Like the Bat Family itself, Gotham Knights has the tall task of stepping into its predecessor’s shoes. The Batman: Arkham games are considered some of the best superhero video games ever made and have gone on to influence countless other titles with their stories, world design, and combat. No matter who developed Gotham Knights, following those games up in a brand-new game in a different universe with changed combat mechanics and without Batman was going to be a tall order. As WB Games Montreal also hasn’t put out a game in nine years, this game is also the studio’s big chance to prove itself during a time when WB Discovery is going through heavy restructuring.
The cards are stacked against Gotham Knights, and early bits of gameplay highlighting significant changes to gameplay and incorporation of RPG mechanics seemed a bit questionable in the wake of the lackluster Marvel’s Avengers. Thankfully, after going hands-on with Gotham Knights for about two hours, the experience is shaping up to be an enjoyable superhero romp, even if it doesn’t end up being quite as groundbreaking as the likes of Batman: Arkham Asylum was 13 years ago.
My Gotham Knights demo took me across four different parts of the game and allowed me to go hands-on with all four playable characters. To start, I took control of Nightwing as he investigated the death of Kirk Langstrom and is surprised by the sloppy work of the cops and the appearance of The Freaks, one of the gangs that roam Gotham in the wake of Batman’s death. This part of the game allowed me to get used to the investigation mechanics — which have players scanning clues in the environment — as well as combat. Nightwing felt like the most standard of the four characters, although this may be
Read more on digitaltrends.com