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Why Gotham Knights FAILED

Mar 21, 2024
After the colossal success that was the Arkham quadrilogy, we were left with a deafening silence after a controversial and explosive swan song. Batman's character was done justice and his story felt complete, regardless of your thoughts on some of the villains or certain creative decisions. It was clear that overcoming the Arkham franchise and the poor portrayal of the character would be a near-impossible task, so imagine the reaction when Warner Brothers decided not to even try and focused on the legacy and apprentices the Knight left behind. This is the base of Gotham Knights and me. I think it's a good foundation to build a story and a new generation of heroes while separating from the Arkham timeline.
why gotham knights failed
Gotham Knights respects its predecessor by building on some important themes left behind. An Arkham like the Joker and Bruce Bruce in history is dead and left to Robin and Batgirl, Nightwing's red-hooded cronies, to pick up their socks and become Gotham's criminals, a new reason to think twice. times, but these new Knights fight not on their skills or access to technology, but on their reputation, they are not feared like their mentor and are seen as inferior to them, so the team aims to establish their reputation and fear, but also fill the boots of his dead father figure.
why gotham knights failed

More Interesting Facts About,

why gotham knights failed...

This is a perfect means to expand the Batman universe without retreading the footsteps of the Arkham series and parallels the living

knights

. to Batman's Legacy and the game is on par with Arkham Legacy, unfortunately, while Batgirl Red Hood Robin and Nightwing stand out at the end of the story, Gotham Knight seems stuck in the first year, a poor quality release with bugs and problems of performance around every corner. The fact that the game itself is difficult for the first few hours means that Gotham Knights takes its worst step forward and takes that first step, as every excellent piece is a drop of less than 20 frames, every successful combination is affected by a visual error or a deleted entry.
why gotham knights failed
The problems don't ruin the experience, and if these problems are fixed, Gotham Knights would be a worthy successor to Arkham Legacy, but Gotham Knights is still very misunderstood. Look at any review and it will be clear that Gotham Knights was a critical failure, much like my diet. Efforts between you and me I'm lazy and having to drag myself to the supermarket to grab the ingredients, plan my recipe only to get halfway through the recipe and realize I forgot the eggplants sucks, luckily that's not a problem when I order my meals. With Hellofresh you won't have to worry about portions, complex recipes, grocery stores don't have what you need and don't know what to cook anymore. hellofresh delivers recipes and meals straight to your door and has options for any dietary restriction, so people like me who can't consume dairy or gluten can still enjoy delicious meals that don't cost an arm and a leg.
why gotham knights failed
I'm looking forward to making this Mediterranean-style chicken, but of course I'll save the feta cheese if you want. To get up to 20 free meals with your purchase, you can click the link in the description or use the code hello Aqua boy at checkout, that's it, hello Aqua boy at checkout or just use the link in the description and comment set, enjoy the free meals. and thank you holafresh for sponsoring this video. I should also make it clear from my point of view because I'd be lying if I said this would be a perfectly objective review, so instead of pretending I'm smarter than you, I'll let you know what my biases are and you can hear my thoughts with that in mind .
The first is that while I consider myself a relatively casual Batman fan, I am a die-hard Arkham fan. I love everything about games and I think they are all almost perfect except Arkham Origins Blackgate, that game hurt me, all jokes aside. I'm madly in love with the Arkham series, but I want this game because its characters develop their own separate identity for Markham after my time with Gotham Knights. Can. I say with confidence that if the issues outlined in this video are addressed, I think this is an excellent game worth your money, the idea is solid and the foundation is there, but there are a handful of minor flaws that add up to create an argument about the ugly image surrounding this game has been extreme at best, most reviews and videos have blatantly misrepresented parts of the game and exaggerated others, many claim it's embarrassing or horrible, but no I don't think so at all, in fact a lot of the problems some have are not as bad as the first three hours would have you believe the RPG mechanics gear stats and skill trees are here, but they are. well balanced.
A casual can get away with almost anything by opting for form over function, but those who enjoy Min maxing out his stats can do so. We get a lot of mileage here, but we can't ignore the elephant-sized bat in the room, while comparisons to the Arkham series are unfair, since this game clearly isn't trying to be an Arkham game, we can't ignore its place as gold. Standard for superhero games, the Arkham games are the model for what to do in a superhero game, and while I see Gotham Knights as its own product, I'd be lying if I said there weren't moments where I thought about why this mechanic was executed. this way when the previous Batman games perfected it, things like movement in the Arkham games have felt fluid since City and yet the sliding here feels comparable to Asylum, not that I want an Arkham game, I've made it clear in previous videos, I think.
The Arkham game must remain contained and intact so that its legacy is not ruined, so let's discuss why this game

failed

and how it can and is being saved while standing in the shadow of its predecessor before we get into something I need to address the errors. visuals and the framework. issues you'll see throughout this video I played the game at launch, spent my own hard-earned Canadian dollars, and started recording after the first batch in November. I waited because the game ran quite poorly at launch and I hoped that the first patch could make this game run better and therefore make my video look better, but the opposite happened.
The November patch actually made the game run worse in some ways, but I understand there's still time to fix the issues, in the weeks ahead, in fact. write the script, there have been several updates released that marginally improved performance, so with that in mind I will have a pinned comment that will have updates on how the game runs. I will also post fixes or updates to fixed issues, so if you see an issue in this video you are no longer in the game. The developers have probably patched it. I also recorded all my footage to an external capture device, meaning recording gameplay didn't affect performance at all.
I don't normally give this warning, but that's what it is. It is necessary here because as of writing this video there were a series of patches that resolved the problems I had and the performance, although still unstable, improves with each update, it is no excuse to save the game at launch, but it is clear that the developers are trying to do something about it, finally any problems with this game should not be directed at any individual developer, the quality of this game should not be used to justify any harassment towards the people who poured their blood, sweat and tears into this product, so let's get started.
Looking at the presentation, it's the biggest drawback right now. It just seems like the game is poorly optimized. I played this on PC hoping that 60 frames would be an option, and to be fair, there were many points where the game hit its stride. minutes at a time, but something is wrong here when other games that have higher fidelity run more smoothly, most of the frame drops will occur when traversing Gotham City and the city itself is surprisingly beautiful, it may not be the most Technically impressive, I guess. to take into account the co-op that permeates almost the entire game, but Gotham is a neon Skyline surrounded by Gothic architecture.
The buildings are close enough to make it possible to traverse the rooftops, but there are plenty of wide streets and long bridges to ensure use of the bat cycle or air movement. The streets are as dirty as the criminals who occupy them and the city feels alive. with people commenting on your appearance both polite and rude and small details like the police showing up to a crime after you've stopped it. contribute greatly to making Gotham the most vibrant we have seen and one of the few that will not evacuate its citizens during the many confrontations, we will see parts of Gotham change and it is against situations like the freeze that we see how bad but they can become. be beautiful things when the concrete towers are covered in ice and we burn through the streets against the snow.
I wish we saw more of this artistic variety in Gotham because moments like this or when the sky turns blood red later in the story communicate. Ray's Stakes without any character telling you things are wrong, the only inhibitor to your enjoyment of the city is the frame rate, but that's less prevalent in the interior and doesn't sacrifice the level of detail. The interiors continue the ascetic Gothic and, because they are closed, offer greater detail and a more stable experience. I appreciate that, like the exteriors, the interiors feel more lively and aren't the anarchy and trash-filled streets we've seen in previous games.
Taking down guards in a rich Penthouse was something the previous games didn't do. offers a lot and this game even revisits some familiar locations but gives them new twists. The Arkham Asylum we see in this game abandons the contortions of iron and Victorian architecture of previous visits and leans into the haunted undertones of the place when in its depths. We can find the offices of famous people, radios that do not turn off and other quite creepy happenings that make this stay pleasant, if not better, than what Mastercraft Roxay presented to us. The place is abandoned, so it looks a bit trashy, but it doesn't compare. to the places Harley Quinn occupies, which are splattered with spray paint and Mayhem.
While we're on this Harley topic, we can talk about my favorite part of this game, but first I want to apologize. I've made a lot of jokes about how astronomical I am. for Harley and others in these Batman games and I've realized that objectifying women for a joke isn't cool, but men are still at the table, have you seen Pixar's mom level dump truck in Nightwing Oh my god, forget a sandwich? this guy is great for dinner and I've never felt the need for crime as much as I do now because if it means those thighs I'm going to choke on, I'm going to take my chances, okay, enough of the jokes, let's continue with the solid level design featuring both booths.
