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Batman: Arkham Knight (2015, Playstation 4) Review


A WAR OF MIND OVER MATTER


Also for: Windows, Xbox One, Xbox Cloud Gaming


Batman’s stoic façade is about to crack.

A couple of hours into Batman: Arkham Knight, after a failed attempt to apprehend Scarecrow at a chemical plant, it becomes clear that what’s at stake isn’t merely Bruce Wayne’s secret identity — but Batman’s very sense of self. He holds it together through force of habit, but it’s only a matter of time before the mask fractures and something else seeps through.

All throughout Rocksteady’s final entry in the Arkham trilogy, Batman is haunted by visions of his dead archnemesis. The Joker taunts him, mocks his failures, needles at his doubts — and Batman can’t retaliate, because the bully doesn’t really exist. Or at least not physically.

Here, the Joker functions as a manifestation of Batman’s accumulated self-loathing: years of psychological strain given voice. After exposure to a lethal mix of Joker toxin and Scarecrow’s fear gas, the dam threatens to burst. Batman’s time is running out, foreshadowed early by Commissioner Gordon’s ominous words: “This is how it happened. This is how the Batman died.”

It’s a powerful framing device, elevated by Mark Hamill’s mesmerizing performance as the Joker. While the surface-level plot is fairly conventional, the characterization is unusually rich, with much of the real drama unfolding between the lines. Combined with significant gameplay refinements and an urgent, cohesive citywide structure, Arkham Knight becomes — by a wide margin — the best open-world Batman game ever made.



The game opens in first person, briefly placing you in the shoes of a nondescript police officer apprehending a drifter in a diner. That man turns out to be Scarecrow, who uses the moment to trigger a meticulously planned takeover of Gotham City. Civilians evacuate almost instantly, leaving behind a flooded war zone ruled by armed militias and rogue supervillains.

You guide Batman through one final night. Using the grappling hook and a vastly improved gliding system, he moves through Gotham with unprecedented speed and vertical freedom. From the air, the city becomes a living board of threats and opportunities, and traversal alone feels better than ever before.

This time, Batman also brings the Batmobile — a controversial but ultimately successful addition. In traversal it behaves like a responsive arcade racer; in combat, a weighty third-person shooter. It has its own upgrade tree and plays a substantial role throughout both main missions and side activities. Even Riddler challenges lean heavily on vehicular mechanics, for better or worse.

The Batmobile also reshapes Gotham itself. Street-level design is denser, louder, more reactive: neon signs flicker in the rain, radios crackle with police chatter, fires burn behind barricades. The entire city feels moments away from drowning. Through environmental puzzles and photographic riddles you unlock “Gotham stories” — small but evocative lore fragments that flesh out the city’s inhabitants.

Visually, Arkham Knight is a cluttered masterpiece. Early on, the overload of HUD elements and visual noise can feel disorienting, but once you learn to read it, the density becomes part of the appeal. Flashing lights signal side activities — mines, watchtowers, armored convoys — and rioters harass emergency personnel across the city. The road network is labyrinthine, but smart navigation tools keep momentum intact.

Content is everywhere, but crucially, it rarely feels optional. Every side mission feeds into Batman’s overarching goal: reclaiming Gotham. Supervillains roam freely, and while none are mandatory, ignoring them feels wrong. One standout investigation follows a serial killer whose crimes are heralded by operatic music and grotesque tableaus, leading to one of the game’s most disturbing confrontations.

Hovering over everything is the Arkham Knight himself — a new antagonist with intimate knowledge of Batman’s methods, skills that rival his own, and a private army at his disposal. His identity is the game’s most obvious mystery, but his role is more interesting than the reveal itself: he represents the logical endpoint of Batman’s crusade.

The familiar combat and stealth systems return, expanded with new gadgets and enemy types. Batman’s upgraded suit allows for longer undetected takedown chains, while tools like the hacking device, disruptor, and voice synthesizer enable elaborate predator-style setups. When executed well, encounters feel like controlled chaos — until something goes wrong and improvisation takes over.


New enemy variants complicate matters further. Medics can revive fallen thugs, shield units punish careless attacks, and drones introduce entirely new combat rhythms. It’s mentally taxing, sometimes frustrating, but rarely dull. Crucially, the game usually lets you scout encounters in advance, encouraging planning even if plans inevitably unravel.

Where the design stumbles is in sheer complexity. By this point the controller is stretched thin, and mastering every gadget feels unrealistic. I never fully internalized the entire moveset — but I didn’t need to. Focusing on a handful of reliable tactics carried me through, and for the first time in the series, Batman feels instantly responsive, executing actions with minimal delay and fluid animation.


Sound design amplifies everything. The score marches forward with militaristic urgency, while perspective shifts occasionally place you in the shoes of Batman’s prey. These moments are genuinely terrifying — more so than anything in previous entries — and the game isn’t shy about using jump scares to keep tension high.

I do lament that the so-called “true ending” is locked behind excessive Riddler grinding. I opted to watch it online instead, and I don’t regret it — that ending undermines more than it enriches. The main narrative has strong moments, but story alone isn’t why Arkham Knight works.

What does work is the whole. The seamless flow between gliding, driving, combat, and investigation; the constant sense of urgency; the feeling that every action contributes to Gotham’s survival. It’s one of the most cohesive open worlds I’ve played.

Above it all hangs a quiet tragedy. Batman saves his city at the cost of himself. He pushes forward on the last fumes of willpower, knowing there’s no version of this night where he emerges whole. Win or lose, he ends alone.

That realization — more than any twist or reveal — lands as the game’s final gut punch. And it’s one I didn’t see coming.

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