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Gotham Knights lives up to Batman’s legacy much better than I expected

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.

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The Bat Family’s feuds 

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 because I controlled him during an early, tutorial-heavy section of the game. 

Nightwing prepares to fight enemies in Gotham Knights.
Image used with permission by copyright holder

Instead of the Batman: Arkham series’ highly influential single attack and counter system, Gotham Knights opts for more complicated combat that involves light and heavy attacks of the melee and ranged variety. Instead of dodging, players can counter. This might take some getting used to for longtime superhero games fans, but it works well enough as the fundamental backbone of combat. Players can also use special “momentum abilities” to deal extra damage, reminiscent of the Flow system in the latest Saints Row. After that, I jumped forward in the story and into Robin’s shoes.

That mantle still belongs to Tim Drake in this game, which I appreciate as an early 2000s comics reader. I snuck into Blackgate Penitentiary to get intel from Harley Quinn, who winds up sending Robin on a wild goose chase of fighting enemies and gathering intel to get a book of leads Harley gathered for Batman. Tim’s a more stealth-focused character, although I didn’t find sneaking to ever be too effective during my time with Gotham Knights as enemies are clustered together and aerial takedown opportunities weren’t as common. Hopefully, other sections of the game are better tailored to that playstyle. 

Harley ultimately escaped, so next it was time for me to explore the open world and complete challenges connected to taking down Harley Quinn. I chose Red Hood for this task, who stands out as the most distinct (and my current favorite) character in the game. He uses mystical powers granted to him by the Lazurus Pit to jump around the skies of Gotham and is very effective at mowing down enemies with heavy hitter (but nonlethal) guns. Hopping around Gotham as Red Hood feels very distinct to this game. Gotham Knights‘ open-world exploration and crime-busting also feel more natural and enjoyable as a single-player experience than the War Zones in Marvel’s Avengers.

Gotham Knights - Official Red Hood Character Trailer

The Harley Quinn-related challenges are heightened versions of these dynamic open-world events, like one where I had to save three hostages strapped to bombs at a concert held by The Freaks. These types of missions will probably be the meat-and-bones of the Gotham Knights experience, and while they are not necessarily anything new to the genre, I didn’t have any major problems with them. After spending some time in the open world, it was time to jump forward later in the game so I could take down Harley Quinn.

Batgirl v. Harley: Dawn of Gotham Knights 

By this point in the game, Harley Quinn has enslaved many Gotham residents with a mind-control drug. Batgirl and Renee Montoya show up at Gotham’s hospital to take her down. I slowly made my way through room after room of enemies as Batgirl, taking them down with special momentum abilities that oftentimes electrified her opponents. Eventually, I made it to the showdown with Harley Quinn, who swings a heavy hammer that deals lots of damage if you don’t dodge properly.

This boss fight was probably my least favorite part of the demo, as my hits felt like they had little impact, and it was a bit too repetitive. Still, other bosses like Clayface have the potential to be much more exciting, and I hope there are some surprise bosses and scenarios that we don’t even know about yet. Still, I have a good idea of how the final game will be after going hands-on with Gotham Knights for this long, with the exception of two things: the gear system and co-op.

Harley Quinn prepares to swing her hammer in Gotham Knights.
Image used with permission by copyright holder

All four playable characters can find and equip gear that modifies their stats and the like. As enemies and missions do have level numbers attached to them, improving each Knight’s gear and character level seems like it will be important to the final experience. I mostly played with preset gear in the sections of the game I got to try, and from what we could tell, the gear and RPG systems are barely frustrating as long as you are at the proper level for a scenario. My preview was entirely single-player, and none of the segments felt like they were tailored toward multiplayer, which is a breath of fresh air following Marvel’s Avengers’ odd mission design. I’ll probably play Gotham Knights mostly alone (in true Batman fashion) when it finally launches, and this early hands-on with the game makes me less weary about the situation.

