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Arkham Knight photo
Arkham Knight

Some Arkham Knight forum members are finding their quotes in the game


Nice touch, Rocksteady
Jan 21
// Brett Makedonski
The newest set of Arkham Knight DLC (of which there is a lot) is a retrograde -- not in quality, but in time. It takes some of the best challenge mode maps from Arkham Asylum and Arkham City and transposes them to A...

Review: Batman: Arkham Knight: Season of Infamy

Dec 23 // Chris Carter
Batman: Arkham Knight: Season of Infamy (PC, PS4, Xbox One [reviewed])Developer: WB Games MontrealPublisher: Warner Bros.MSRP: $9.99Released: December 22, 2015 Infamy is a bit confusing. It's not an "Arkham Episode," that's detached from the story by way of a menu option. It's an actual extension of the narrative, taking place before Batman initiates the Knightfall Protocol (the ending), and it's integrated into the open-world campaign. In other words, if you've reached 100 percent completion in the game, just load up your file to start the DLC. Four new missions pop up as a result of booting up Infamy, which you can complete in any order, featuring Mr. Freeze, Mad Hatter, Ra's al Ghul, and Killer Croc. Each one is roughly 30-45 minutes long. Let's start with the Mad Hatter, the weakest link in the chain. His effectiveness as a Batman villain has always been questionable, and that goes double for his appearance in Arkham Knight. He was fine as a throwaway sidequest included in City, but the return of his presence does little to justify a premium price here. You'll be done with his bit in less than 30 minutes, running around Arkham with a minor series of fetch quests before confronting him at the Gotham City Police Department headquarters, and enduring another hallucination that amounts to nothing more than three easy combat challenges. It's a neat concept but it's so fleeting that I barely had time to digest it. Killer Croc is another of those one-dimensional foes that often functions as the muscle of an outfit -- a trope that leads you down a predictable storyline in the Infamy add-on. A prison ship has crash-landed compliments of an escape attempt by Croc, and you'll gallivant across the environment, chasing him down for a bit (with more fetch quests in tow of course). Consisting of a few platforming sequences and some combat, there's basically no thinking involved here in just about every facet of the short quest. It works better than Mad Hatter's portion though because most of it isn't comprised of re-used environments, and there is a nice brief reunion with Nightwing. [embed]328895:61630:0[/embed] Mr. Freeze on the other hand, is a villain that has always had a more interesting, nuanced characterization. He's not truly evil in the traditional sense -- rather, he sees his schemes as a means to an end, to save his wife Nora. The actual objectives for his quest aren't all that enthralling, but it's the only one that features Predator sequences, and the concept (and the exploration of his relationship with Nora) is compelling enough to see the tale through until the end. Plus, it has a Batmobile sequence that has more of a reason to exist than most of the ones in the campaign. Ra's al Ghul's quest is the other highlight of the pack, taking place mostly in Eliott General Hospital. Hush's part in Knight was extremely disappointing, especially after the buildup from City, so it's nice to see his family's legacy featured front and center to some degree. Along with some brand new zones you'll also work through a rather intriguing subplot featuring the League of Assassins (who are some of the only new enemies in the Infamy pack), and the Lazarus Pit -- one of the wackier bits of Batman lore. There's also a choice at the end that's actually pretty interesting that I won't spoil here. As a premium add-on, Season of Infamy really fails to produce much that feels like it's essential to the Arkham Knight experience outside of two tales. But on the other hand, it has a number of nice little touches, most notably a small expansion of the GCPD HQ, adding another wing (along with some easy WayneTech upgrade points), and the mission structure in the weaker two stories is competent at the very worst. If you really loved Knight and have been avoiding all the DLC thus far, Infamy is probably worth checking out at some point -- even if it's the only thing you buy piecemeal. [This review is based on a retail build of the game purchased by the reviewer.]
Batman DLC review photo
Ice to see the end of the Season Pass
I've refrained from reviewing most of the DLC for Batman: Arkham Knight outside of the Batgirl add-on, because of the short nature of the mission-based tales. But Season of Infamy has four missions, so that means it's four times as good, right?!

