Here's our Gotham Knights review
I love a concealed door. I absolutely cannot get enough of them. Not just for the theatre of the opening mechanism, the gasp as an unexpected vista is created, but for the kinds of movies and literature that require concealed doors and the people who own them. And testify: this is one of the ways that Gotham Knights has made me pretty happy.
Instead of Batman, you get aspects of him. Batgirl is good with tech and can pull off the Beatdown move, alongside lamping people with something that looks like a tuning fork. Robin is angled towards stealth, when he isn't spinning his bo staff at enemies. Red Hood is a heavy brawler who also shoots people with non-lethal guns. I know right. And Nightwing, I feel, is the all-rounder, balletic and fast and flexible enough to support any way of playing.
This doesn't really work in Gotham Knights, and it took me a while to realise why. For one thing, enemies don't crowd in as eagerly, and there often aren't quite as many of them at any one time. For a large part of the game at least, brawls have moved from set-piece to filler. You'll be out on patrol and you'll stop to fight three of these baddies to break up a long commute, or you're deep in a mission and the room will briefly flood with thugs.
It's suitably grim at least, with each part of the city dominated by a gang - everyone's in a gang here; even the cops are a gang, which suggests Gotham Knight has learned at least one thing from Marvel's Spider-Man. There are familiar names on some of the signs for comic book fans, and Anton Furst's influence lives on in the statues, but otherwise it can be a rather anonymous urban night you're exploring.
Here come the owls again. Main missions follow the Owls and their Court down beneath Gotham more often than not, where there are mines and secret labs and society churches and all kinds of wonderful stuff. Here, Gotham Knights really finds its footing in terms of world-building, both with the interiors of the lavish top-side buildings that the Court owns and the strange places they burrow down towards.
It's been fun to stumble across a menu by mistake and realise that there's a whole loot game here, disguised by the fact that most of the pick-ups you win in fights don't look like they're that interesting. But some of them are loot! And you can also craft more loot. So you can deck out each character with clothes and new weapons that improve their base stats. It's been fun to dabble in co-op too.
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