Hopefully, the final game is a smooth and balanced experience, regardless of a player’s gear or cooperative choices. I came away from this Gotham Knights hands-on relieved and impressed. Although it probably won’t become a new video game institution like the Batman: Arkham series, my preview demonstrated how WB Games Montreal left its distinct mark on the idea of an open-world Batman game. I haven’t even taken on the Court of Owls yet, so there is still lots left to uncover. If you were on the fence with this game like me, I’d recommend giving it a shot when it launches. Gotham Knights probably won’t replace Arkham Asylum or Arkham City as your favorite Batman game, but it might become the best one to return to and play with friends consistently.

Gotham Knights launches on October 21 for PC, Xbox Series X/S, and PS5.

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Tomas Franzese
As a Gaming Staff Writer at Digital Trends, Tomas Franzese reports on and reviews the latest releases and exciting…
Gotham Knights’ great story suffers from this video game writing trend
All four Gotham Knights characters stand in front of Nightwing;'s logo.

Gotham Knights has a "we" problem.
WB Games Montreal's latest follows four of Batman's former sidekicks as they defend Gotham City and try to solve a case the caped crusader never could after Batman is killed. It's a bold narrative hook, and by far the best part of this newly released superhero game. Unfortunately, Gotham Knights' writing has one flaw that's become more prevalent in games as of late. Some game scripts, especially in multiplayer games or titles with more than one playable character, can feel impersonal, or even clinical, because they can't attribute any actions to a single character.
Gotham Knights is simply the latest game to encounter this issue. What should be a personal tale about four heroes coming into their own sometimes feels like it's following one conglomerate meant to replace Batman. The scripts of Watch Dogs Legion and multiplayer games like Destiny 2 and Marvel's Avengers also suffer from this issue, as they require story moments to be as general and widely applicable to all players as possible. That approach has created a challenge for modern video games, which struggle to balance mass experience with narrative ambition.
There is no I in team
"There is no I in team" is an old cliché, but it's something that the video game industry might want to give thought to. With an increased emphasis on both multiplayer and storytelling across the industry, more and more video game scripts find themselves having to account for multiple players doing the same things as different characters. Gotham Knights is an especially clear example of that. Players can tackle its missions as Nightwing, Red Hood, Batgirl, or Robin -- four entirely different characters with distinct personalities. As a result, the script must find a way to bridge those differences and find a way to treat every experience across all of the story's events equally.

Gotham Knights does try to account for that, as cutscenes and the dialogue in cutscenes change depending on which hero you're playing. But that only works on a moment-to-moment level; on a grander scale, everything happens to everyone. When a hero out on patrol calls others after a mission, they'll typically speak as a collective group of individuals rather than a single character. And when referencing past events, the heroes will use pronouns like "we" or "us" rather than naming the specific character who thwarted a supervillain's plan or resolved a crime.
This issue reared its head for me at one point in Gotham Knights when a character gets kidnapped by the Court of Owls. In my case, it happened to Robin, and the following segment in the Court of Owls' Labyrinth was one of the most emotional levels of the game. That's why I was thoroughly disappointed when the Bat Family spoke as if everyone got kidnapped in any conversations that brought the event up afterward, using pronouns like "we" or "us." It made a personal moment feel clinical as this vaguer dialogue exposed how the game was solving for any possible experience, solo or multiplayer, in a machine-like manner rather than a narratively satisfying one. I began to feel like it didn't matter what happened to specific characters because it would have happened to any character I chose, regardless.
That choice solves one problem but creates another by making some of Gotham Knights' more intimate moments feel notably less personal -- and that's not a problem that's unique to the Bat Family. Watch Dogs Legion allows players to recruit and control any old character off the street and turn them into a member of the hacking collective DeadSec. Due to that gameplay hook, the group itself was treated like the main character in and of itself, as the game references the actions of the group rather than those of individual characters. That setup will also be familiar to players of live service games with ongoing narratives like Destiny 2 and Marvel's Avengers, as the writing treats each individual character as a member of a larger idea in service of a shared narrative. It feels like the plot is simply happening to the player, not that they are actively influencing and affecting it. 
We, the players
Writing games this way is the clearest way to ensure that all players get the same experience, but more personalization can go a long way. I'm a fan of Gotham Knights' story, but I wish I could have seen stronger character arcs from chapter to chapter, as opposed to a few lines of special dialogue within specific scenes. Watch Dogs Legion's gameplay innovations would've been even more impressive had the game's script built upon those foundations. Destiny 2's lore would be even better if more players left a lasting impact on it. 