Tombs that house the courts and Blackgate Prison, which you'll visit several times throughout the game and always looks great when you first approach it. The high concrete walls restrict the night sky and feel oppressive as if you yourself are caged when you enter. Enter the prison itself, you'll be chasing a Harley lead, then you'll end up in the yard while a bubbly punk song plays, it wasn't my cup of tea music-wise, but it added great style to the piece and I wish there was more of this in the game. The rest of the soundtrack is almost forgettable, but it never veers into bad territory.
The theme that plays when you wander around the city is great, but my absolute favorite are the hits that I play during the races. These things work too. They're difficult and are easily the best songs in the game, making the walkthrough feel much more visceral than it actually is. The most unfortunate thing about Gotham Knights is that if it weren't for the performance issues, I would say this is as great looking a game as many have had. I compared this game to its long-standing predecessor, Arkham Knight, and while I don't agree that Arkham Knight looks significantly better, it didn't have consistent untethered co-op, so I find it difficult to compare it, and we also have to remember that Arkham Knight also had its fair share of optimization issues at launch, even with the comparisons the game looks solid and the animations for different characters and their takedowns that are unique to them are slick.
His take on Gotham is beautiful, and yet it feels like it's constantly stuck. Due to technical glitches and a lack of engaging ways to explore such an attractive city, Gotham Knights' gameplay is good, but it takes a few hours to get there, leaving most players with the impression that it has little to offer. One of the most disappointing facets of the game and disappointing not only because of its lack of depthbut also for its thick layer of untapped potential. The easiest place to see this is when a Batgirl glides. This is one of those parts of the game where comparisons are almost impossible.
Avoid because gliding was perfected more than a decade earlier, the only special ingredient that elevates gliding from good to great is a sense of momentum: you have the ability to turn and steer both vertically and horizontally and even the ability to dive, but it barely makes sense. of speed and momentum Your speed is limited so quickly that any momentum transferred from a nosedive is lost within a second or two The glide also feels difficult to control. I find it hard to excuse this because, like I said, this has been perfected. time and time again and should have been perfected here Gotham Knights gives us such an incredible city to explore, but time and time again they make moving around and subsequently exploring said worlds tedious and boring, gliding is the deepest means of traversal and certainly requires the higher skill, even if the skill floor and ceiling begin and end at the Earth's core, the rest of the Bat Family does not fare well with Red Hood, in particular having an unconventional means of travel, he uses the powers that Lazarus gives him.
Pit for jumping great distances in the air, but I've enjoyed imagining it's just him propelling himself using wario-style farts, it's just a matter of holding R2 and there's a bit of control here but not much more, luckily it looks good but the visuals get old quickly, at least it pairs well with the grappling hook as short and long distances can be crossed with some air jumps, adding variation to the rooftop traversal, at least Robin has a more interesting base to jump around from the side, which sees him teleport. short distances this is as simple as pressing R2 and moving wherever you want to go, it's the most accurate of the skills, but as you can probably tell from the pictures it's not very engaging, you have a time limit of 8 seconds before you're . forced out of teleport, but you can re-enter the sides immediately, so the restriction seems redundant.
This is one of the weakest traversal options for the player, but for other players it is one of the best as a spectator cannot see where Robin is when he is in the middle of a teleport, so he simply jumps from place to place. another, finally we have Nightwing's trapeze which is essentially a fortnite glider, it doesn't require a battle pass, it's as simple as holding R2 and pushing where you want to go, it's pretty efficient and it's a lot of fun. What you can have when swinging and moving between buildings. My biggest complaint with this engine stroke and this applies to all of them is that there is a general lack of speed and response in all modes.
I understand that the speed was most likely limited to prevent the players from moving as well. fast and doesn't give the game enough time to charge things up, but when these abilities lack speed they offer less advantage to grappling, each hero can use their grappling gun to boost themselves up to a point and even transfer their momentum to a jump, this it's pretty good. way to traverse and has a surprising amount of Freedom, as you can cancel it mid-way, but many will wish for something more, if not for Speed, which for variety and freedom when mixed with the Knight abilities, is quite good, but if you want a more solid way to get it. around you will have the bat cycle when I said that Gotham Knights takes its worst step forward, this was one of the things I had in mind.
I don't think the bat cycle is a bad idea, but when is one of the biggest complaints, if not the biggest. of the last Batman game was the overuse of a vehicle. I think introducing another vehicle within the first 15 minutes is just bringing back an unpleasant memory for many people when they ride a bike, okay, the bike is moving at slow speed and the white speed lines. That edge of the screen feels cheap because of this in a vacuum, walking down the streets. The cape flapping in the wind is good, but when you move to a waypoint or participate in a race, you start to see that your actual speed is low, apart from speed.
Drifting is nice and so is the ejection jump, also enjoy the way it appears due to cloaking, it's not realistic but it's too convenient to complain about. While we're on the topic of the leading game with its worst assets, we can talk about how to unlock most of them. Of the traversal skills, the Knighthood traversal is unlocked by completing a few challenges that are the same for each character, defeating the top 10 premeditated crimes of 3 mini-bosses, and completing the attack time training. This will take you between 45 minutes and 2 hours and is necessary for each character if you want some of their best abilities and if you want some variation in your course, this means that from the beginning you will be forced to work hard and the reward is less than the odds stellar that you'll try to complete these challenges early, and The Open World exposes two more problems with the early game.
The first is that each character starts at the same base point. When each character reaches level 10, they will be different enough from each other, but in those first few hours the only difference is speed. which isn't drastic enough from character to character to make an impact, the problems start before you even get to the open world as the tutorial shows you participating in the gear system which, while I like it in this game , it is something that many do not want. We see it in a game, as it immediately reminds us of the disaster of Marvel's Avengers in the initial objective when investigating Kirk Langstrom's laboratory, we meet one of the many factions of Gotham City, there is a good variety here, but for some strange reason they introduce us to monsters.
I don't mind that the bullies are idiots and that makes them more fun to listen to, but this faction has the worst dialogue of the entire cast. I get that they're monsters, they're crazy, and generally crazy people don't string together coherent sentences, but Some of these lines, which will be some of the worst you'll ever hear, are right at the beginning. I'm a teacher of setting things on fire. Other factions here have good dialogue and all this without mentioning the bigger problem people took. At the time this game was revealed, what is the health bar, if you're out of the loop, I sound crazy, but normally players will see a health bar and damage numbers, and scream and fear, because it's usually indicative of RPG mechanics that are often mishandled.
I don't think it was handled badly here, but there is still room for improvement. The biggest problem is that Gotham Knights has to deal with the fact that based on a simple decision to include these health bars, many players will make assumptions about the rest of the game. and adding this to everything else, you can see why many refunded the game or played the first few hours and never returned. The truth is that Gotham Knights improves significantly as you progress, but I can't blame anyone for not wanting to overcome that. starting barrier one of the first reasons the post-start grind is great is because I don't have to push myself beyond I played on normal difficulty and found that I often had to complete maybe one or two side tangents, not quests, to get the equipment I needed for many of the story missions rewards you with equipment that suits your level and is of high rarity, meaning if you're like me then you can continue the story once you beat the game .
There is a slight ending to the game, but it's not very rewarding. When all the side quests have been completed, you'll have a maximum of characters ready for New Game Plus, which offers a harder challenge and a new level cap. The unlock abilities don't change the way you get through the city, but they have a big impact. combat and stealth and offers a suitable reason to please each character. Nightwing is the acrobatic leader of the group and I have some issues with him being portrayed as the head of the pack, but complaints about leadership aside from his tree focusing on helping allies and bouncing around.
From enemy to enemy, his attacks are striking. He dodges consecutively and fluidly, but fights at a distance, most of his attacks are boosted when he is in the air and his buffs are also applied to his equipment, making him excellent in co-op. Nightwing's abilities consist of dealing elemental damage to a single target. focus and a bounce that shoots him into the air, allowing him to bounce off enemies multiple times. I felt like Nightwing often floated, but his pinball-like nature of bouncing from one enemy to another was unique. The game also tries to give Nightwing a skill tree dedicated to powering up allies, but I found this tree useless since it requires another person to play as and you'd be surprised how hard it is to convince someone to buy this game, especially after its initial reception.
I also find that the improvements did not. You don't do much when you only have one other player in your game. I imagine this character would have more play if the multiplayer was extended to four players, which in the case of the Heroic Assault upgrade is true with having Nightwing, who can buff everyone in the party when Taking down enemies is almost a need and using any other configuration with it just feels like a waste. Nightwing can also be built for solo play, which is appreciated, but his ability to enable allies will always overshadow his individual capabilities.
