Rocksteady Says Batman: Arkham Knight Is "The Biggest Game We've Ever Made"
Batman's enemies have united against him and taken the fight to the streets of Gotham. But can they stay unified long enough to take down the Dark Knight?
Batman is a
troubled hero, and past Arkham games haven't shied away from exploring
his dark side. Arkham Knight is no exception: the caped crusader growls
his way through one confrontation after another in which he must
question his role in Gotham's current crisis. We've seen these themes
before, many times over, and Batman: Arkham Knight's villains repeat
them ad nauseum, as if you weren't already choking on heavy-handed
metaphors at every turn. It's fortunate, then, that Arkham Knight, for
all its ham-fisted storytelling and frequent returns to well-trod
ground, features the qualities developer Rocksteady has infused its
previous games with: superb production values, hard-hitting combat, and a
wonderful sense of freedom as you soar above the skies of Gotham.
Scarecrow,
Arkham Knight, and the legacy of the now-dead Joker loom large over
this freedom. There is another, more surprising obstacle which you must
overcome if you wish to retain your ownership of Gotham's skies,
however: the Batmobile. For the first time in this series, you can leap
into the iconic vehicle and zoom down the streets, drifting around tight
turns and pursuing key vehicles as they speed away. The driving itself
is slick and satisfying, as long as you can overlook Rocksteady's
tendency to wrest away camera control to show you some dramatic sight or
another. Yet there's no beating the incredible rush of using your line
launcher to fling yourself through the sky--and it's worth mentioning
that taking to the air is usually faster than settling behind the wheel.
As a result, Arkham Knight is constantly trying to justify the
Batmobile's presence, forcing it upon you at nearly every opportunity.
Particularly
in the latter third of the story, you're frequently forced to take part
in vehicular battles against remotely manned drones. When you first
engage in this kind of combat, which turns the Batmobile into an agile
tank, it's a delight. You strafe from side to side, sliding the vehicle
into safe areas between the visible lines that indicate the path of
incoming enemy rockets. All the while, you fire your cannons at the
drones and use small fire to eliminate missiles fired upon you; the dark
sky lights up during these battles, giving vehicular combat an initial
spark, and making you the director of a spectacularly violent fireworks
display.
But
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, just more monotonous, as they seem to go on
forever. The story's final hours succumb to a series of same-ish battles
that play out more or less like the last, lending an air of tedium to
what should be the game's most poignant surprises. The Batmobile is also
the centerpiece of a number of mediocre boss encounters, all manner of
puzzles, boring cat-and-mouse games with superpowered tanks, and even
some of the Riddler's many optional challenges scattered across the
city. Don't be surprised should you end up muttering to yourself, "Too.
Much. Batmobile."
Arkham Knight is at
its best when you are given the freedom of movement you both need and
deserve. What a treat it is to look down upon this beautiful and
derelict city as you glide through the thick, black air. Gotham has been
deserted by most citizenry due to Scarecrow's most recent threat to
release a hallucinogenic toxin into the streets, making the clouded
heavens and the stoic statues all the more imposing. The bat-symbol cuts
an impressive silhouette in the sky, drawing you towards your next
mission objective--and the objective itself may be a structure like the
grandiose Panessa Movie Studios, where climbing ivy and guardian statues
warn you of potential danger.
Arkham Knight is constantly trying to justify the Batmobile's presence, forcing it upon you at nearly every opportunity.
Batman
is beautifully animated and an absolute joy to control. To soar towards
Man-Bat and tackle the shrieking beast in one of the game's many side
missions, and to zip to higher vantage points only to descend onto a
rioter and deliver a hard kick, are the moments that represent Arkham
Knight at its very best. Every mechanical edge is oiled to maximum
slickness: Batman glides through Gotham with the confidence of an
experienced predator, and exhibits the exact right amount of stickiness
as he approaches surfaces. There is an astounding amount of flavor
voiceover; Batman comments on the task at hand should you try to leave
the area you are confined to, enemies remark on the number of fallen
comrades they have counted during stealth encounters, and the annoyingly
chatty thugs swarming the streets have more speaking lines than any
number of film scripts. Few games are this rich in audiovisual details.
