If you raise one character to Level 10, everyone is at Level 10 and has all of the Ability Points (AP) that goes along with that. In an effort to make it easier to jump from one character to another, Gotham Knights allows all characters to share XP. In fact, this leads to one of Gotham Knight's issues, which isn't a deal-breaker, but is worth mentioning, and that involves characters and the way they progress. That feeling of repetition wasn't helped once the charm of driving the Batcycle across Gotham wore thin.Įach character also has a traversal tool to help them get across the world, but they aren't available at the start of the game and all have to be earned individually. It started to feel less dynamic and more repetitive. I would be solving the same crimes, fighting the same thugs, all hiding along the same set pieces. I greatly enjoyed this more dynamic Gotham until I got about halfway through the game and started to notice that dynamic crime suddenly became a lot more formulaic. There are even a few instances where players can interrogate criminals to get clues on other crimes that might be happening elsewhere in the city. Gotham is the most alive it's ever been and features regular crimes that pop up during each patrol. Batman Inc.Īs noted in a recent preview, this is the biggest Gotham City I've seen so far and it's both to the game's benefit and its detriment. This allows me to table those side stories until I can recruit a friend on a better night to help me out. This can happen in the campaign, but a major plus of some of the more prominent side mission paths is that their later scenarios are standalone stages. The only time co-op scenarios are forced are when entering specific missions, at which point it's time for a good old-fashioned superhero team-up. What's funny is that we could both go on patrol and do our own thing and the city is big enough that we could never run into each other. While my time playing online was limited, I did like that my partner and I each had a distinctly different style at work. Having a fraction of Batman's talents makes a game like Gotham Knights more of a challenge when playing solo, but the concept does lend itself much better to online co-op play. No, Red Hood is the wild card of the bunch, able to use non-lethal ranged attacks for a different way of approaching this established formula. Lastly, Red Hood has Batman's love for guns. Batgirl has a knack for gadgets, leaving her able to hack hostile systems and even overload enemy guns. Robin has Batman's proficiency for stealth to the point that he can even unlock a skill to hang bad guys upside-down, Arkham-style. ![]() What's interesting about Gotham Knight's core idea is that it takes everything that Batman excelled at, specifically in the Arkham series of games from Rocksteady Studios, and splits them all in four. (Maybe not Red Hood so much, but I'm sort of biased.) This could have just as easily been a Nightwing story, a Batgirl story, or a Robin story. ![]() There's nothing that makes this story feel like it's about the four Bat-Family characters as a family. There are cutscenes between patrol nights and occasional scenes where they can be seen hanging out, but when it comes time to get to work, there's rarely any interaction between the heroes outside of headset comms. These are four heroes that are brought together by tragedy to face a greater mission, but the concept of them as a family never feels like it truly comes together. Gotham Knights' story is one that holds a lot of potential, but even as the game introduces new threats like the Court of Owls, the narrative never really comes together. In the aftermath of this shocking turn of events, Batman's four most trusted sidekicks step in to be Gotham City's protectors. The Batman is gone, killed in a climactic battle with one of his oldest foes that takes the Batcave down with him. If you don't believe that by the marketing, the opening minutes will emphatically confirm that. Out of the gate, Gotham Knights hammers home its premise. In practice, Gotham Knights does feel a lot like a Batman game that's missing the Dark Knight, but in its place is a game where WB Montreal tries some new ideas that are only slightly bogged down by some familiar troubles. Judging purely by its cover, Gotham Knights looks like "Batman Minus Batman." It's a game where the Caped Crusader has been taken down and it's up to the rest of his wards to pick up his mission in his place.
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