Robin is an expert in group stealth and makes any hideout a real breeze, everything in his kit is designed to get in and out of sight quickly, which plays into his role as the most agile and youngest of the group. He has the ability to enter the south again quickly after an attack attack and can defeat brutes and has stealth, unique to his skill set. His bow is good enough for crowd control, but he ultimately struggles in combat compared to his brothers and sisters, which makes playing him a fun trade-off. His boosting abilities cover almost all the bases as they do. all of them and he moves with some speed but not much power.
Red Hood is the root of the group and he uses his non-lethal pistols to deal damage from a distance. He excels in open combat and keeps the entire stunned field locked behind bullets and punches. forward as a truck's stealth never works too well, but your proper aim rewards an incredible amount of damage assuming you're sharp enough, most of his heavy attacks knock down enemies, making Jason perfect for the patrols, as he ultimately barely breaks a sweat with the average bully. There is what I consider the best character, Batgirl, her focus is on hacking and fighting one on one.
Hacking makes most stealth segments significantly easier and more diverse, allowing you to lure enemies to particular locations and even disable cameras and other traps temporarily. With her toolkit you can skip many encounters, but if you are spotted, you will discover that she is an animal in combat due to a boost ability, the beating, taking note of Bruce's antics in the Arkham series. The Beatdown sees her launch. knee the enemy and go to town melting any health bar that gets in your way, what makes the ability even better is that I think critical hits are more common and the multiple upgrades allow you to charge up a bar faster boost and not be stunned in a moment.
Beatdown, the only weakness is that this attack doesn't work on most enemies larger than her, but an alternate ability covers that any boss fighting an average sized Ville will be an absolute Cakewalk and I really think Barbara is a little broken in this sense, perhaps. it's just that she excels in a particular field but even crowd control is a breeze and as mentioned hacking also makes stealth a breeze she is easily the most well rounded character in the game and I wouldn't blame the player average for staying with her throughout the game. As a whole, they all have an appropriate skill and specialty that makes them suitable for specific situations, but outside of that specialty they have a wide selection of tools to cover any weak point, meaning that in every situation the player can get ahead without suffering. too many consequences.
I'm divided in my thoughts here because I would have liked characters with more variety and weaknesses to encourage co-op, but I would also feel very restricted if characters were so specialized in doing anything outside of their strengths that it was generally useless. I still find the combat fun and there were still plenty of reasons to use the other characters and it helps keep the game fresh as well as running more varied red guns. Hood calls for a style ofranged gameplay compared to Batgirl, who opts to engage the enemy in cooperative mode. There's a lot of fun and the endgame with each hero is nice, but what does that work look like?
Gotham Knights has a patrol system where there are different crimes taking place all over Gotham, but you don't know it yet, you have to do it first. Gather evidence, uncover the crime and then stop it before it happens or join the circle as you finish the premeditated crimes, you will discover more as each defeated enemy drops more evidence, creating a snowball of crimes to stop it, creates an enjoyable game. Loop and it all starts with the petty crime, you have to scan different enemies to find out which one has your information but it's always a thug who is one or two levels above the others, once you grab them you can interrogate them and that fulfills a admittedly childish fantasy of falling in, beating everyone up, putting someone in a chokehold and leaving within 20 seconds, once you run out of crimes you return to the Belfry, your base of operations, and it is clear that you can change the character's equipment and leave again to start the next night.
The end of each night features some statistics about how many crimes were stopped, damage you did, and more. I feel like a lot of superhero games focus on the big bad enemies, the main threats to the city, and while they're fun, I can appreciate Gotham Knight showing the love. to fighting petty crime and acts as a reminder that while Batman faces off against enemies seeking world domination, he is still controlling grassroots crime, these crimes are also perfect, breaking into a robbed bank is not puts loading screens in front of you and inputs. ranging from vents and windows to the front door, premeditated crimes are quite fun, they are different excuses to defeat a series of enemies that carry out data transfers and try to kidnap someone who has important information, but the variety, objectives and locations keep them fun for their At runtime, having an objective asset, defeating a group of thugs who have hard drives means you can go any way you want, but another may see some thugs holding hostages with bombs and , if they detect you, they will detonate said bombs.
This offers a unique stealth challenge that if you fail, trust me, you will fail them on harder difficulties, it doesn't result in game over or even death, all the time the hostages just die and your character has to leave, help make the world feel real and not. They revolve around the player. I understand that this is just a product of the game's co-op mode that needs to be taken into account, but I still appreciate it. The hostages further exemplify how different characters approach a challenge. There are cameras that can detect you and that must be disabled first. but with an upgrade for Barbara, she will go into hiding avoiding detection by the minds of cameras or any other technology.
Eventually you will begin to discover hideouts that act as bases for criminals and are as varied as the others, but probably offer the greatest challenge. a point where you go from mid-game to end-game and it is at this point that Gotham Knight's gameplay loop changes completely, but we'll leave it in its own section as these are side quests that are done initially for fun and distraction, two of which are completed to work, but why do you work and why? Well, this is one of the biggest problems that people noticed right away. For experience with equipment and materials, experience is handled well here, as I always felt like I was constantly leveling up and unlocking something new.
The best part about progression is that when you rank up with one character, it applies to everyone. This is a very simple change, but it goes a long way in allowing the player to change things at any time and prevents the player from feeling restricted to one character because they would have to work hard to catch up to the others. The only thing that stops you is the team, but even the game. has that covered as after each story mission each character receives a piece of heroic equipment, crafted equipment does not carry over but can be solved by stopping some crimes at the end, the time between UPS levels is longer but by then you're not anymore. looking for end game levels instead of End Game Gear, the gear system here is really good.
I appreciate that those looking to ignore gear like I did, can complete the game almost seamlessly by simply using any Gears of the highest level and whatever has a higher power number, only at the end of the game will certain gear outperform the ones. that have a higher power level and, quite drastically, would also have a legendary piece of equipment that, despite being of a lower level than a higher one. The level would work best for one character. I can understand this being a problem for some, but I have to admit that in my game, when equipment started to matter.
Beyond the power level, I was already playing with different mods and builds and analyzing the details of Each piece of equipment, different equipment, has numerous advantages sometimes ranging from additional elemental stacking to critical hit damage and critical chance. , and each piece has room for a few modifications, which is where you can really start to customize your character. Red Hood's pistols are great for ranged crits. and after looking at skills that increase his critical rate and critical damage, I had a character that was almost unstoppable while mowing down his enemies, every other hit was a critical and even the mini bosses fell in an instant and dodging a hit is a hell of a lot easier. when they can't even get close enough to swing, I liked having different outfits with different elemental resistances, so when faced with a villain-type freeze I could have a suit that resisted the cold, something we see Batman do all the time.
It also helps that experimenting offers a variety of ascetics and they all look stellar, aside from the Shinobi style, it's not my favorite, but the point is that when each style looks as good as this one, I have more fun experimenting once a suit is in place. equipped, you will have some options for color variations of things. like symbols, gauntlets, boots, and masks that help make your character unique to you, but how do you get these outfits and mods? By creating the final piece of our Unholy Trinity throughout the game, completing tasks and opening chests, you will find resources and materials that can be used to create equipment whose blueprints are found in the same way.
I can't say I'm a big fan of keeping track of a handful of different materials, but I also can't say I ever had to, for context. I created a lot of equipment and did quite a few side quests. Until I created End Game Gear I didn't have enough materials. I just didn't think about it and when I was short I was quickly able to find a side quest that rewarded the specific material I was looking for. because any old equipment can be dismantled for materials and in general the crafting system feels useless if I never have to worry about resources and I run around collecting blueprints to craft, why not just give me the equipment directly?
Otherwise, there's frustration in that when To get a new blueprint, you have to wait until you reach the Bell Tower to equip it. It makes acquiring New Gear tedious because I could get a new set of armor that I love, but I have to finish my patrol early, which will wipe everything out. premeditated map crimes or I wait until the end of the night and by then I've probably already leveled up or found better gear that renders the previous one useless, it makes progression come in a burst and if we could equip the gear we found correct By far, We could be constantly progressing and changing our appearance, which makes the sometimes repetitive gameplay a little less, but why aren't players happy with these systems?
They don't seem to be as bad as other systems like Avengers. I think the problem is that these mechanics seem much more intrusive on the surface and indicate a larger Pavlovian response in players. People see the equipment systems and immediately think of the Avengers, which had individual threads that you could equip that made it seem like they had no impact, but here the equipment is kept minimalist and offers a real reason to use it, this system achieves a solid balance between pleasing casual gamers who will choose what's most aesthetically pleasing while also satisfying people like me who enjoy optimizing a build.