Don't
forget: Batman isn't killing anyone in his rampage against Gotham's
enemies, though he delights just enough in breaking bones that it's hard
not to nod your head along to the Arkham Knight's insistence that
Batman is just as responsible for Gotham's dereliction as anyone else.
The storytelling gymnastics the game performs to remind you that Bruce
Wayne is not a murderer are ridiculous. The Batmobile is using nonlethal
rounds, you are told, and when you run over criminals, a little zap
lets you know that you're not squishing them under your tires, just
giving them an electrical jolt as you pass. I could dismiss this
mounting nonsense easily as forgivable video game logic if the narrative
didn't devote so much time explaining (and re-explaining, and
re-re-explaining) that Batman lives by a non-killing code. Rocksteady
tries to have it both ways, representing this code as an emotional
conflict that figures heavily into the story, then letting you plow
through crowds of bad guys without consequence. Even in the
oft-illogical world of video games, the dissonance is striking.
Then
again, this is a story about a billionaire in a bat suit, so perhaps
there is only so much plausibility to be expected. It might be hard to
believe Batman isn't sending men to the morgue during Arkham Knight's
melee battles, but the series' rhythmic hand-to-hand combat continues to
set the bar high. Batman is a frightening, almost otherworldly creature
as he tumbles and slides from one target to another, and his fists
exhibit the raw power of any hammer or club. Stealth combat sequences,
which offer astounding flexibility in how you approach enemies, are as
good as ever. Slinking through vents, taking down a goon, and zipping
away is as rewarding as it is to sabotage your armed foes with your
disruptor rifle, causing their weapons to malfunction and leaving their
owners open to attack. Smart level design and a large array of
gadgets--a remote electrical charge, a machine that emulates villains'
voices, a hacking device, and so forth--keep each predator room as
interesting as the last.
Batman's many talents
give rise to a terrific amount of variety. He is a scientist and a
detective in addition to being Gotham's scowling savior; he has a
computer that knows the answers to every imaginable question (except the
ones that drive the plot, of course); and he possesses the memory of an
elephant rather than a bat--a nice skill to have when solving the
murder mystery that serves as one of the game's better side plots.
Arkham Knight finds great ways of incorporating these talents into
gameplay. For instance, you re-create a kidnapping by activating the
returning bat-vision mode and scouring the street for clues. The crime's
events are then depicted on screen, allowing you to forward and reverse
through them at will in your search for answers.
Puzzles
like this are clever, and the related tasks, such as scanning a
corpse's tissue to find anomalies, make you feel like an active
participant in a real forensic analysis. The game constantly digresses,
asking you to team up with comrades like Nightwing and Robin to deliver
cooperative beatdowns, and to perform all number of secondary missions,
which incorporate villains like Penguin, Two-Face, and Firefly. Some set
pieces, such as one in which you defuse a set of bombs as a villain
stands on a rotating platform, are particularly noteworthy for smart use
of camera angles, and for the way the gameplay assists in
characterization, teaching you about the miscreants at hand not just
through dialogue and plotting, but through the way you interact with
them.
Arkham Knight is loaded with villains,
actually, including the one that gives the game its name: Arkham Knight
himself. His identity is meant to be the game's greatest mystery, but
conspicuous foreshadowing, and a reliance on age-old storytelling
cliches, make every reveal as surprising as the time The Mighty Ducks
won that big hockey game. There are some tense story beats and moving
events, but your two primary goals--to stop Scarecrow's evil toxin plot,
and to confront and unmask the Arkham Knight--are too predictable to be
compelling.
What
Batman: Arkham Knight does well, however, it does really well. Gotham
is a dazzling playground where neon lights pierce through the rain and
mist; all it takes is a single glimpse to tell you that this is a city
in need. Moreover, many individual elements are so carefully
constructed, and presented with such flair, that appreciation is the
only reasonable reaction. Yet most of these elements--excellent acting,
wonderful animations, moody soundtrack--are ones that Batman: Arkham
City also excelled in, making Arkham Knight's missteps all the more
noticeable. Rather than escape the pull of the games that spawned it,
The Bat's newest adventure refines the fundamentals; it is a safe but
satisfying return to the world's most tormented megalopolis.
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