Melee combat, which is at the core of this game, is also not satisfying, which is a real disappointment considering it was a staple of the Arkham games. While a lot of criticism has come toward the game’s frame rate and performance on console and PC, the bigger flaw is that it’s rarely interesting or has any confidence in its decisions even WB Games Montréal has so little belief in its detective puzzles that you can hold up on the directional pad to skip them entirely. RELATED: Batman: Arkham Knight Deserves a Remaster After Gotham Knights’ Failure These tiresome moments are only useful for catching up with your co-op partner and discussing better games you both could be playing together instead. The special unlockable traversal abilities are painfully slow and players have to tediously find drones within the environment to unlock fast travel locations. For example, getting around the city to different mission markers is terrible. Gotham Knights doesn’t overstay its welcome - it’s actually quite sparse on content with only three meaningful side quests to go alongside the eight-chapter story. It all comes together to show that this game built around cooperative play isn’t actually a good co-op game. Combat suffers, too, since the actual brawling is rigid and means players can’t damage a foe if they are already in a battle animation. The person not hosting also can’t open any doors that trigger a cutscene, which impedes progress. Cutscenes awkwardly only star the host’s character and ignore the other member of the Bat Family. RELATED: Multiple Gotham Knights Stability Updates Are Being Plannedįunnily enough, it’s the story content where the co-op implementation shows its true limitations despite the game’s story being built around four heroes growing and working together. Issues become apparent just minutes into the first campaign mission during co-op. Co-op works well when patrolling Gotham itself as players can split up and tackle different crimes in the sprawling city or become a vigilante superhero duo that can team up and fight thugs together. The only downside is that the optional crimes in the open world aren’t actually interesting to complete because they’re either just plain enemy encounters that last a few minutes or something plain like chasing down a van it’s all fluff to pad out the game and make it feel like there’s more to do than there actually is. The four main heroes are also quite shallow even if the game has plenty of optional cutscenes that attempt to show they are coping with Batman’s death.Īfter a rather dull hour-long tutorial that sets up the mystery of finishing Batman’s final case, players can finally jump into cooperative play, which has been its main differentiator from the Arkham series (well, besides the overall quality). It’s a great start to a game that ultimately has trouble replicating any of that in the dozen-or-so hours that follow since most of the levels are forgettable and the game largely fumbles its depiction of the Court of Owls. The lengthy cinematic is filled with well-choreographed fights, a charismatic Batman knowing that he’s willing to die to protect Gotham, and an evil villain to root against. This latest DC game starts with one of its few memorable sequences: an extended cutscene showing Batman’s final duel with Ra’s al Ghul. However, WB Games Montréal doesn’t quite nail any of these elements and makes Gotham Knights feel like a shell of what could have been. However, a premise is just a starting point and it takes character development, remarkable boss battles against villains, and satisfying cooperative gameplay to craft an exceptional superhero action game. Teaming up with friends to fight crime as Nightwing, Batgirl, Red Hood, or Robin sounds like a blast, and the fact that lawlessness has taken over Gotham City since Batman’s untimely demise is a perfect way to set it up. Gotham Knights was birthed from a great concept.
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