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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 facade is about to crack. A couple of hours into this game, after botching an arrest of the manipulative villain Scarecrow at a chemical plant, his identity is in peril. And I'm not referring to the secret of his true identity here, but his very own personality. He tries to keep it together, but it is just a matter of time before it crumbles, turning him into a different character altogether - a new Joker.

All throughout Batman: Arkham Knight, the third part (fourth if you include the Warner-developed Arkham Origins) of Rocksteady's Batman series, our masked vigilante is haunted by visions of his deceased archnemesis. The Joker hounds his every step, taunts him for his failures, blames him, provokes him... And he cannot do anything to retort or lash out, because the bully doesn't really exist.


In this entry, The Joker is a schizophrenic manifestation of all of Batman's self-doubts, accumulated over years upon years of physical and psychological strain. The dam finally threatens to burst after a lethal mixture of The Joker's venom and Scarecrow's fear toxin enters his system. Batman's days are numbered, as is foreshadowed by Chief Commissioner Gordon's statement in the opening cinematic: "This is how it happened. This is how the Batman died."

It is powerful to witness, with a mesmerizing performance by Mark Hamill as The Joker. Although the central plotline of Arkham Knight is kind of trite on the surface level, the characterization is surprisingly strong, with a lot of stuff going on between the lines. This, along with major gameplay improvements and urgent side activities, makes Arkham Knight the best open-world Batman game by a landslide.



The game opens with a point-of-view segment where you control a nondescript cop as he apprehends a smoking troublemaker in a restaurant. That troublemaker turns out to be none other than Scarecrow himself, who in this very moment ignites a well-orchestrated hostile takeover of Gotham City. All civilians evacuate the city in quick order, and what is left is basically a war zone. The police are totally outnumbered against an entire army of heavily armed crooks. 

You control the Dark Knight, a.k.a. Bruce Wayne, through another everlasting night, as he strives to restore law and order to his home city. Using his grapple gun to latch on to high ledges, he pulls himself into the air and releases the anchor at the right moment to soar the skies. From above he surveys the city, looking to catch the crooks red-handed through the best flight mechanics this series has seen. It allows for much bigger elevation and freedom, and obstacles are rarely an issue anymore.


This time he brings his Batmobile as well, a fun new addition that controls exceedingly well, functioning as an arcade racer in traversal and a third person shooter in vehicular combat. It sports its own upgrade tree in the character menu, and is actually worth investing a few points in, because the car features prominently in both the main game and the sidequests. Even The Riddler's minor distractions - collectibles scattered throughout the city - leans heavily into making full use of the car.

The Batmobile also prompted Rocksteady's city designers to put even more stock in the layout on street level, which is brimming with graphical and auditory details like neon lights, sirens, debris, radio comms, contained fires, screams, unique storefronts and posters. It is all drenched in a constant rainfall, establishing a doomsday atmosphere of an imminent deluge. Fans may be happy to discover that the city hides a lot of easter eggs and hidden facts. By taking pictures to solve Riddler puzzles, you can unlock Gotham stories; intriguing tidbits of Gotham lore about the NPC:s you encounter throughout the game.


Graphically, the game is a cluttered masterpiece. It constantly bombards you with impressions, both from HUD elements as well as the city itself. Early on I felt bewildered, but as I learned to decode the dazzling visuals, I started to warm up to the great level of detail.

Some of the flashing lights act as beacons for sidequests, like mines, armored convoys or surveillance towers to take down. Rioters run rampant, tormenting the police force, firefighters and medical teams. The road network is labyrinthine, but the GPS functions quite well to help you find your way. The car's arsenal grows steadily over the course of the game, and the great combat encounters with unmanned drones resembles nothing we've seen in the franchise before.


Batman: Arkham Knight is brimming with content. Every side mission is an essential part of Batman's goal to save the city. After Scarecrow's takeover plenty of supervillains are running free, and even though you're not required to, you should try to track them down. My favorite involves opera music, indicating a serial killer's victim hanging in gruesome fashion somewhere nearby. Batman needs to locate the poor sod and use his detective vision to scan the body for clues, which ends up in a most disturbing encounter. 