My only wish is that the transmogs could be customized. Transfigurations are masks. That goes on top of your current gear the problems that you can't customize the appearance of the transmog, which defeats the purpose for me. I love the look of Beyond suits, but when it's restricted to a certain color scheme, I don't do it. I don't like it so much, one solution is to simply find gear with the style you want, but especially in the late game, it will take a while to find gear that meets your static requirements while also having viable stats, one of the best parts of any superhero.
The game is starting to use different outfits and styles and this game has a lot to offer, but accessing them could be a little less tedious. I really don't think the team system is bad at all and there's a good chance people will claim that it does. no impact on the game, they played on an easier difficulty for reasons we'll get to, or they looked solely at the damage the equipment deals and not how stats like elemental stacking and critical chance can be equipped to fit certain builds that would make a world of difference when specifying elemental effects Red Hood worked well offering 7-900 damage, but when specifying critical hits I dealt up to 35,000 damage with each critical, mods can be merged to create larger versions , but I found this to be tedious and I can't blame someone for not fully engaging with the mods.
However, it's the same story as the modifications. Increasing elemental stack critical chance or just damage will be useful for creating those late game or even mid game builds I've talked about. a lot about the skill set but not enough about the combat itself. I haven't talked about it until now because generally people don't have problems with it. It is not critically acclaimed, but many feel it is useful and I agree that its fundamentals are. light attacks heavy attacks and dodge dodge is instead of counterattacking, but if you dodge at the right time you will return a counterattack that knocks the enemy to the ground once they are on the ground or at low health an enemy can be caught from over there. you can throw them or hit them and that's all the combat is about.
One of the first criticisms I saw regarding the combat and this also carried over to the Arkham games was that it was Button Mashy, as I'm sure you can imagine. the rebuttal is the same here timing strikes are a mechanic where if you press the attack button right before an attack occurs you will perform a timing strike which deals more damage and a flashier animation but this is not simply a rhythmic pressure but one that is intentional. Different animations mean that pressing the attack button at the right time constantly changes, making a timing hit combo difficult but also rewarding when you pull it off.
This doesn't stop combat from being a mix of squares throughout the game, but it does greatly encourage you to play with a delicate touch to not only get more styles but also more damage. The enemies on offer are sparse at first, but at the halfway point the roster is decent, there are a few classes that span across all of the game's factions. those being the Brawlers who focus on melee, the Rangers who use weapons, area of ​​effect using molotovs and grenades, and the brutes who are a mix of all three with some added thickness, the Brews have attacks and Stronger defenses that must be broken with your heavy attack. otherwise they have a big health bar and that's it, roots also can't be stealth-killed unless you play as Robin.
They have variations from monsters to regulators, but they all work the same, except for the added elemental damage if hit with enough fire. or poison, you will take sustained damage, but if you are hit with enough frostbite, you will be frozen for a few seconds. The mob and monsters are pretty basic, but the Regulators have a new enemy called the Drone Master who can deploy two drones, one that will shoot at you from afar and another that will detonate in front of you. These guys have a larger health bar and are more of a pain in the ass than anything else.
The Regulators also have snipers that are the same as ranged enemies but with a slow speed. and devastating damage, the onlyreal deviation is with the court of owls and the League of Shadows, the court begins to introduce specialists who are like Brawlers but can block your attacks, meaning you will need strong attacks to start a combo on higher levels and difficulties. high for enemies. across the board they will start doing this and that includes dodging projectiles, the claws which are introduced about halfway through the game will move erratically and dodge all of your attacks unless you first stun them with a heavy ranged attack, from there one hit Grab will knock them down or a few good hits, these enemies were more than annoying because the heavy ranged attack sometimes stunned them and sometimes didn't, maybe it's a game that doesn't explain how to deal with them properly, but they were always left to their own devices. one side when they appeared, Bruce introduced, they're fine. enough, but they share an ability with other high-ranking owls in that when they are low on health they will regain all their health, which means you have to defeat them twice, there is a caveat: if you defeat them before they power up or grab. outside of this you can stop them which is good but in a crowd environment this is not always possible at the end of the game, they will also not be interruptible at all meaning you are defeating the same enemy twice, this also affects stealth when If you knock down an enemy, they will simply get back up and go out of style.
This enemy type or ability could be removed from the game completely and Gotham Knights would be much better. The final faction with a big difference is the league that uses the league. Smoke screens and pseudo teleportation to let you fall but go down the same way. I appreciate that even though their attacks come literally out of nowhere, they are well telegraphed, so with proper attention I can dodge, these enemies are best dealt with by damage over time, meaning Elemental constructs will thrive, brutes Now they carry weapons in some of the combos and the ninjas can perform are downright brutal, the combat overall flows pretty well, although there were some issues with enemies launching themselves at realistic distances to land a hit.
Also note that there were combos that felt almost impossible to dodge or moments where dodging still resulted in getting hit, but these are minor, most encounters are similar regardless of faction, but they act as a canvas for you to express. your fighting style, which works in the game's favor when specific enemies like Talons or the League is introduced, forcing you to change the choreography and the way you move from one enemy to another, the animations look good and especially the Final takedowns have extra impact, but before a match begins, you're likely to reduce the numbers. Stealth Stealth is as basic as possible here, again, each character's strengths impact how you approach them.
You have a silent takedown that can be initiated above, below and behind an enemy and allows for Ambush Shakedown for when you want to make a dramatic entrance. a lenient amount of time to spot you and certain enemies like the Broods can't be defeated, so playing around them is an extra layer of challenge. Explosive barrels surround most encounters, meaning you can reliably destroy enemies from above with Barbara. Use some tricks to attract enemies and even protect yourself from cameras and mines. Robin can place mines that will lure enemies to a spot where they will be hit, and you can perform an advantageous takedown while also throwing a mind to lure other thugs closer. and Nightwing and Red Hood don't have much to offer, but at least Jason can shoot most of the thugs with his gun before heading out.
The AI ​​is sometimes too forgiving and if they spot it, the enemy will get so scared that they will back off and you won't even shout for a few seconds, giving you enough time to finish them off before they catch you. This feature is especially appreciated given that you cannot reload a checkpoint, as often enemies will also investigate sounds and bodies and, when investigating, move erratically, which kept me on my toes when an enemy is talking and you take them down by cutting off their dialogue. . Others will wonder what happened and move to investigate the problem stealthily.
I just described everything it has to offer in the game. It works, but. The way you interact with enemies doesn't change from the beginning of the game to the end, save for one or two abilities, even characters like Robin, who are portrayed as a stealth specialist, don't get a lot of proper shape-shifting tools. in which he plays with stealth. but rather it makes the usual methods easier, things like silent steps that take longer to detect decoys that work the same way as throwing a batarang somewhere. They are all improvements to the things you already do. Contrast this with the combat which changes drastically depending on equipment and we have a stealth system that quickly becomes disappointing, some may feel the need to stick to Shadows because the enemies are too strong, which brings me to another issue people had with this game: health bars and damage numbers.
This is the Pavlovian answer I mentioned. Players see the damage numbers and go wild. I don't understand it at all, they can be disabled here and provide useful information when fighting frostbite. I found that my ranged attacks were doing more damage than close attacks. I wouldn't have known without the damage numbers if I had to. I guess people don't like damage numbers because it implies damaged sponges, which wasn't a big deal. This is where the difficulty comes in depending on your play style. Damage sponges won't be a problem at all assuming you don't bother. With any optimized gear, you'll defeat most enemies in a few hits, and boss fights will be just as easy on normal difficulty.
Enemies will take a while to go down and boss fights will start to get into damaged sponge territory and this climaxes on hard. The thing is, the moment you just start considering the gear you're equipping, you'll beat even the hardest difficulties after completing my first playthrough. I decided to head over to New Game Plus and properly spec my characters on hard mode and found the game. It was so easy that I stopped playing. I was physically there pressing buttons, but there were no thoughts like cooking a beautiful hellofresh recipe using the code hello guy Aqua at the checkout to get up to 20 free meals, okay, I'll stop.
Sorry, one of my builds was for Batgirl and I like to call her Lazarus Babs. I'm going to review the entire kit, but just to emphasize how broken a good build can be with just a little tweaking, the armor set was legendary. reinforced suit with some mods that increase health and elemental resistance to electricity and ice, then I had three passive upgrades, the first was the TKO heel which healed me after each knockout, the next was a final resolve which increased the defense when my health was low and finally perfect. critical hit allowed me to do increased critical damage after dodging, then we have the melee toxic tonfa which had mods to increase elemental effect and critical hit damage, then it had three upgrades, the first one granted boost after a perfect knockout, the second gave me extra boost after knocking down an enemy with a boost skill and the third increased elemental effect and resistance after a knockout, finally I had a vampiric batarang that had three mods that increased critical damage and passives that healed me over time when I used a boost skill, gave additional elemental effects on hit. an enemy with precision aim and health granted after landing a critical hit, improves.