Arkham Knight DLC photo
Arkham Knight DLC

Batman: Arkham Knight's last DLC out this week


I'm cool on it
Dec 20
// Nic Rowen
The last of the Arkham Knight DLC will be arriving on Dec 22, just in time to land in the stocking of all the naughty children of Gotham. The new pack includes the expected alternate looks for Batman and his whip (this time f...
Arkham Knight photo
Arkham Knight

Arkham Knight's latest PC patch is drenched with fixes


A lot of rain being the biggest one
Dec 18
// Brett Makedonski
David Cage had nothing to do with the newest Batman: Arkham Knight PC patch, but you'd be forgiven if you mistakenly believed that he did. Not Heavy Rain but heavy rain is the most notable change made to the game am...

Batman: Arkham Knight's Catwoman and Robin DLCs aren't worth playing

Nov 25 // Chris Carter
[embed]322485:61248:0[/embed] At some point there was probably a kernel of a good idea with the Catwoman’s Revenge DLC, but ultimately, it feels rushed like the others. There's almost nothing interesting about the premise: Catwoman, one day after the events of Knight, wants to steal money from The Riddler, who is in jail. We get it, Catwoman likes to steal things, and there is no added depth for either character, nor is there any satisfying conclusion, mostly because the core villain isn't actually present outside of an interlude under the guise of a "prison phone call." It took me about 10 minutes, all told, across two challenge maps (one Predator, one combat), with one very short 30-second puzzle involved. Flip of a Coin is slightly better, but not by much. In this episode, Robin takes on Two-Face at some point following the retirement of Batman, with the help of Oracle by way of remote assistance. There's a slightly interesting dynamic afoot during the DLC, where Oracle assures Tim Drake (whom she is dating) that he can not only measure up to Batman's legacy, but end up coming out of it better than Bruce did. The [albeit mostly played out] duality of Two-Face is also shown quite well with a location that's half destroyed, and half pristine. But again, like every other episode before it, the sheer brevity of the adventure halts any meaningful discussion or character advancement. Players will basically auto-pilot their way through two small Predator maps and two combat rooms for about 20 minutes, all of which operate in the exact same manner as Knight. Unlike Catwoman, Tim feels exactly like Batman gameplay-wise, minus the bullet shield gadget from Arkham City, which is only used briefly during a very staged encounter. To add insult to injury, the final boss fight with Two-Face isn't a fight at all, but a quick one-button QTE. There also isn't even an ending tying together Tim and Bruce's relationship or narrative -- it boots out immediately after the QTE. If this is the last Arkham game from Rocksteady, the poor Season Pass definitely assists in tainting its legacy. There's almost nothing here of worth nearly five months later, and certainly nothing even close to justifying the $40 cost.
Batman photo
Holy Season Pass, Batman!
As I've said before, Batman: Arkham Knight's Season Pass is probably the one of the worst pass prospects in gaming right now. Besides an alright Batgirl DLC, there's a heap of mediocre challenge missions, sub-30 minute "...

Grand Theft Auto photo
Grand Theft Auto

Why doesn't Rockstar release a new GTA game every year?


Take-Two Talks
Nov 20
// Vikki Blake
Rockstar's parent company, Take-Two, has opened up about why it does not annualise the release its biggest titles like Grand Theft Auto, Max Payne, and Red Dead Redemption. Talking at MKM Partners Investor Day in New York Cit...
Batman PC woes photo
Batman PC woes

Arkham Knight won't support multiple GPUs


Sorry, SLI and Crossfire users!
Nov 19
// Jordan Devore
The PC version of Batman: Arkham Knight went back up on Steam a few weeks ago. There are still issues even after the re-listing, and the developers are still trying to address them, but there are some they "cannot fix." One s...
Arkham Knight photo
Arkham Knight

Update: Arkham Knight Steam reviews are being tagged 'Pre Release'


No they ruddy well aren't pre-release
Oct 29
// Laura Kate Dale
[Update: Since the story was posted, the pre release tag has begun to be removed from these reviews]. Boy, Arkham Knight really is the gift that keeps on giving. Yesterday Batman: Arkham Knight finally returned to Steam after...
Arkham Knight photo
Arkham Knight

