Not nearly as mediocre as I remember it. In fact, Arkham Knight is a pretty decent conclusion to the Arkham-trilogy. The issues people had with it on release still ring true, especially compared to the previous games. Do I miss the Metroidvania-style of exploration? Sure. But in a vacuum it’s a solid action adventure.

The game has a severe case of Ubisoftitis (hey, it was the 2010s’; we just have to deal with it) and the map could’ve been shrunken down quite a bit. All the (optional) watchtowers, roadblocks and what have you get old fast. And Many hanging plot threads from previous games also get dealt with pretty haphazardly and as a result some side missions are underwhelming and, frankly, quite boring.

The largest problem I had with the game was the controls. But that was probably on account of me replaying the whole trilogy back-to-back. As Knight has the added Batmotank as a mode of transportation, the layout has shifted somewhat which takes some getting used to.

There’s also the fact that the timing, and hit detection of the free flow-combat is a little bit… off? What was perfectly imbedded in my muscle memory at the end of the last game suddenly feels a little bit stiff; as if Batman’s years of crime fighting have finally catched up with him (which works thematically with the story, I guess).

However I guess I’m in the minority here, but I enjoyed the AR-challenges and Riddler-shenanigans quite a bit. They’re a blast.

Building combo streaks and finding specific ways to take out henchmen and goons on the challange maps have been single most fun I’ve had with the Arkham-games. Knight has the added variety of races and tank battles which is a welcome change of pace.

Reviewed on Apr 28, 2024


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