I then have multiple upgrades to increase Batgirl's critical hit chance, damage health, regenerate health when defeating enemies with grapple hits, an ability that allows you to revive twice and I call this build. the Lazarus Babs because you don't die, in fact there's a good chance you'll go through entire encounters without using medkits from the moment I enter. I just need to pick up a low level thug and after that it's an unstoppable snowball effect that makes even boss fights a piece of cake, so this is where the difficulty becomes hard to judge when you can craft a loadout like This one, there's no challenge even on the hardest difficulties, so for those who may feel like the game has damage sponges, there are plenty of solutions for that. one option is to interact with the gear system and the other is to reduce the difficulty.
A quick side note. I don't want to shame anyone for playing awkwardly, if that's what works for you then by all means do it and whoever does it. embarrass someone because they're not understanding the real challenge, you should mind your own business, one could argue that playing on lower difficulties could prevent you from participating in one of the most rewarding aspects of the game, but either way, play however you want in my On the first playthrough, I almost changed the difficulty too easily during one of the late-game boss fights, of which there are a ton. A parallel to the variety in boss fights is the varying quality.
Mr. Freeze in his first fight is difficult, some attacks border on impossible to dodge, but the loop of fighting on the ground and then taking to the air while avoiding environmental hazards works well, unfortunately his health bar is quite large, which which is a recurring theme, the atmosphere surrounding the fight is good and the weather is perfect, but your rematch against him is not. a good look instead of fighting against freezing, we can fight against his spider-like Mech, this Mech of course has much more health and the attacks are good enough. The only real problem with the fight is how long it takes even with your gear and stats maxed out.
I struggled to feel like he had made a dent and it feels like this fight, like other parts of the game, was designed with co-op in mind. Harley Quinn is a close-range melee combatant who cycles through waves of enemies through her many attack patterns in the fight. It was satisfying and although it didn't do anything revolutionary it doesn't make a single misstep either, then there's Clayface who could be the best boss in the game if it weren't for a fatal problem, the fight starts at the dam and a third of the way through Clayface starts to chasing you through the sewers which incorporates the bat cycle into combat in a way that is only used in this case.
I was surprised to not see any chases in the bad cycle because there is an option to use ranged attacks and have a high speed chase where necessary. Throwing batarangs to damage an enemy while dodging oncoming traffic would be much better than the tank sections of yesteryear, but I digress. The second phase is similar to the first, but with some ranged attacks. The crucial mistake is that in many cases I was hit when I shouldn't have been and many attacks followed me with such force that I didn't have time to correct course. An additional problem is that a lot of clay faces a combination of taxes against each other and on the hardest difficulty that means one.
One mistake costs most of your health bar, exacerbating the frustration of being hit and stunned by something you shouldn't. Otherwise, this fight was really unique and the changing environments midway through kept the fight interesting. At the end of the game, you will discover the Shocking Reveal that No One Saw Coming. Bruce isn't actually dead and you have a boss fight against him. I love this idea and the fight is quite difficult, but it lacks more depth. Bruce only lands three or four punch combos that leave him exposed. the ending, but this fight is in service of the characters more than the gameplay and this is excusable because the real final boss is Talia al Ghul.
Talia has two phases, the first is a standard but relatively difficult fight and the second phase is where things get interesting. Because the game is fast-paced and removes dodge icons, every attack in the game a circle appears around the incoming damage and Talia's second phase is the only time this disappears, making the fight much more difficult and makes me wish the game did this. Also, for the first time in combat I had to pay close attention to the enemy and what was happening on the screen. I didn't just wait for a circle to form before dodging.
I got to evaluate attack patterns and telegraphs, which was refreshing. Talia telegraphs his attacks in advance. so this confusion doesn't seem unfair, but rather a minor adjustment that makes the fight a little more difficult as the fight continues, she will start healing herself in the Lazarus Pit, but this can be stopped if you use a momentum skill on it, this means Momentum management is importanthere and that's why I like the fight with Talia so much. It's a suitable test to dodge DPS momentum management and story culmination, which is exactly what a final fight should be when you're not dealing with the main plot.
By involving the court of owls, you will participate in a wide range of side content, some of which is good and some of which is not so good. Let's eliminate the bad ones first. The collectibles are harmless, but I didn't enjoy finding all the batarangs and Street. Fortunately, the rewards behind them are negligible, so I wouldn't blame anyone for skipping them. A side quest has not been directly mentioned in the game and allows you to find different murals with validity rooms around the map. There are no waypoints or trackers for the mission but if you find them all you get Talon outfits for the cast which is a big secret around the map there are many servers that need to be accessed because they have identity related data by Bruce Wayne.
It's quite nice at the end that you see a bad family watching a video of Bruce Wayne dancing naked at the time of Batman's death, which is certainly hilarious and totally something Bruce Wayne would do to cover up his identity. I enjoyed the side quest much like the secret. caches The caches I initially didn't enjoy as they didn't offer any challenge, but then I realized their true purpose of offering equipment. Each secret cache has some equipment that suits your level, so if you're stuck and don't feel like doing side activities. you can take this 30 second detour to get some gear.
This is another reason why I would say the game presents minimal effort, as getting good loot is seconds away anywhere on the map. The worst side quest by far is the fast travel points. You might think they're hard to mess up, just climbing a large structure or even, in Spider-Man's case, doing a short minigame, but somehow Gotham Knights presents the gentlest attempt at activating a fast travel point. How are they completed? You enter a location. for one to three drones and scanning them sounds lame, well it gets worse, some of these drones have jammers which means you can't scan them until they land, forcing you to wait and although said wait is not long, It feels like an eternity. so forgettable that I actually forgot about them, this part of the video is being recorded after finishing the video and it was only after watching it again that I realized I had forgotten the worst side quest that provided no equipment No loot, no fun and with no challenge for a legitimate challenge or at least a semblance of a challenge, you can compete in the few races around town that feature the bat cycle or your traversal skills, they were fun and specifically in the case of Red Hood they forced me to incorporate the grip to skip the problem. this is the time requirement is really easy in my game.
I

failed

maybe three of these and the rest was just a try. One solution would be to have a bronze, silver and gold rank and offer different equipment to complete legendary equipment for gold, purple for silver and blue for bronze, we should also be able to replay these races which will allow us to compete on the leaderboards. ranking, maybe that way we satisfy intrinsic and extrinsic motivations, otherwise they were fun and I hope they add more in future updates. There are a number of contacts around. Gotham, which by completing its requests will grant you equipment and experience.
These are useful for collecting materials and I appreciate that most of these objectives will be completed while doing other things. There are legitimate missions here where you will be able to defeat enemies. characters like Mr Freeze, Harley Quinn and Clayface, all under a villain of the week structure. I say villain of the week because Gotham Knights doesn't try to explore these characters, which it doesn't necessarily have to do, but it's hard to assume that Freeze is one of the most sympathetic villains in Bruce's Rogues Gallery simply freezing Gotham for fun. There are more believable cases for those like Harley Quinn who are already crazy, but even then there's no end goal - she's recruiting people, but I guess for what world domination, regardless of individual goals. fun and in the case of Clayface, some of the high points of the game, chasing Clayface in the bat cycle was a great set piece and the only time the game asked us to track him down, you have a unique fight against dozens of clones and Clayface complaints.
Boss fight aside, these two encounters were designed well and this also applies to Harley moving around the theater and Gotham General feel like levels I could have easily done in the main story Frieza's first encounter is the most highlight of the game and should have been where his The mission ended with this kind of change in Gotham overshadows most of the events in the story of the date, which further exemplifies its quality of gameplay in the main mission, it is very fun and It tries different detective-style mechanics, but they all fall short of combat investigation. The crime scene allows you to scan and analyze different clues to deduce information in the main search line.
This is handled well, you have to read the clues, connect the dots both literally and figuratively, and the reward is one that makes sense in the open world, it's literally four clues that mean nothing and the fifth gives you a lot more information than the others, confirming that it must be correct. The main plot will see you eavesdropping, which on paper is Batman style, but results in a rather boring point-and-click interrogation that never fails to please. but the puzzles here are often disappointing and sometimes incredibly frustrating. The first menu you will get stuck will be the shadow puzzle.