Arkham Knight is still broken on PC for many people


Good ol' Warner Bros...
Oct 29
// Joe Parlock
Four months after its half-arsed and broken PC port, Batman: Arkham Knight has finally been opened up for sale again on Steam. Except there are still major problems with the game. Because of bloody course there are. In its pa...
Batman photo
Batman

Batman: Arkham Knight is back on Steam


Players are getting some free games
Oct 28
// Jordan Devore
Warner Bros. has begun selling the PC version of Batman: Arkham Knight again after pulling it from the Steam store in June due to widespread performance issues and bugs. It's currently $49.99. As an apology, the publisher is ...
Batman PC port photo
Batman PC port

Batman: Arkham Knight returns to Steam Oct. 28


But does anyone still want it?
Oct 24
// Kyle MacGregor
Batman: Arkham Knight will resurface on Steam next week, Warner Bros. announced today. Four months after it was initially released (and was subsequently pulled the following day due to a mess of performance issues), the PC ve...
Batman: Arkham Knight photo
Batman: Arkham Knight

Batman: Arkham Knight back on sale for PC later this month


Are you gonna buy it?
Oct 02
// Vikki Blake
Warner Bros. has confirmed that Batman: Arkham Knight will be back on sale for the PC later this month. The PC version of Batman: Arkham Knight was withdrawn back in June when the game was deemed unplayable. A post ...
Batman photo
Batman

Warner Bros: 'The possibilities are endless with a character like Batman'


What's next for Batman?
Sep 29
// Vikki Blake
Warner Bros. has confirmed that while it has nothing to say publicly about a new Batman game at this time, "the possibilities are endless with a character as dynamic and beloved as Batman." Writing on the PS Blog, Ames K...
Arkham Knight photo
Arkham Knight

The interim patch for Arkham Knight on PC has been released


Halfway to how it should've been!
Sep 04
// Joe Parlock
Oh Arkham Knight, you were a trainwreck and a half, weren’t you? When it released on PC a few months ago, it was slammed for it’s terrible performance, bugs, and overall rushed production. The game was pulled from...
Batman DLC photo
Batman DLC

1989 Batmobile coming to Arkham Knight next week


Nice new race course, too
Aug 14
// Steven Hansen
Oh man, it's got the ducks! Pretty good nostalgia hits on the course that comes with the Batman (1989) DLC pack and car. And we're removed enough that people might be forgetting how bad Arkham Knight's Batmobile segments wer...
Batman update photo
Brooding selfies galore
"Come to this gargoyle in the next 15 minutes if u want an ass kicking." I stopped playing Batman: Arkham Knight at 96 percent completion, Riddler challenges be damned, but today's update got me to pop the disc back in to mes...

Arkham Alfred photo
Arkham Alfred

Playing as Alfred in Batman: Arkham Knight is just as funny as you'd expect


He even talks to himself
Jul 31
// Chris Carter
The same folks who brought us the Batman: Arkham Knight Halloween Easter egg video have uncovered a way to mod Alfred into the game in playable form. This video showcases some of the best moments in the game, most of which a...

