Genre: | Action | ||
Developer: | Rocksteady Studios | Official Site: | http://www.batmanarkhamknigh... |
Publisher: | Warner Brothers Interac... | ||
Release Date: | 3rd June 2015 |
When The Joker kidnaps Commissioner Gordon and holds him hostage at the Seagate Amusement Park, Batgirl and Robin must fight against the odds to save him and avoid falling victim to The Joker’s sinister plan. Trained by Batman, Batgirl’s combat combines with unparalleled hacking abilities to take down enemies, control objects and solve puzzles.The narrative actually takes place before the events of Batman: Arkham Asylum, likely setting up the game that kicked this whole Bat affair off, and is free for anyone who already grabbed the Batman: Arkham Knight Season Pass, otherwise it's around $10 on Xbox One and PS4 this July 15. No mention of PC in the press release, but given the desktop hurdles faced at launch, hopefully that's just to make sure it's actually ready.
So yeah, you might not like the Batmobile because functionally it's not as good as it could be. But what if it's more than just that? What if the Batmobile not only failed to add anything to the game, what if it detracted from the experience as well? What if the Batmobile's existence in Batman: Arkham Knight makes the game worse?Click here for his full video feature.
It adds very little. Batman is a capable superhero with just the cape on his back and the cowl on his noggin, and the half racecar/tank machine doesn't bring anything to the table to change that. I did some tests, and travel between the islands of Gotham as Batman on foot (so to speak) is just as quick as in vehicle. That's because Batman gets to take the path 'as the Bat flies', ignoring bridges and flying in a straight path.
What it adds the most is in the game's puzzle elements, where Batman is forced to use his new toy to solve simplistic puzzles or remote control destroy some obstacles. But this is, again, a scenario where the Batmobile is used to solve problems which wouldn't exist if the Batmobile didn't exist. It's almost poetic, if you think about it. One of the common criticisms/meta commentaries regarding the Caped Crusader is the idea that the costumed villains of Gotham wouldn't exist if Batman himself didn't. The idea is that Bruce Wayne donning the cowl escalated the crime scenario, and so to keep the natural order of things, to preserve the city's criminal ecosystem, the villains needed to raise the stakes as well. Essentially, the supervillains Batman fights wouldn't exist if Batman himself didn't.
But that's all a bit existential for a piece about a car with bat decals.
Next-level next-gen. That’s my catchphrase for Rocksteady’s Batman: Arkham Knight. From the outset this is a journey that transcends videogames and storytelling, it’s now the benchmark for any other superhero game to come and it is absolutely a work of narrative art. It’s a dark and lonely place, despite its constant badgering at you because the story it’s telling isn’t wholly yours. It’s Batman’s, too, but in a way no one has ever experienced before. It takes every slice of meaningful media ever constructed around the man, and collates it into one of the single most important Batman stories ever told, only you're not turning the page or watching passively from the couch, you’re living it, one unbelievable moment at a time.Click here for our full Batman: Arkham Knight review.
AusGamers: Did you bring any new outside talent in based on the idea that a): not only is it a more open sandbox but b:) there’s all the new Batmobile stuff which you guys had never done before? Or was it still just the core team?Click here for our full interview with Rocksteady's Dax Ginn
Dax: It’s still the core team, and I know that sounds stupid to say but, like, Adam Docherty who’s our director of game code -- so for Arkham Asylum and Arkham City, he coded all of Batman’s movement, and then we decided right, we’re going to put the Batmobile [in Arkham Knight] and we didn’t even think about going to find a specialist vehicle person, we were just, like “Adam, you’re coding the Batmobile as well” and it’s because it’s an extension of Batman -- we didn’t want it to feel like “here’s Batman and now here’s a totally disconnected vehicle”, we wanted the two of them to feel the same.
So his workload just doubled and you should see him now man, he’s got this crazy big beard and he’s just such a critical person on the team [and] what he’s been through to create man and machine and what it does is just insane. And super-exciting to think that was the work of just one person over three and a half years.