If you listen closely, you'll hear a collective groan. As I mentioned this one, there are four different pieces that cast a shadow and the target is, in a very direct fashion project, an owl. The problem is that there are multiple acceptable answers and the puzzle is only complete when you have the correct answer after a few seconds, meaning people like me would project an image and not see any comments afterwards. two seconds and thinking, oh, you must be wrong and then spending 10 minutes trying other options, creates frustrations as it is only amplified by Googling the answer and seeing that it is one you have already deduced, while many have criticized and praised the gameplay, many have also criticized. the story and I think these criticisms are fair, something to keep in mind is that while the plot itself may not be great, its characters carry otherwise shaky plot threads.
The court is presented as a secret society, but it is also the worst kept secret in all of Gotham. Characters are given roles that they don't quite fit and many of them have subplots that don't get a resolution that in one case works, but in others not so much. The plot begins with the death of Batman and the surviving Bat Family trying to pick up the pieces, their goal is to finish Batman's last case. Revolving around the murder of Kirk Langstrom and the theft of his research, this quest leads to Harley, who shows him that certain criminals are not serving the sentence they should and after further investigation they discover that the old owl court is, of course, fact, real and without Batman stronger than ever, they also run into Talia al ghula, the gcpd morgue who kills Raz al Ghul so he can be resurrected through the Lazarus Pit.
As they search the court, they discover that their leader, The Voice, is not only friends with Alfred Jacob. Kane, but the court is at war with the League after a tip to Arkham Asylum, reveals that the League used Langston's research to create bats, one of which attacks you and you barely escape. Upon returning, you locate Talial Ghoul and find her in the Lazarus Pit underground there, we find that Bruce is not actually dead, but has been killed and resurrected over and over again to break his mind and, in his enraged delusional state, attacks the player after defeating him and appealing to him, as shown by the court. stands up and decides that voice or not they will use the Lazarus Pit to control Gotham while the player fights an enraged Talia Bruce climbs onto the bat wing hanging over the Lazarus Pit and flies towards said pit killing himself and stopping the surrounding chord, but it seems that Talia he escapes from whatever character you finish the game with and has a new determination towards his role and identity as the new protectors of Gotham and that's where the story ends.
There are some story highlights and also some missteps, the first of which is the foundation itself. from the game Bruce, when Warner Brothers revealed that Bruce Wayne was dead, the entire Internet called the Bluff on him and all they had to do was keep him dead. Simply put, they didn't have the balls and instead he has to come back and tell the team how. proud of him to be, this is all I need to believe that the game will not take risks. An alternative that doesn't undermine the game's listening is that they can find Bruce's body and instead of seeing that he is dead, they see that he still has an earpiece. in which he recorded a final message, this message could be a last minute monologue where he says that Gotham is in good hands and that the group's journey to become the new Knights of the city will be difficult, but when they work together they are able to anything. alive for a boss fight and then sacrifices himself again to destroy the Lazarus Pit and this alone raises a lot of questions first: Would Bruce want to be dead?
I can see Batman wanting to die because the Lazarus selection corrupts the user's mind and he's been through this several times and also Bruce May respects the finality of death and doesn't want to prolong his existence any longer than necessary. Whatever the reason, you can argue that it doesn't need to be explained, but what he definitely does are the talents that he has. he kills on the way out Bruce is protected in the Batwing, so if he dies in the crash, it makes sense that those outside wouldn't survive either. There are talents everywhere and there is a distinction between normal Talons and Gladiator and Hunter Talons depending on.
According to in-game emails, wild talents are long-dead people who have been revived and therefore have no brain function or Consciousness. In reality, Gladiators and Hunters return to life immediately after death, which means they retain their Consciousness. This is further supported. because the hunters and the Gladiators are able to form a speech and recognize that they are part of the court, then Batman is killing these people. If they are already dead, this is even assuming that the actual humans of the Court are able to escape in a matter of seconds. which, if the rush to the temple up to this point is any indicator that the cave would probably collapse before they get out, maybe this is a product of the choice clouding Bruce's mind, but I don't know if I enjoy Batman sending being a bloodbath.
The final clip of Bruce that plays after the credits is a much better send-off than this, but the biggest problem remains that he's not dead. All over the internet from the moment this game was released, we bet he wasn't. they're actually dead and all the Gotham Knights had to do to subvert expectations was keep their word and they didn't. The other problem with Bruce is his pseudo children, their individual arcs are a different story, but the lack of a collective arc feels strange When I completed the game as Barbara, she started a monologue about her journey and how she now feels able to Defend Gotham regardless of your teammates.
This contradicted the idea that the bat family was so strong because they had each other, not to mention that individuals did not show up. with unique problems but whose resolution is completely disconnected from the others. She hoped that instead of the characters acting as if ending the story would solve her problems, they would acknowledge her problems and accept the help that her teammates provide. Red Hood could understand that he doesn't have to do this hero thing alone and that, while he may be struggling with the death and resurrection of himself, he has a support system. Robin can understand that even though he is the newest in the group, he is okay because his teammates won't let him down.
Instead, Bruce's pride is tailored to the individual player rather than being directed at the group as a whole, which is something his side arcs don't fall into. Individuals have their own problems that are completed in side quests and often present more interesting problems than the main Jason plot. Todd has the best side story, like many of the other issues, it assumes you know the history of Arkham. Jason, after being killed, was brought back through the Lazarus Pit and followed the archcan villain from him to his Arkham Knight appearance, but was returned to the right side. Jason's story sees him come to terms with his death, his life, andhis fault.
He feels like an outsider among the group and feels insecure about his temper, believing that those around him are waiting for him to snap again. The Bat Family Wants to Cross Bruce is known to never cross that line because if he does, who knows if he'll come back. I think Jason's determination to not only return but to try to deal with what he's been through makes him the strongest in the family. but that doesn't make him an island and his scenes and emails show that he not only goes to therapy but that he tries to reconnect with his family; some have cited scenes in which the sight of death triggers a mild crisis as predictable and clumsy. maybe the lack of any real resolution to Jason's problems makes his story unsatisfying, but I couldn't disagree more if Jason, after enough talking, resolves his problems to the point where they disappear, I'd feel like it's almost False, trauma doesn't just go away.
You don't just make a new decision, it's a war that can't be won, but every day there is a battle you can win, getting better is not about winning the war, it's about winning more battles than you lose and sometimes, you will do it. lose and that's okay, as long as you're still here there's another chance to win tomorrow, even if a good day is only that way in hindsight and Jason knows that because his family is there, he may lose a few days. It may seem stupid, but Barbara stayed with Jason. food after collapsing is not a silly way to cheer him up it is a gesture that says it is okay to lose Jason's guilt it is a battle that will never end as it affects his ability to move forward and the ability of others to do the same his Insecurities manifest themselves in almost every interaction and their ending is not about fixing the past but about accepting that it happened and hoping that there is enough time to dilute the bad memories with newer, happier ones.
Jason's story is the most moving for these reasons and his subtlety strengthens this message. Barber. has a series of scenes related to his father, his problem is that he cannot remember his face and can only remember his statue. This is a concern for Babs because she has a photographic memory, her struggle seems to be a combination of missing her. late father and feeling insecure about his ability to live up to the hood, something all the characters share. I found this story good enough for the little moments between Babs and her family, but at the end of this Quest she reminds herself that she is good enough and that her father would be proud of her.
I wondered why she didn't just look at a photo of her father, but I could see someone arguing that that's not the point, it's rather a means for Babs to question her mental strength. Robin feels an equal amount of inadequacy and at the same time cries for Bruce. At first she is angry and then tries to negotiate by asking if the group can put Bruce in the Lazarus Pit, but eventually learns to carry on without him. Robin's Ark is the epitome of the group that learns not to be other. Batman but to do things his way a game of chess is a metaphor used for

knights

and through his games with Alfred Tim realizes that while Bruce may have been his Queen, there is also room for other pieces to win.
The new Queen Robin likes The Rook because she believes it is an under-the-radar piece that moves silently while other pieces pose more urgent threats, eerily similar to how himself in the group. It's one of the weaker stories in my opinion, but still pretty good. The final arc is with Nightwing, who has insecurities worthy of the role of leader. He has problems under such pressure, he is the oldest partner and feels the need to step forward. His teammates calm him down, but he still feels inadequate due to a previous argument with Bruce. At the end of the story, he visits Bruce's grave and finds new resolution.
I don't have a problem with this arc, except for the fact that, outside of ancient times, Nightwing isn't the most capable leader. I think Barbara is a better fit since she seems to get the most out of the team and is the one who is there for everyone when Jason is fighting, she cheers him on and when Nightwing is the same, she looks out for him too. Otherwise, I have no problem with this bow, but that's not it. The individual arcs stand out for me in some meaningful way and how the team learns to trust each other makes the ending even stranger because again the characters act like they want it for themselves.