Superhero games Rocksteady should be making

Jul 25 // Nic Rowen
The Punisher Look, I love the Arkham games, really. But after four games of playing the part of the morally upright caped crusader, fighting the same damn villains over and over again because he refuses to cross the line and put a permanent end to Gotham's insane clown problems, I'm ready for a more practical superhero experience. A hero who sees a problem and deals with it. Maybe it's me, maybe I just grew up with too many '80s action movies and I see every problem as something that can be solved with an UZI and a handful of hollow points, and I know deep down that isn't true. But, it is a worldview Frank Castle would certainly agree with. I would love to see a big budget game finally do right by everyone's favorite PTSD-stricken vigilante. The Punisher has had a mixed history with games, ranging from a fondly remembered but completely standard beat-em-up in the early '90s, a bizarrely violent PS2 outing that felt like the The Punisher as directed by Eli Roth, and his last showing was a completely dismal PS3 downloadable title. The greatest crime to go unpunished in that case was inflicted on the fans. Frank needs a win, and the Rocksteady team could pull it off. Picture a slice of New York City rendered as impressively as Gotham was in Arkham Knight. Not some sprawling open world nightmare where 90% of the budget gets blown on world assets, but enough room to let Frank move around and explore, a hunting ground to stalk and shank his way through the criminal underworld. Give him a list of targets and goals that force him to move around the city, digging up his own leads and carving his own path through the local vermin. Force players to think about their actions and plan their attack carefully, always mindful of potential innocents that could be caught in the crossfire and escape routes to take in case the cops show up early. Borrow from Shadow of Mordor's nemesis system and let Frank bully and threaten around lower level bosses and snitches to build a stepladder of bullet-riddled mobster corpses up the food chain. And please, don't skimp on the guns. This is THE PUNISHER we're talking about here, he doesn't have any super powers to reveal or fuss over. All he has is grit, every edition of Jane's Directory of Small Arms ever written, and a creepy warehouse full of meticulously maintained weapons to obsess over -- so pay them the proper due. I want to see armament so overly-detailed and described it would make Solid Snake blush. I want gun worship so intense that it makes the Counter-Strike custom model scene look casual. I want glorious matte-black and nickle-plated idols, not items. Hrum. Maybe reading all of those issues of The Punisher Armory when I was a kid had a lasting effect after all. Zatanna Zatanna would make a dope video game protagonist. Look, I know it may seem hypocritical just after opining about the idea of a Punisher game, but there is something to be said about getting away from the typical brooding, depressive, vengeance-obsessed dude protagonists of the comic book world and doing something a little different. The mystical world and glitzy stages Zatanna trades in isn't just a step in another direction, it's a leap into an entirely different dimension. Most superheros come from some kind of pseudo-scientific background. Amazing abilities thanks to a solar-powered alien physiology, a robotic suit of goodies powered by an artificial heart/fusion generator, a kid gets bitten by a radioactive honey badger and gains all the proportional rabies and hatred of a man-sized honey badger, and so on. They may be implausible, silly, and ridiculous, but they all come from some semi-believable point in reality. Zatanna is having none of that. Zatanna is capital M Magic. No science, no excuses, just real deal “as I speak I create” world bending, wizards and warlocks stuff. When Zatanna's will and the hard solid wall of reality collide, it's reality that bends, buckles, and inevitably breaks. She lives in the DC universe, filled as it is with its infinite supply of nameless muggers, tacky C-list theme villains, and alien tyrants, and sure she deals with them like any other upstanding member of the JLA. But she also has one foot in a much stranger world, a shadow realm of ghosts, astral projections, and scheming devils, the kind of threat that the Elongated Man or any of the other rank and file heroes aren't likely to deal with anytime soon. She rubs shoulders with weirdos like John Constantine and the Sandman. Her rogues gallery includes the biblical Cain, infamous brother-slayer and lord of vampires. Oh, and in her “downtime” she stars in her very own internationally famous magic show, impressing sold-out crowds with unbelievable displays of sleight-of-hand tricks and impossible escape artistry (no cheating). C'mon, there has to be an interesting game just waiting to be made with all of that. I would love to see a title that embraces all the craziness of Zatanna's character, how different and unique she is compared to the rest of the DC line-up. I want to bust thugs and necromancers on the same night and still make it to the stage when the lights go up.  