With the 2009 Batman: Arkham Asylum, Rocksteady Studios created a new benchmark for superhero and comic book adaptation games, and went on to set an example for action/open world character experiences. And then, in 2011, Batman: Arkham City hit the scene and proved that Rocksteady’s star was on the rise, and in the eyes of Batman fans, they could do no wrong. It was needless to say anticipation from Knight was sky rocketing high, with a fear of the makers faltering on the final front. So is the game the pinnacle of the franchise?
Batman’s come a long way since the days of Arkham Asylum. He’s got a lot more firepower now. The suit he wears in Arkham Knight makes him look like some kind of mechanised warrior.
But Scarecrow has grown up, too. He also has a new arsenal at the his disposal. Gotham City is now filled with tanks and buzzing drones that monitor the skies. The game is loaded with villains, actually, including the one that gives the game its name-Arkham Knight himself. His identity is the game’s greatest mystery. There are some tense story beats and moving events, but you have two primary goals-to stop Scarecrow’s evil toxin plot and to confront and unmask the Arkham Knight. It is the introduction of Batmobile that’s making news and for the most part, having the Batmobile on call enlarges the action.Throwing in some awesome action movie chase sequences and giving a great, fast method of getting from point A to B. However, it’s in the latter stages that you feel it is getting monotonous. You’re frequently forced to take part in vehicular battles against remotely manned drones.In spite of the upgrades, the Batmobile earns over time-EMP blasts, the ability to hack enemy drones, and so forth-the Batmobile battles never become more interesting as they seem to go on forever. Despite the introduction of Batmobile, the free-flowing combat system returns with a few new tricks, while zip-lining and gliding show some upgrades as well. You’ll also be at the mercy of upgrade points to improve these disciplines within the WayneTech menu system. Arkham Knight introduces a new way to take out a gang of enemies with the fear system, which becomes available after a successful silent takedown is performed. Fear takedowns let you chain together attacks in gorgeous slow-motion fashion, allowing Batman to neutralise the opposition before they have time to react. The game’s genius lies in the missions and sub missions, which feel like a part of the overall game rather than being a blip on the map that need to be cleared just for the sake of it. The three main stories are team-ups with Catwoman, Nightwing and Robin, in addition to the main game’s narrative.
The visuals on PS3 are astonishing, to say the least. Gotham’s larger-than-life but creepy environment is a sight to behold. You would sometimes want to leave the console and admire your surroundings in this world. Rocksteady has nailed it with the technicalities. Seeing Gotham as a dazzling playground, where neon lights pierce through the rain and mist; it takes a single glimpse to tell you that this is a city in need.
It’s never been more fun to be the Bat, and it’s never been easier to perform his badass set of moves. Despite the pressure and delays, ultimately it rises to the occasion. Its powerful brand of storytelling feels epic, important and will definitely surprise you more often than not. It’s a satisfying end to the best Batman game ever made.