Friday, January 20, 2023

I’m still finishing up Batgirl’s story, but I beat Gotham Knights. I inevitably compare it to the Arkham series, especially considering it’s the same studio that did Arkham Origins, but really it should be its own standalone.

Let me start off by saying it’s not a bad game. The battle system is much smoother than Arkham’s, and there’s quite a bit of variety between the characters, whether it’s Batgirl’s devastating, hard-hitting blows, Red Hood’s instant-kill headshots, Robin’s ability to sneak and take down an area group of enemies before the battle even starts, or Nightwing’s flowing acrobatics. Everyone is well-rounded and I never felt that any character was the weak, useless one. It just depends on your playing style.

I’ve stated before my love is in the environments, and I like Gotham here. The map is on the borderline of being too big, but the developers managed to keep each neighborhood unique with enough landmarks that you’re usually pretty good on mentally figuring out your location. The area around Wayne Industries vs. Robinson Park vs. the industrial area around the Cauldron allows me to subconsciously tell where I am and the general direction of where I have to go. It’s equally fun to climb and jump over the rooftops as it is to drive through the streets with the motorcycle.

The story is solid and pays good homage to the Court of Owls introduction in the comics, although there are some flaws. Like, we’re arresting Kane? For what? We’ve already established the Court gets whomever they want out on appeal. And Judge Moreno may be willing to sign the warrant, but that doesn’t mean she’ll be the presiding judge for the trial. So that whole section of the plot was silly. However other than that, it’s great to see the team come together to try and figure out Batman’s last case. The maze scene in particular is quite poignant. It really portrays Dick and Tim’s insecurities well, and Jason’s fears of being a monster, and I nearly cried with Barbara when I played Montoya’s call to HQ that Gordon got shot.

And it’s nice to see the Batfam act like human beings to each other for once. Batman’s video recordings where he describes his inner feelings, fears, and joys is something you rarely see in the comics nowadays. (Major shoutout to Batman’s VA Michael Antanakos. He’s not Conroy, but his crooning voice was very pleasant to hear.) Jason is in therapy and taking steps to move forward. Tim adores his siblings and likes hanging out with them. Barbara and Dick, although broken up, maintain a strong relationship. Particularly post game, if you just sit in the Belfry and listen to the conversations, you can tell they’re moving forward.

However I need to address the biggest problem: There aren’t enough villains, and to compensate for that the developers made the game repetitious. This game has Mr. Freeze, Clayface, Harley Quinn, and Talia al-Ghul, and you fight the first two twice. Let’s compare that to Arkham Knight, where you fight Azrael, Harley Quinn, Penguin, Deathstroke, Firefly, Deacon Blackfire, Hush, Professor Pyg, Two Face, Nyssa al-Ghul, Mad Hatter, Killer Croc, and Black Mask. And you also had very involved storylines with the Riddler, Man-Bat, and Mr. Freeze. You’re so busy juggling all these enemies and subplots that there isn’t any reason to fight regular criminals out on the street. Not only does Gotham Knights require you to fight these random criminals over and over, 90% of the sidequests are basically grinding them. Oh what does Montoya need? For me to break up a criminal deal at the same parking lot I’ve broken up six criminal deals in the past? All right, time to make it a seventh. That’s not interesting. You know what is interesting? Boarding a blimp-prison after hearing Killer Croc got out, only to discover they’re hanging prisoners in cages on the ceiling. Or duking it out with the Mad Hatter in this crazy book wonderland. Or the visceral horror and feeling physically sick when you walk in on Professor Pyg and discovering what he was doing to all those people.

DLC was super lame too. Literally it’s just the same six rooms repeated for twenty-five levels with the same enemies until you get to the bottom and meet Starro. I was excited to fight him, but really it’s just fighting massive group of regular enemies, whom you’ve already beaten just to get here, as you escort Starro to prison. You remember that example I gave in the previous paragraph about the blimp-prison? That was Arkham Knight DLC. So yeah, they definitely could’ve done better.

Besides that, I think one of the best parts of the Arkham series was overhearing conversations from the criminals in the streets. They were so funny and I would stop what I was doing just to listen to completion. Gotham Knights had potential considering this was the first game with normal civilians wandering around, but everything is just one-line quips. They need to get those writers from Arkham back. They definitely worked on Origins, so what happened?

With all my complaints I did enjoy it; after all I played it four times just to see all the cutscenes with each character. The main story is relatively short, I’d give it maybe ten hours, and including sidequests maybe fifteen to twenty. So if you’d like to have a pleasant weekend or two, I’d say try it. And honestly it’s worth it for this scene:

One question though: Was that lapdop alive, or was she petting a taxidermy?

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