Lex Luthor Everyone sees themselves as the hero of their own story, even a madman like Lex Luthor. Sure, he may be singularly obsessed with ridding the planet of its greatest defender (without whom everyone in the DC universe would almost certainly be dead by one cataclysm or another) for often vague and seemingly irrational reasons, but they're his reasons. They make sense to him. In his mind everything he's done to force the alien off his planet, no matter how despicable, has been in the service of a greater good, as illustrated beautifully in Brian Azzarello's magnificent Lex Luthor: Man of Steel. I want to play as that version of Lex, the last sane man who sees what a threat Superman is to the human spirit, the man who is forced to play the part of the villain to attain a greater goal. And who says Rocksteady has to work on another third person action game? There is a ton of talent up in that studio, and while I'm sure they're incredibly proud of everything they've accomplished with the Arkham series, they've been at it for more than half a decade. I'm sure they'd appreciate a change of pace. So how about an evil management sim? A game where you play as the bald genius presiding over Lexcorp, trying to figure out how to smuggle parts of your doomsday laser into orbit. Maybe if you win the contract to to build the next international space station you be able to send up a few extra rockets without tipping your hand (not to mention, the proceeds could be used to fund the sentient virus a deniable subsidiary in Istanbul is working on). Or how to quash the hazardous material team's recent attempt to unionize without attracting any eyes on the mechanized centipede project. Of course, all that will have to wait until you deal with the PR nightmare of a dead superhero with suspicious laser burns turning up on your property, again. Call it a breather between projects. There will always be another big budget action game with another big chinned boy scout to make. Rocksteady could recharge the batteries and stretch its creative muscles with something different, something sinister. Ghostrider Ghostrider is stupid. I mean, look at him. He's the ghostly reincarnation of a stunt driver who haunts the streets with his hellfire-powered motorbike, flaming skull, and “penance stare.” He's the most '90s thing to ever happen (even though he was created in the '70s) and HOLY SHIT, COULD YOU ASK FOR A BETTER BASIS FOR A VIDEO GAME!? What kind of world do we live in that the “best” representation of Ghostrider in a video game was as a character in Ultimate Marvel Vs Capcom 3? How do you squander such a sublimely stupid concept with a tepid PS2-era game and a few cameos in dreck like Maximum Carnage? No, this won't do. Rocksteady has a mandate, a new mission: Go forth and make the biggest, dumbest, raddest, motorcycle-riding-ghost-vigilante game possible. In fact, screw it. I don't even want Rocksteady to do it. It'd probably do a good job of it; it's got the chops to sculpt a decent game out of any source material. It's not the studio's talent I doubt, but its taste. I bet it'd take Ghostrider a little too seriously, try to do too good a job establishing him as a real character with believable motivations and villains to fight. The developer wouldn't mine that rich core of ridiculousness that lies at the heart of Ghostrider for all its worth. This is a job for Platinum. We need that Metal Gear Rising treatment of the source material, the kind of self-aware winking charm of a Bayonetta, the breakneck pace and visual assault of a Vanquish. We need the fastest, prettiest, and dumbest Ghostrider we can get. Anything less would be a waste.
Superhero games photo
Who needs a Superman?
Rocksteady has accomplished some amazing feats with the Arkham series. It's the first series of games to finally nail the feeling of being the Dark Knight, it perfected the combat system to a point where “Arkham-style f...

