BATMAN: ARKHAM KNIGHT
Who could have thought that a game could make players hate doing something as inherently awesome as driving the freaking Batmobile? It’s everyone’s childhood fantasy- to be Batman and drive his cool car around Gotham. Rocksteady nailed every aspect of making a Caped Crusader-simulator- the incredible stealth, used to strike paralyzing fear into the hearts of enemies; the crunching combat, brutal and beautiful, almost to the point of looking choreographed; the gothic, dark atmosphere, evocative of every piece of media involving Batman that has been adored through the ages. And this they screwed up? It’s not like driving the Batmobile itself was particularly bad in Arkham Knight– most of the times it handled and controller well. But the game had just so many forced Batmobile sections, which more often than not involved either inane platforming challenges or stupid puzzles. It was clear that Arkham Knights’ strengths lay in either traversing the open world of Gotham, or its engaging loop of stealth and combat- unfortunately, the game didn’t seem to know that.















