Gotham Knights Review - Knightfall

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Gotham Knights takes the Arkham blueprint and reimagines it as a loot-brawler, often feeling similar, but where it's different, it's worse.

Batman is dead. With so few words, Gotham Knights is instantly intriguing. What does Gotham look like without its Dark Knight perched over the rotten city? What do his nemeses--many of whom exist in some way because Batman did--do without him? Most importantly, what impact does his death have on Robin, Batgirl, Nightwing, and Red Hood, the so-called Bat-family? Their leader's sudden demise leaves a massive hole in the heart of Gotham, and Gotham Knights is the story of sidekicks stepping out from his shadow. Although the new guard fares well from a narrative standpoint, the gameplay systems built to serve their 30-hour campaign to reclaim Gotham let the team down.

This isn't an Arkham game, though Gotham Knights does use the beloved series as a jumping-off point. In a totally open-world version of Gotham City, the Bat-family will still spend much of their time swooping down on enemies from gargoyles overhead and chain attacks with stylish combat moves as they dispatch packs of gangsters. They'll still crawl through vents to get the drop on baddies who are feeling empowered by Batman's sudden departure. The open world is also structurally familiar in the way it carries the player through the game. It is full of icons ranging from main story beats to one-off time trials and challenges, so at first glance this version of Gotham doesn't seem all that different from other versions of it, or other open-world games for that matter.

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