Arkham easter egg photo
Arkham easter egg

Batman: Arkham Knight has a Halloween-themed Easter egg


'Spoilers,' I guess
Jul 23
// Steven Hansen
I came home to my pal Kenny playing Batman: Arkham Knight. Unfortunately for him (and me), he spent most of this time doing the Cloudburst, stealth-tank fight, and swearing. I'm actually second-hand mad at the game all over ...

What the hell was Rocksteady thinking with Batman: Arkham Knight's Riddler?

Jul 17 // Chris Carter
The good First, let's take a brief look at the other games in the series to see how it measures up. It was slightly annoying to have "Catwoman only" trophies in Arkham City, but that game never took it to this level -- plus, Riddler was still relatively fresh at that point. Asylum also had just the right amount on a smaller map to encourage nearly everyone to go for them, and I like how Origins had a little extortion story weaved into the activity, making it a bit less tedious. Arkham Knight just goes overboard. Thankfully, there's a little bit of brilliance peppered in that shows what might have been. Most notably, the riddles that feel like actual riddles are great. I love how the game leads you towards horizons where you can find Arkham Asylum, Arkham City, and Wayne Manor in the distance. It's a great way to link the series, and the Knightfall ending gives it a nice conclusion. You'll also find a lot of really cool stories that tie up loose ends for characters like Bane and Calendar Man. This is how all of the riddles should have been presented. The bad and the terrible Instead, there's over 300 miniature quests to complete, carved out by way of trophies, riddles, "Riddler bombs," and breakable objects. While the trophies are generally par for the course for the series, the riddles (as mentioned previously) are often good, and the bombs are few and far between, it's the objects that broke my soul. And here's the worse news -- to get any locations without consulting a guide, you'll have to "interrogate" Riddler cronies. To find them, you'll wander around the town with detective vision on and locate green cars or green men, isolate them in combat, and press a button to have a few icons appear on the map. It's a painfully slow process, and come to find out, some thugs don't even give you information after tracking them down (this seems to be a glitch, as this has happened a few times, even on thugs I used counter on)! Divebombing from the sky and sending a Riddler car careening for information was cool the first time, but on the 50th occasion, it gets unbearable. While patrolling the streets, I must have heard Steve Blum (who still plays every thug with Nolan North, like WB can't afford a thug budget) say "who is Robin anyway?" approximately 10,000 times. How did they think this was a good idea? For the broken object "riddles," you'll often need to find at least 10 emblems to finish one entry, and cronies only give you a select few of them at a time. The entire affair, for the most part, consists of jumping in the Batmobile, aiming at a target, and shooting it. These aren't "riddles," and have no business being in the game, full stop. The worst part? They're all required for the true ending You know what? The actual Riddler questline in Arkham Knight with Catwoman was bearable, and featured some neat uses of the Batmobile (for once) -- even if driving on walls is still horrible thanks to the wonky camera angles. But to complete said lengthy questline, fight a Mecha-Riddler for 10 seconds, and have him say "LOL! Actually you need all 250 trophies to fight me for real!" is a kick in the teeth. It gets worse than that, as the true ending is tied to said riddles, clearly to pad out the game. At launch, a lot of fans even speculated that it was a bug, and that you couldn't possibly be required to slowly gather every trophy to nab Riddler -- nope, you actually have to do it. It would have been a lot cooler if taking Riddler in (after the quest) triggered Knightfall, but if you wanted to get more audio tidbits you could go after the trophies, as he taunted you from lockup. Now sometimes, I'm playing Arkham Knight and I'm wondering "how is this level of detail even possible?" Rocksteady has truly crafted an amazing open world that feels like a true current-gen experience, and that should be commended. But of course, a budget of multi-millions doesn't preclude criticism (Michael Bay) -- so many facets of Arkham Knight could have been done better. So don't wait up, Alfred -- I'll just be aimlessly flying through the streets of Gotham, looking for green dots for an ending I already looked up on YouTube. I think it's about time to hang up the cowl.
Batman Arkham Riddler photo
Holy tedium, Batman
If there's two things Batman: Arkham Knight does too much of, it's the Batmobile and The Riddler. For the purposes of an upcoming project, I'm working towards a 100% completion rate in Knight, and I'm running into a wall...

Batman DLC photo
Batman DLC

Arkham Knight DLC adds 1989 Batman skin, old-school Batmobile


Keaton-kinkreet
Jul 14
// Steven Hansen
Batman: Arkham Knight just released the most substantive piece of DLC in its Season Pass with Batgirl: A Matter of Family. That isn't saying much as it is still slight. It's just not as short as the Red Hood and Harley chunks...