Perhaps this was meant to prompt multiple playthroughs, but after doing so in multiple playthroughs, I can confirm that outside of the game there aren't enough changes for Warrant to reset your progress. The biggest change is the different comments that the characters have depending on the selected character and the reflection of the maze chain changes, but otherwise the plot is the same and that's fine, I don't expect them to suit all the characters, but I did expect the villains, specifically the League Court, to not only be more present but to develop the Court of Owls despite being promoted as such a hidden society that even Bruce believed it. being fake is the worst kept secret ever, ignoring the many owl structures around the map that lead directly to the owl hideouts.
Harley Quinn easily discovers his influence and Penguin, with almost no pressure, decides to Spill the Beans, that doesn't help either. The Court's influence is not felt in Gotham and when they are discovered by the gang, they begin carrying out their crimes outdoors wearing owl masks. I think having our team chase the league for a while only to discover the court would make it more elusive. and instead it's mythical, it's just the rich and elite of Gotham using their influence to control Gotham. What's worse is that when you remove Jacob Kane's voice, the plot immediately switches to Talia, who is a more interesting villain, but she makes the court feel like a stepping stone and isn't the end goal, what's worse is that the pitch appears at the end without the voice, making the villain a mere footnote in the league's history, instead of being a proper threat, pitch ends up feeling underwhelming and what's worse is that pitch has little connection to Batman's death, the league should be the one sidelined by the court, not the other way around.
On the plus side, Talia always steals the show when she's on screen thanks to her voice actor, although she isn't given enough depth to make an impact. The worst thing about this is that in the end the court still exists and so does Talia in the league. The only character given definitive closure is Bruce, the Bat Family has a final decision about protecting Gotham and that's great, but that's where the story begins. Lies, everything interesting that happens is with the characters and not with what those characters are doing. Harley Quinn in the story just sits in a cell and gives you a book, but her dialogue is so unique that while playing I didn't really realize what it would be like.
I tell you what I know despite saying this what seems like 100 times so far, the basis of a great story is here, but there isn't enough meat on the bones and the ideas aren't developed enough to have an impact outside of the character. individual struggles At least I can appreciate the little details and Easter eggs hidden throughout the story. The game begins in Batman's tomb and the entrance to the Lazarus Pit is located in Wayne Crypt, directly behind his tomb. His grave literally pointed to the place of his torture. Throughout there are also plenty of Easter eggs and references to other villains around the game, but when you look closely to notice these details, you noticed a few others as well.
The first and most obvious is how no one looked for Bruce's body, he was found in the bat cave and two things happen that the team did. not keeping track of the body and the coffin was empty when they buried him which is just crazy incompetence or Talia dug up the grave took the body and no one noticed this is a little nitpicky but I feel like if I'm going to take note of the finest details and praise. I can also do the same in reverse. The story is presented as a big mystery, but ultimately it feels like a run-of-the-mill episode of a TV show and that's not to mention some of the objectives like when manbat is introduced, you have a boss fight him, then you have the task of defeating three of them in the open world and then another one in the underground immediately after, meaning that in 45 minutes you are fighting this boss five times, with moments like these exacerbating the weak points of the story, but overall I would say that there are enough high moments in the secondary moments to make me feel that the plot is simply satisfying.
When the credits roll, you enter what many games in the action RPG genre provide. The endgame here is like this. different from the rest of Gotham Knight, so you agree with the idea that it is a different game, you are asked to have completely new skills and your commitment and its mechanics will be paramount to your success, it is a grind and, while that word has a negative connotation I don't think, especially in the context of the endgame, that the grind is an inherently bad thing, but when that grind is executed poorly and its rewards are uninteresting, you're left with an endgame grind that only supports foreigners. intrinsically motivated who call the end of the game. a separate game is hyperbolic, but the point I want to illustrate with that statement is that the gameplay loop and the reasons for participating in said loop are so different from everything up to this point that most of it even takes place within a separate location that is feel. as a separate experience, but once again, as I write these words, patches have been released to alleviate these concerns and I am once again left with evidence showing that while the launch of Gotham Knights was weak, efforts are being made to fix it and the patches are moving.
Quickly in the same patch that fixes my issues with the new Heroic Assault game mode, your performance improves once again, so let's go over the process of getting into the endgame and what that gameplay loop that probably starts when you finish missions looks like. main and the majority. Of the side quests leaving you at the level 30 cap, this can be increased to level 40 if you play on New Game Plus, meaning you'll likely be replaying the game with characters you didn't use as much on your first playthrough. By the end of that, you'll easily be set and ready to start farming crimes in the open world to acquire legendary blueprints.
This is where you will reach the first obstacle with materials and you will need a material called nth material to create the most legendary one. sets, this legendary material can be acquired by farming tasks for the Penguin that ask you to complete high-level challenges or by defeating Gotham's most wanted specialized enemies that have a chance to appear in the most difficult crimes by tackling premeditated crimes, you get enough clues per Thugs you defeat to continue farming them every night, which is appreciated once you've amassed enough gear and feel confident you can handle the heroic assault. The Heroic Assault was marketed as a final challenge only for the best players and the antagonist this time. around is none other than Staro, whom many met thanks to the most recent Suicide Squad movie.
I had high hopes for this free content update because I felt like Gotham Knights lacked a solid ending, but this seems like the perfect solution, there are plenty of them. There are a lot of positives here such as high level gear is best acquired here, despite the level 40 cap you can equip items up to level 60 and these can only be found in the depths of heroic assault making it Heroic Assault may be great for farming, but an immediate downside is that this is the only place to farm Heroic Assault. There are a series of floors containing different challenges for you to tackle and each floor is inhabited by a different faction or gang.
It can be completed with up to three other players and can be quite chaotic. but there is a major flaw variety that I mentioned before enemy variety was an issue and the only outliers are the court whose variety seems to annoy more than anything and the league that doesn't appear until the last few floors, but this is just the beginning . Another problem is that there are only a small handful of unique floors in the game. Here is the 3rd floor, the 15th floor and the 18th floor. Notice the difference, I didn't think I would, it's the same layout, there are three levels here and they rotate between floors, which means you'll see the same environments over and over again. outside of the aesthetic implications of the game.
The team decided to repeat what is easily the most boring environment for the game. It is simply a cave with a slight touch of Gothic architecture, but to see this. repeated over and over again is nothing short of disappointing. Batman's crime-fighting has never been better when she's shrouded in shadowsprojected by Gotham's neon Skyline and part of what made the main story so engaging were the different locations, prisons, attics, parts of the city covered in ice, and the caves in the Final Chapter offered some variety in their architecture. and the Lazarus Pits but there is absolutely nothing here, including the final encounter which I won't even show on screen yet for reasons that will become very apparent soon.
They are a colossal disappointment, but I understand that the bread and butter is the game, so let's keep looking there, the game is the same. Repeat over and over with the only gameplay changes coming from where you are, which is only influenced by the preference in equipment you have, there are different objectives, but they all boil down to the same thing: combat, fighting enemies, protect a hack and fight enemies in a radius, protect a payload, press some buttons, guarded by enemies, you get the idea, the variation can come from the cooperative play, which I admit made the game a lot more fun. and the cooperative takedowns are especially well done, but otherwise I felt in many ways like I was simply suffering with someone at the same time.
Loot is different for each player, but the places you find it are not every floor between every room. area where there are chests to grab these layouts chest locations and traps a word I use very lightly here are the same three layouts once again reused why don't we talk about variety of objectives and don't worry this will be short. every four levels there is a reckoning and when I saw this I and you probably thought ok we are getting somewhere, no don't get excited, these reckonings are the worst this end game has to offer. The first type of reckoning sees you defeating a Some mini bosses called faction leaders, meaning they have a larger health bar and have a star on their face, they attack the same way, but there is a special attack in which they can shoot you with a beam coming from said star in the face, but this attack was so weird that I only saw it once and I wasn't recording it, it's not special, but the other Reckoning sees you pushing a payload while a avalanche of enemies attack you, there's not much else, but I found the overwhelming amount of enemies and the number of times I had to reset the payload not to be infuriating, not because of the true difficulty, but because there are many times where the attacks overlap causing a several second long stun lock.
The worst part of this is that such repetition exposes the glitches in the game, things like quick ranged attacks and stealth sometimes break completely during gameplay. Stealth will sometimes see you try to press the triangle button to perform a takedown, but for some reason you'll do a ranged attack that alerts all the guards and ruins any stealth. Another problem is that aiming when using a ranged attack is incredibly inconsistent. When you press triangle, you will fire a ranch attack in whichever direction you are pushing the left stick towards a persistent problem: you will shoot the unwanted target, for example. a barrel instead of the enemy in front of you.