There are many storylines to pursue, and I won't spoil anything by naming any villains whatsoever. Well, except one, because over all of it looms the eponymous Arkham Knight, a brand-new major villain who knows much more about Batman than he should. Completely anonymous behind his mask and body armor, he displays fighting skills that rival Batman's own, and he has amassed an entire private army for himself. For some reason, he seems to hold a deep grudge against Batman.


The tried-and-tested fisticuffs and stealth situations remain intact, and Rocksteady have added a few new gadgets and tricks to measure up to the increased threat. Batman sports a new suit that makes him capable of taking more hits, as well as chaining quick takedowns together for as long as he remains undetected. The new and upgraded gadgets include a much improved hacking device, a better disruptor gun and a voice synthesizer. Their combined use can quickly dwindle the enemy numbers down as their panic level rises.

Certain sidequests allow you to team up with a few of Batman's old allies. The extensive Riddler storyline, for instance, has you teaming up with Catwoman for fun and varied intervals of puzzle-solving, racing and fighting challenges. Fighting alongside allies is a great power-trip, reminding me of the days of the "Dynamic Duo", where you can switch perspective between characters on the fly and issue combo takedowns. And towards the end of the Catwoman storyline, The Joker's ramblings betrays Batman's undeniable romantic feelings for her.



Batman: Arkham Knight also adds a bunch of new footsoldiers to fight, including a few hulks, ninjas and drones. A white-clad medical unit can now resurrect knocked-out enemies and charge others with a force field, making them hurtful to touch. These new variations are a pain in the ass, because they put a strain on my pure mental capacity to keep all their strengths and weaknesses in check.

But I like the way the game allows you to assess most situations beforehand, even in the more restricted interior settings, so that you may enter the upcoming scenario with a plan. The fact that they rarely turn out the way you hoped just demonstrates the fun of this game's systemic unpredictability. You often need to improvise because something unexpected happens, like reinforcements arriving or some new enemy type starts messing with your surveillance equipment.


What hampers this idea quite a bit, however, is the sheer number of gadgets and maneuvers you need to master. At this point the controller is almost running out of ways to represent them all, even with different button combinations. I never got comfortable with the control scheme in its entirety, but sticking to a few moves and tactics worked out okay in the end. And in this entry, Batman finally feels really responsive, as he should have long ago. He performs your desired attacks through fluid animations and almost no delay, making it easy to follow the beat of action.

And soundwise, the game is pompously atmospheric, like a constant struggle between power fantasy and oppression. The soundtrack is like a military march, leading you on through the night. It is occasionally quite scary, as the game very creatively shifts the perspective into someone who has to face the Bat. We have seen hints of this in previous entries as well, but never in this capacity, where a couple of scenes made me scream out in terror. Overall, Batman: Arkham Knight has quite a few jump scares to kickstart your engagement if it was ever starting to wane.


I can only lament the fact that reaching the "true" ending - as I understand it - requires quite a bit of grinding (yes, it's the riddler trophies). I couldn't convince myself to do them all. Instead I checked out the cinematics on YouTube, and was happy with my decision, because that ending plain sucked. And although the main story contains a couple of strong scenes, it isn't a strong reason to play this game.

Instead, what keeps the motor running is the bigger picture; the combined efforts of smooth gameplay and the drive to liberate the city. With the urgency of the urban chaos, every side activity feels like a part of the main game. Everything feels so well-oiled and holistic. Transitioning from free-flight to driving (or vice versa) in the blink of an eye, you can safely get to the most pressing matter in style. 

And over it all a shadow looms. As Batman uses the last slivers of his wellbeing to reduce the threat to his dear Gotham City, he also tells the tragic story of his downfall in servitude. He has sacrificed so much, and no matter the outcome, we realize he will go down as a lonely man. It adds even greater sense of gravitas to this most urgent night in his lifetime, resulting in an emotional gut-punch I never saw coming.

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