Review: Batman: Arkham Knight - Batgirl: A Matter of Family

Jul 14 // Chris Carter
Batman: Arkham Knight - Batgirl: A Matter of Family (PC, PS4, Xbox One [reviewed])Developer: WB Games MontrealPublisher: Warner Bros.MSRP: $6.99Released: July 14, 2015 (for Season Pass holders) / July 21, 2015 (wide release) The Batmobile takes a backseat this time in favor of a tale told entirely from Barbara Gordon's perspective before the events of Arkham Knight. WB just couldn't resist the chance to bring The Joker back yet again, and it uses every opportunity to let you know that this is his DLC without really having him do all that much. In other more exciting news, Harley Quinn is back, but with her red and black Animated Series get-up for the first time in the Arkham games. It looks great. All of the action takes place in the Seagate Amusement Park, which can be thought of as a tiny little sandbox that hosts the new DLC area. The Joker has captured Jim Gordon, and it's up to Barbara (and Robin) to save the day. Family kicks things off with a by-the-book Dual Play combat session, then it's off to free roam for Batgirl. For the most part (like all the other playable characters so far), Batgirl operates just like Batman -- she even has identical detective vision. Combat is relatively the same, and even though WB Montreal notes that she's "weaker" than Bruce, it doesn't really feel that way at all. It's very cool grappling about with Robin, but other than the use of a new type of gadget (advanced hacking), it's the tried and true Arkham formula. In Family, Barbara can use her remote hacking device as a "catch-all" basically, to do all sorts of things like short-circuit devices or manipulate objects. Think of it like a super gadget that can do a lot. It's presumably done so you don't have to micro-manage all of Bats' tools all over again, and to give Batgirl a slightly different feel. Here's the thing -- it does work at a base level, mostly because it distills the experience down to a lot of the good bits, and takes away the pesky forced Batmobile sessions. In other ways it feels limited, as you're stripped of most of those wonderful toys. [embed]295688:59441:0[/embed] None of the environments are particularly memorable outside of a nice little cameo I found in a water tank (in fact, most zones are even less interesting than the random spots you'll find in Gotham proper), but the linear format isn't jarring, either. That's mostly because of the fact that the DLC is so short. Normally that would be fine, but the story never really goes anywhere until the very end. Even then, it feels like a footnote rather than an impactful part of the overall narrative. In terms of length, it's meatier than the Harley DLC, but not by much. You can complete the main story in roughly an hour, and sort out all of the other collectibles in another 30 minutes. What I would have really loved to see is a full-roam option with Red Hood, Harley, and Batgirl (I mean, the models are already in the game with grappling and combat animations), but it's not meant to be -- the latter is still confined to her tiny add-on area. There are eight Achievements/Trophies though if you're into that sort of thing. Warner Bros. is really employing an odd strategy with Batman: Arkham Knight's post-launch content and the relatively expensive $40 Season Pass. All that's been revealed so far beyond a bunch of throwaway content (skins, races) is a handful of bite-sized episodes such as this; it's a far cry from the competent Cold, Cold Heart add-on for Arkham Origins last year. While A Matter of Family may be worth it for hardcore Batgirl fans, WB will have to do a lot better than this to justify the cost of the pass. [This review is based on a retail build of the DLC purchased by the reviewer.]
Batman DLC review photo
The Killing DLC
Enough time has passed for me to make a solid judgement on Batman: Arkham Knight. For the most part, I agree with the sentiments expressed in Steven's review of the core game -- Rocksteady tried too hard in many respects, and...

Arkham Knight photo
Arkham Knight

A GIF that makes me finally love Arkham Knight's Batmobile


But just for a second
Jul 13
// Brett Makedonski
If I grind Arkham Knight out to one-hundred percent and find out this is what the "Knightfall Protocol" is, I'm going to be so pissed.
Batgirl photo
Batgirl

Joker sure makes a mess of things in Batgirl trailer


It's Joker's main event
Jul 08
// Brett Makedonski
When Arkham Knight's first substantial add-on releases, it'll see Batgirl doing a lot of the same activities Batman partakes in -- namely punching enemies into unconsciousness. They should try not to stay like that too ...
Batgirl photo
Batgirl

First real details and a screen appear for Arkham Knight's Batgirl DLC


Go Barbara go
Jul 07
// Chris Carter
Information is starting to come together for the Batgirl DLC, which will launch as part of the Batman: Arkham Knight Season Pass and on its own for $6.99 (July 14 for the former, July 21 for the latter). Instead of a neb...
Question photo
Question

Will you try to 100% Batman: Arkham Knight?


