Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The Positive:
Combat can flow smoothly and flawlessly, with a steady accelerating percussive tempo. Fighting looks, feels, and sounds great, incremental improvements have been made without spoiling the formula. I can be more precise in switching opponents. Batman feels more Tyson-like than ever. But, Tekken, Street Fighter, Mortal Combat, and lots of other games have great combat systems. What sets this one apart from it's predecessors? You're the Bat! He doesn't fight fair if he can help it. That's what the Batman game concept brings to the table. It's less grim and real than Splinter Cell, your character name wasn't cribbed from a certain Kurt Russell film, it doesn't stultify some of the most interesting figures in recorded history, and the planning involved is just as wide open as the best of the Hitman series. Plus the goons get scared instead of going all Manchurian Candidate. Gadgets work better than in previous titles. The voice acting is straight from Saturday mornings in 1999, like all the previous titles. That's what the Batman Universe sounds like, I wish actors who took on these roles live action felt the same way. (Adam West excepted, apples and oranges.) Gotham feels gritty, but keeps it's distinctive comic book feel that the Nolan films never embraced. (And probably couldn't to be fair.) Rapidly clearing a room is like skinning a cat in that it can be done many ways, and unlike it because I find it deeply satisfying, and want to do it again. I smoothly use three or four gadgets, move quickly, and stay undetected maybe one time out of ten on a really good day.
The Negative:
F*** the BatTank. Your primary mode of transport has one function that I like, the ejection seat. Contrary to the open world spirit of the game, these encounters are repetitive and unavoidable. Bruce Wayne, Billionaire Braniac Belligerent Batman, apparently couldn't think of two ways to blow up an unmanned tank. It weakens immersion, especially considering the other capabilities at Batman's disposal. He has an unmanned jet and a high precision guided glide vehicle that delivers clothes and accessories. Apparently WayneTech's secret division was working for Amazon instead of Lockheed. He disables all kinds of other things with explosive gel, and overcomes other large enemies in a myriad of ways.
I find shields and tazer batons a little annoying for the same reason-limited options. It doesn't feel quite right.
The Detective side of things is more fleshed out, but still feels more like a mini-game than a full fledged gameplay element. You should be able to draw the wrong conclusions from evidence and blow the case, for one thing.
Conclusions/The Game I Want:
At the end of the day, I really like this game, and having played the others in the series, I think it does bring enough new content to justify a purchase. That said, it's not the Batman game I always wanted. There aren't any hard choices or consequences. You know you will glide through, and your actions don't affect the outcomes of your allies. I'd like to see a page taken out of Nolan's book here. Lose-lose scenarios, pyrrhic victories, and muddled priorities are as Batman as it gets. It's a zero sum game. Gotham evolves and reacts to Batman, it's a feedback loop.
Equifinality; that's my real problem with all the Arkham games up to this point. BioWare has avoided that pitfall for years. I think imposing limits and consequences on the player would help to create a sense of urgency the series lacks, force the error. Make Batman decide what deserves his efforts, and don't leave the rest of Gotham on pause while that happens. Make me decide between fully preventing a burglary, or work incrementally toward solving a murder. As an example, too much unanswered street crime in a neighborhood ought to make premeditated crimes (serial _____) more likely. In this game, beating up huge crowds of random men in the streets doesn't seem to deter anybody else. It ought to. Conversely, the Rogue's Gallery ought to become increasingly dangerous over time if you leave them unmolested, slowly working their way towards first killing the Bat's allies, then discovering his alter ego, and finally striking at Bruce, Alfred etc. If you imprison the Joker early, and move on to other things without dismantling his organization, he ought to escape. The sisyphean nature of Batman's vocation ought to come through. Make me work to keep Gotham somewhat safe. Concerning the Police-their cooperation ought to be conditional on player actions. Let me get to the point where a Special Bat Task Force is deployed. The Bat Family/Other Vigilantes (or whatever you want to call them) ought to work along the same lines. Lose Oracle, you lose Nightwing as an ally. Catwoman should be foe or ally based on player actions, and a certain amount of caprice. Anyway, there's more than you asked for or wanted to know about what I think. I'm curious what others want in the Batman game of their dreams.
It's only really challenging on some challengers, and this is because they can be timed or require that the player is never seen and of course it can be hard to do environmental takedowns because the controls are not always exactly perfect.
Easy - Cinematic experience
Medium - Very Easy
Hard - Easy
Very Hard - Normal
NG+ - Almost Hard or Normal (depending if the game had a Very Hard difficulty to begin with)