Batman: Arkham Knight is a sadly disappointing conclusion to the Arkham
series. But though it may not be as good as Asylum or City, Knight is
still a pretty fun game, and certainly worth playing if you’re a
fan.
That’s
the real problem with Knight. Everything it does, Asylum and City
simply did better. Be it story, missions, or side content, what’s
here isn’t bad at all – it’s just not as good. The
gameplay sees arguably a slight improvement, with several small
tweaks and additions to combat – but it doesn’t play
substantially differently to City.
And
despite these additions, Knight has very few, if any, memorable
fights or encounters. In fact, none of it is particularly memorable
at all. Too much of the content in Knight is forgettable. Too much of
it feels like unnecessary padding.
The
main story, aside from a couple of notable moments, isn’t very
engaging. Neither Scarecrow or the mysterious Arkham Knight make for
particularly effective villains. You hardly see or encounter
Scarecrow throughout the entire game, and the Knight spends the
majority of his time having a tantrum over the radio like an angry
toddler. There’s very little sense of menace.
The
best aspect to the main story is something I can’t talk about
without spoiling it. So I won’t. It involves the return of a
familiar face. And without them, the narrative aspects would have
fallen entirely flat.
Considering
this was the final entry in the series, I expected more from its
narrative, especially in terms of classic characters who either don’t
feature in the game at all, or don’t feature nearly as much as they
should. Catwoman, for example, was a great addition to City, but in
Knight she barely features (she’s not a part of the core story at
all) and simply f**ks off until the very end (and only if you bother
collecting all of the Riddler trophies).
I
expected Knight to bring together all of the heroes and villains
we’ve fought with and against throughout the series. But even those
who do feature are largely relegated to the disappointing side
content. Penguin and Two-Face, for example, do return, but the
missions involving their capture are short, repetitive and wholly
unsatisfying. There’s a few extra narrative driven side missions,
but nothing that stands out.
The
bulk of the side content is focused on the fight against the Arkham
Knight’s militia – taking down enemy watchtowers, road blocks and
disabling bombs. Some of these provide a neat fight, but they still
get pretty tedious and repetitive towards the end.
The
concept of all of Batman’s villains teaming up to stop him makes
for a (potentially) great final act, and a chance for an epic final
showdown involving all the good and bad guys we know and love.
Instead, many characters who you might expect to see don’t appear
at all, and many who do are severely underused.
As
with the previous Arkham games, the open world is host to many
Riddler puzzles. But even these feel less enjoyable. With over 200
riddles to solve, there’s clearly a case of quantity over quality.
I’d have preferred far less trophies but with more elaborate
challenges to collect them.
And
what’s really frustrating, is that in order to get the ‘true’
ending, you need to collect them all. I did, but honestly, the pay
off really isn’t worth it. Even the full ‘true’ ending to
Arkham Knight is a short, unsatisfying end to the series that’s met
with more of a shrug than a cheer.
So
much of the content in Knight feels uninspired and by the numbers.
There’s nothing inherently wrong with any of it. It’s just too
bland and forgettable. But if I had to pick the ‘worst’ aspect of
Arkham Knight, I’d have to go with the drone ‘tank battles’
which are far more tedious than challenging.
I
suppose the question is, given that in just about every area, Knight
is inferior to both Asylum and City, what does it offer that those
games can’t? The answer – the Batmobile. I actually liked the way
the Batmobile is integrated into the gameplay and open world of
Arkham Knight. It serves not simply as a form of transport, but
another gadget you will employ to advance through missions or solve
puzzles.
Irritating
tank battles aside, the Batmobile is a neat addition to the game, and
tearing through Gotham in the vehicle is a lot of fun, even if you
have to suspend your disbelief somewhat at the ‘non-lethal’
damage – I’m pretty sure smashing into someone at 90mph and
electrocuting them isn’t just going to give them a nasty headache.
But
the Batmobile isn’t as integrated as much as I would have liked.
Aside from a main mission early on that involves some clever gameplay
both in and out of the Batmobile (or by operating it remotely) very
few missions really take advantage of the vehicle or its
capabilities.
As
in the previous Arkham games, Knight has an extensive selection of
bonus content in the form of character and Batmobile skins, short
extra missions and a range of challenge maps. There’s plenty here
to keep you busy, and I actually quite enjoyed the ‘race’
challenges a lot.
I
don’t really have much more to say about Arkham Knight. I could
have probably just written ‘it’s like City, but not as good’ if
I was feeling particularly lazy. Because that’s really all it is.
It’s a solid and enjoyable game, but a game that’s unfortunately
preceded by two far superior titles.
Knight
doesn’t really build upon or combine the best of Asylum or City. It
plays it too safe, treads old ground and doesn’t fully commit to
new ideas or gameplay. Which wouldn’t be so bad if the story
provided a satisfying conclusion to the series. Unfortunately, it
doesn’t do this either, with a lacklustre plot, ineffective
villains and extremely poor use of a great supporting cast.
Though
an enjoyable title when judged on it own merits, Knight is a
disappointing end to a fantastic series. But if you’re a fan of
Asylum or City, I’d still recommend checking it out. The PC version
seems to be pretty much fixed now (aside from the occasional
framerate drop) so don’t be afraid to pick it up on sale.
6/10
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