I'm tapping out
Jul 06
// Jordan Devore
I'm done with Batman: Arkham Knight. I have to be. After wrapping up the main storyline, which ends strong and is worth experiencing first-hand, I went after those pesky side missions. The Perfect Crime (serial killer), Creat...
Arkham Knight photo
Arkham Knight

Video Review: Batman: Arkham Knight


Going arkHAM
Jul 06
// Mike Cosimano
Holy bat-milk, you guys! We're doing video reviews regularly now! This one is based on Steven's review of Batman: Arkham Knight. Since we're not so deep into this scheme that we can't self-adjust, I want to hear from you all:...

Batman: Arkham Knight full combo and move list

Jul 06 // Steven Hansen
□ (square) - Hit. This is Bruce Batman's main way of interacting with the waking world. "Hit" manifests itself in a surprisingly diverse manner of ways, going from a "punch," to "elbow," to "knee drop," to "why the fuck is the brake mapped to square, fucking hell why do I have to use this car tank at all." It's a triple threat!  △ (triangle) - Counter. This is like "Hit," but with the excuse that someone else is trying to do a "Hit" on you first. ↑ (up) (d-pad) - Detect. Like soccer is "the beautiful game" or Jim Harbaugh "the zodiac killer," Batman is the "world's greatest detective." Pressing "up" on the d-pad runs a filter over the game that highlights things in the environment Batman wants to talk to you about, like how much he needs to use the power winch. L1 (ell won) - Even the odds. Use this button to even the odds. R2 + R2 (are two, are two) - Freeze, sucker. Not to be confused with the garbage can robot from Star Wars, this unleashes a grenade that freezes enemies, provided you noticed the gadget sitting on a random bar stool in Batman's prison, just waiting for an unattended child to stick the dang thing in its mouth. ← (left) (d-pad) - Oops. The "oops" button is what you push when you mean to push → (right) (d-pad) to open the mission select menu, but accidentally make an oopsie instead. I don't blame you, there are a lot of buttons. ↓+↘+→+□ (quarter circle forward, "hit") - Switch characters. This combination will instantly switch from Batman to one of the other playable characters while in combat, initiating a tag-team fighting system, as Rocksteady definitely did not make the "Dual Play" system just so you could do dual combat once or twice and never again and instead you'd have to do more "kill 50 tank" segments. Rocksteady would never do that. Yell "Catwoman" - Switch to Catwoman. In Arkham City, you could roam around the entire game as Catwoman after beating the main story. Arkham Knight adds so many fun new gadgets and pieces of technology (like the Batmobile) that there simply weren't enough buttons to have a dedicated "switch to Catwoman" button. Instead, just yell "Catwoman" into the built-in controller microphone. If it doesn't work, you're not yelling loudly enough. → ← ↑ ↓↖↗↘↙ (right, left, up, down, up-left, up-right, down-right, down-left) - Batarang. Use this button combination to make Batman throw one of his patented Batarangs. | (weird touch sensitive line) - Eject. This button will eject Arkham Knight from your console. Depending on your playstyle, you may use this after your fill of killing 50 tanks, or upon hitting "96% completion" and noting the 700 Riddler trophies and puzzles left to go. - I hope these tips help you really feel like the gosh darn Batman!
Arkham Knight...guide photo
Tips, tricks, highlights, scores & stats
Holy guacamole, Batman! Arkham Knight sure does have a lot of buttons. Left (d-pad), up (d-pad), up (analog stick), square -- it's got 'em all. Grab any modern day controller and there are more buttons by default than on the ...

Arkham Knight DLC photo
Arkham Knight DLC

The first Arkham Knight DLC takes place before Arkham Asylum


Featuring Batgirl
Jul 03
// Brett Makedonski
Batman: Arkham Knight may be the third and final title in Rocksteady's trilogy of Caped Crusader games, but its first add-on travels back to before the origins of the series. Okay, well, it's the first add-on save for th...
Badman photo
Badman

Warner Bros. reportedly well aware PC Batman: Arkham Knight was hot garbage


Duh
Jul 02
// Steven Hansen
"I will say that it’s pretty rich for WB to act like they had no idea the game was in such a horrible state," an anonymous quality assurance tester on Arkham Knight told Kotaku. "It’s been like this for months and...

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