Key to Batman’s success in whatever form he’s presented in, is his readiness for every scenario. Part of that readiness is a synergy between the man and his toys -- everything feels like it belongs, and like so many videogame systems in design, they’re able to be layered to be utilised across the board. It’s why nothing ever feels convenient, and it’s why you always feel all-powerful as the World’s Greatest Detective. So with this in mind, it makes perfect sense that the Batmobile would not only be used to help boost further when gliding, but during combat for takedowns and for expanding Batman’s path where he might not otherwise be able to go -- it even aids him in the apprehension of villains, or the safe delivery of the good guys.Click here to read my Batman: Arkham Knight hands-on, which also features a new and lengthy gameplay video, straight from Rocksteady.
The full extent to which the Batmobile is used throughout the game, and what else it’s capable of, is yet to be revealed, but in a recent hands-on session two things beyond that synergy mentioned above stood out: you’re almost never forced to use the Batmobile, especially in traversal -- how you get around is entirely up to you and, the Riddler Challenge race courses with the Batmobile kick ass.
Arkham Insider Episode 3: This time, it's personal. We unveil a brand new mini-trailer featuring the Arkham Knight, and go into deep detail on some of the game's key characters. And as always, we answer your questions.As the game closes in on that retail spot, keep an eye out right here for more on what is shaping up to be the best entry in the surprise series yet.
Arkham Insider is our weekly video series direct from Rocksteady Studios, bringing you exclusive new gameplay, developer insights and a look behind the scenes on the development of Batman: Arkham Knight.
Jonathan Banks (Breaking Bad, Better Call Saul) joins the cast as James Gordon, Ashley Greene (The Twilight Saga) as Barbara Gordon, John Noble (Sleepy Hollow, Fringe) as Scarecrow and Scott Porter (Friday Night Lights, Hart of Dixie) as Nightwing.All of these peeps join Conroy for what looks to be a heavy story closer for Rocksteady's epic Batman trilogy, due to hit PC, PS4 and Xbox One this June.
The Batman™: Arkham Knight Season Pass will deliver regular new content for six months post-launch including new story missions, additional super-villains invading Gotham City, legendary Batmobile skins, advanced challenge maps, alternative character skins, and new drivable race tracks.There's no other word on whether or not the PE comes with any collectables, art books or the like, but there's a good chance there's still a special edition yet to be announced. Which really leaves the only separation between buying the game and season pass individually a point of money -- fork out a wad of cash now and you're set for content later or, wait and see if the content is actually what you want or worth the extra $60.
The Batman™: Arkham Knight Premium Edition includes the main game and the Season Pass.
While the Limited Edition is quite impressive, its the Batmobile edition that has me the most excited with a Transforming Batmobile Statue swapping out the Batman statue, complete with fully transformable parts in exquisite detail by TriForce. That one is priced at $249.99 and exclusive to EB Games.Custom Art Book – 80 Page, Full Colour Art Book Showcasing the concept art of Batman Arkham Knight Limited Edition SteelBook™ – Unique SteelBook™ case and game disc Comic Book – Limited Edition DC Comics Batman: Arkham Knight #0 Comic Book Exclusive Character Skin Pack – Three Unique Skins from DC Comics – The New 52 Batman Memorial Statue – Imposing statue commemorating Gotham’s Protector, the Dark Knight RRP:Console – AUD$169.95 | PC – AUD$149.95
"Gotham falls victim to Scarecrow's fear toxin, transforming the famous city into a twisted, hellish nightmare in the Batman: Arkham Knight Scarecrow Nightmare Pack," reads the description. "Tear through the city in the all-new Batmobile and face off against a towering vision of Scarecrow and his undead army as they spread terror on the streets, available exclusively on Playstation 4."The exclusive DLC was first revealed during Sony's E3 2014 presser, whereby a not-so-pretty-looking Scarecrow took to the big screen towards the end of the gorgeous looking gameplay trailer showing off the Batmobile in action. As one who doesn't quite like exclusive DLC and is a rather large fan of Batman, here is hoping the content does eventually come to the other platforms in the future. Check it out below.