I'd love to go up in my skill box and say I'm just bad at the game, but the barrel in question wasn't even in my reach, meaning I was simply locked onto a target. I couldn't get it right. I'd be lying if I said this happened more than one percent of the time, but the point is that when you engage alone with mechanics devoid of any visual style or environmental variety, the flaws become even more noticeable and unforgivable, but of course , this isn't the lowest we go and you might confuse Gotham Knights with playing limbo here because its 30th floor is the biggest surprise in the entire game, the entire heroic assault has been taunting you with Starro's challenge .
I did not do it. I know what to expect, but it couldn't have been what we got. Okay, beating around the bush, the final fight against Star was actually another payload that you would score at a station that then has five buttons to press, but before you press the final button, you have to defeat a Man-Bat. I wish I was making this up, but Staro is in a jar for the entire encounter. I just don't get it, man, not just Starl in a jar but our final challenge at the end. 12+ hours as a boss wig we've already seen five times in the main story and no new mix-ups, I understand that the gear makes the heroic assault worth it, but when your end goal is this disappointing, I feel like It wasted my time.
Another problem with Heroic Assault is that if you want to achieve final builds with gear and enemies up to level 60, you had to use Heroic Assault, but it has now been patched and enemies in the open world will now scale completely. depending on your level, which is appreciated, you get these builds to take on boss fights in another new addition, the fights are remixes of fights you've already completed against enemies that now have a fixed power level, the changes to the fights are mainly elementals along with some new attacks that make fights generally more difficult. The benefit of completing them is that you get specialized equipment for all characters and some color combinations in addition to some random loot stats, such as time to kill.
Damage dealt at times when you've been down or tracked, meaning you can keep shooting for a better time. These fights can be tackled in co-op, but you might end up like me, where your partner is playing like he's happy to be there. Brothers, really shooting for participation. Metal Man. I swear anyway, most of these can be. completed solo, but some bosses specifically, both freeze fights are pure stamina races as your health bar is too big no matter the power level. I also found the pre-fight to be an interesting challenge before entering the game and telling you the recommended power level. which can be ignored since I was able to defeat Talia whose recommended level is 20,000 when I was at ten thousand, but this was because I specified my constitution correctly and chose equipment that resisted her elemental effects and had cryogenic resistance against the will of freezing. be relevant to your success, but I wish there was a showdown against Bruce, since he's the only one missing.
I'd say this is the start of a proper ending, but the lack of a proper final challenge leaves it disappointing, especially when Starro could have done it. It filled that void overall, the end of the game being the only time you have to work hard is pretty good, but more problems occur when finding players will become more difficult as the days go by, which is a product of failure commercial and critic of the game. Gotham Knight suffered for many reasons, some of them completely undeserved and untrue, but the most important factor has to have been its release, while at the time of writing this, about a month after release, it is significantly better, no different than day one, including buyers, burned, this type of pitch should in no way be accepted in my defensive parts of this game, they are not an attempt to excuse an undoubtedly failed pitch, but in the name of fairness, things like The performance must be criticized heavily for the lack of endgame.
It's okay to not like the content or the outright gambling that is Staro, but claims that the game is full of damage sponges show player incompetence and stubbornness to anyone who has actually played the game. My foil had theories that when the game was initially shown, people saw the damage. numbers health bars and equipment and immediately made assumptions about the game when the game arrived, they already had a bitter taste in their mouth due to their performance and decided not to interact with the equipment mechanics, this led to people being underleveled and not they did enough damage. and they think it's the game's fault because they don't want to play it or lower the difficulty.
A YouTuber I won't name because I don't want to send them hate criticized Gotham Nights for having bullet sponges, but they, the hardest boss in the game, were doing 900 damage per shot on Red Hood and trying to solo when it was clear that these challenges were made for co-op for reference when I attempted the same fight with half the recommended power level. dealing 10-30k damage per shot as a red hood, that would be like me going into Borderlands 2, trying to solo teramorph with gray weapons, ignoring scum and not trying to use the gear or abilities available to me, and then He would complain that bullets fluff anyone up. anyone who plays the game knows, in a nutshell, that it's a matter of skill, many YouTubers, some of whom I know personally, have participated in this hyperbole and I don't think you're like that if you made a video complaining about the damage of sponges or saying that the combat has no depth you have a rightAs for that opinion, I am simply stating the effect it has on the game and those who consume it playing Gotham Knights after seeing the many reviews, it is a self-fulfilling prophecy to think that the game will be terrible if played incorrectly and then the game is confirmed to be bad due to issues that could be easily fixed if you don't like the damage numbers, turn them off if you think the combat is too hard, turn it down or get better gear.
Secret cash crime side missions are always within reach and the rewards are very high. level gear for you, this is all based on the assumption that you actually bought the game, many just parroted their favorite YouTuber's reviews, which goes unsaid, failures of YouTubers, you guys probably do the same with my videos even though I have a total of two brain cells on a good day, but the final nail in Gotham Knights' coffin is simply the success of the Arkham quadrilogy. A new Batman game can never escape comparisons to the Arkham series and, especially in the case of Gotham Knights, the comparisons are unique. they don't usually win yes Gotham Knights looks good but Arkham Knight looks better yes the combat here is good but Arkham wasn't much better the sliding was better the stories were better the level design was better Are all these things good in Gotham Knights?
Yes, but Arkham did it better. I agree that when I critically look at a game I should tune it out from the Arkham games, and I did, but I can't hold the average consumer to the same standard. The only real advantage this game has over Arkham is in its combat variety, character and vehicle variety, as Bat Cycle doesn't have a tank role, so we can be glad I think Gotham Knights failed on all counts. these reasons, but it shouldn't be like that or what the developers are listening to when writing this script. There were tons of criticisms that I discussed that were patched and others that I mentioned will surely be fixed even more.
The game runs much better, now there are fewer bugs and overall Jank. If you were on the fence about this game, I would say in its current version. I say it's worth it, it's a good game and so far it works well. I know many are still hoping for a performance mode, but I don't think that's on the table and if you care that much about frame rates, it would be better. Not switching to PC anyway, no matter what patches the game gets, Gotham Knights will never leave the shadow of its predecessor, its story falls short in many ways, and while its gameplay and characters are excellent, defeating the Colossal Arkham series is a near impossible task and that's Well, I guess it's easy when the bar for the Arkham series is so high to call anything but a 9 out of 10 a 5.
Gotham Knights has my respect for continuing to deliver a product competent even if that product arrived a month later. its initial release Hello everyone, thank you for watching this video. I appreciate it. I apologize that this took so long to come out between you and me. I was a little depressed while making this video. I just felt like I think about it. It was just because I had Christmas around the corner and then I had finals at the same time and I just didn't have time and when I did have time it was like, oh, I'm so tired, so now they're done with it. although I feel like I'm back in the swing of things, I took a week and a half, almost two weeks off in December so I feel a lot more rested and yes I'm really sorry it took a while to get out but I hope it was It was worth it.
I put a lot of passion into this video and it was a lot of fun talking about Batman again and I honestly enjoy this game a lot more than I thought I would, which is really good because I was anticipating this game quite a bit. a bit and I was very excited for its release. This will be the first video of 2023. In which case I want to say happy new year and happy holidays. I hope you received good gifts and so on, and I hope you had good celebrations. InAs for the New Year for me, it will be more or less the same.
I'm going to try to expand into more Spider-Man games this year. I really love Spider-Man even more than Batman. I don't really tell anyone, but for some reason. I just don't really talk about the Spider-Man games, maybe it's because the Arkham games in my opinion are like the gold standard for superhero games and obviously that's where my passion is, so expect more Spider-Man games. I finished the Assassin's Creed series, the Uncharted series, and the Tomb Raider series this year and then also started posting occasionally on Tick Tock. I've been doing 60 second reviews there so if I remember I'll link to it in the description I just thought it would be something fun and you know I hope it can drive more traffic to the main channel and I just want to thank you all for a good 2022 The channel did very well that year. and I couldn't be more grateful and I think I think I say thank you so much that it fades away like it doesn't mean anything because I say it all the time, but you guys have truly changed my life and I couldn't be more grateful. so thank you for watching, thank you for supporting me, thank you for giving me feedback and helping me improve and I hope I can continue to improve with that said, I hope you have a fantastic 2023.
I love you, take care of each other. Stay safe and I'll see you next time. Oh you should follow my Twitter too, yeah I forgot. Okay, bye, thank you.

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