gadgets that are introduced to you make stealth too easy. One of the biggest problems with the stealth was the newest fear multi-takedown, which then allow you to take out multiple people at once, making it unchallenging. Arkham City had much more challenge to the stealth, giving you fewer opportunities to put your gadgets to use. The stealth sections/areas are also way too big and open, whereas Arkham Asylum was all about being in a confined space with your enemies, and the claustrophobia involved in that. In addition to this, there are no boss battles! Awesome boss battles from Asylum and City are not present in this game, and the only thing close to being called boss battles are involved with the batmobile.
I didn't have hopes that high for the batmobile, so it wasn't as much of a disappointment as the underdeveloped plot. Granted, it does handle very well and is pretty fun to drive, but if you want to explore the huge open city of Gotham, you're better off gliding over rooftops, as it is MUCH faster. The batmobile was used in every single way I hoped it wouldn't. Rocksteady obviously wanted to show it off as much as possible, so they gave the batmobile a tank mode. What then follows is hours of tank battles, where you fight other tank drones in repetitive and boring fashion. I was hoping for awesome villains being fleshed out in this game, and instead, I'm left with tons of insanely tedious batmobile missions, which include, batmobile car chases, tank battles, batmobile PLATFORMING (Yes, I'm serious) and racetracks the Riddler made for you. Later in the game, they introduce tank stealth missions to you. As if the list wasn't bad enough. The tank stealth missions are incredibly boring and annoying, so much so that they make you want to scream. You know, maybe I wouldn't care so much if it didn't absorb over half the actual gameplay. So now I guess the core gameplay of Batman: Arkham is the batmobile. And the batmobile sucks, by the way. What a bitter way to end a great trilogy, with the coolest vehicle in the DC universe.
The exploration is pretty good though. Riddler is at it again, scattering around a bunch of trophies for you to collect, and rage inducing, god awful underground batmobile racetracks. I want to find the person who thought that would be a good idea and give him a good smack on the face. Seriously, Riddler racetracks don't really count as riddles. The Riddler trophies though, are not as fun as they once used to be, as most of them don't require puzzle solving and are just hidden, while some require the batmobile to solve. The side missions are great though. I loved seeing all the villains, even though I was under the impression they would play bigger roles than just being in side missions. I loved solving mysteries and scanning dead bodies for clues and all that kind of stuff. To unlock the full ending to the game, you actually have to complete all the side missions and collect all of the Riddler trophies. I already had completed all the side missions, and I didn't think that gliding around, looking for the 200+ Riddler trophies was worth my time, so I ended up just watching it on YouTube.
Overall, Batman: Arkham Knight was more disappointing than I ever wanted it to be. I had enormous expectations for this game. I thought it was so not cool to make the batmobile the core gameplay, and force it into every single aspect of the game. If only they just toned down the batmobile and put a little more thought into the script, this could have been the best Batman: Arkham game.
+ Biggest game yet with most content - Not enough twists and turns
+ Great variety added to combat/stealth - No boss battles!
- Stealth is too easy
-Not enough evolution to characters/plot
- Batmobile crammed into EVERYTHING
6.7/10