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Two years later, the PS5 could never live up to its performance promises
A PS5 standing on a table, with purple lights around it.

The seams of the PS5 and Xbox Series X are starting to crack. Over the past week, two games launched that challenged the status quo for performance on current-gen consoles: A Plague Tale Requiem and Gotham Knights. Unlike nearly all console releases since 2020, both games shipped locked at 30 frames per second (fps) without a performance mode.

In late 2020, when the Xbox Series X and PS5 debuted, the norm was that players could opt for a high resolution at 30 fps or sacrifice a bit of visual fidelity for a smooth 60 fps. Sony never explicitly said the PS5 would always deliver a smooth 60 fps (Microsoft hinted at it), but that has been the expectation over the past two years. That's changing, and the situation won't improve going forward, especially for these third-party releases.
Next-gen, aging

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Gotham Knights’ ending explained: Batman’s death, the Court of Owls, and more
The four heroes of Gotham Knights walking in a purple street below text of the game's title.

WB Games Montreal’s Gotham Knights, which finally launched on October 21, follows the adventures of Nightwing, Red Hood, Batgirl, and Robin after Batman is killed. This bold move sets off an unpredictable plot that ultimately centers around two secret societies that want Gotham for themselves.
While the game’s middling reception and a plethora of performance issues might turn you off from picking the game up, Batman fans might still want to learn about its entertaining story. As such, here's a recap of what goes down in Gotham Knights and how it all comes to a head in its exciting ending.
Gotham Knights - Official Cinematic Launch Trailer
How does Batman die in Gotham Knights?
Gotham Knights kicks off by showing you exactly how Batman died. Ra’s Al Ghul ambushes Bruce Wayne in the Batcave, resulting in an entertaining brawl throughout Batman’s iconic base of operations. Batman sends out a call to his sidekicks, but none of them are close enough to help him in time. When it becomes clear that the only way to defeat Ra’s Al Ghul is by blowing up the Batcave, Batman does so and also kills himself in the process.
Nightwing, Red Hood, Batgirl, and Robin arrive on the scene soon thereafter and find Bruce’s dead body. We then see his funeral, where Kane Industries CEO and Bruce Wayne’s uncle Jacob Kane gives a speech about how Bruce Wayne served Gotham City well. The former sidekicks quickly realize they now must defend Gotham City and decide to investigate Batman’s final case. Their efforts bring them to the murder scene of Dr. Kirk Langstrom, where they learn they need to infiltrate the GCPD to get a biometric key off his body.
There, they run into Talia Al Ghul, who’s burning the body of Ra and claims that she is not in charge of the League of Shadows anymore. From there, the case continues as the crew sets up a base of operations at the Belfry in Gotham City and confronts the likes of Harley Quinn and the Penguin, who is now reformed but knows about Gotham’s secret society.
The secrets of the Court of Owls in Gotham Knights 
Penguin directs the Bat Family to The Powers Club, an old-money Gentleman’s Club in Gotham City. There, they find an entrance to an underground cave network and the Court of Owls, a secret society thought to just be an urban legend, even by Batman. They are led by The Voice of the Court, who eventually catches the heroes and throws them into a death pit. The heroes escape and obtain a key in the process.

Using that key, they find information about how the Court of Owls murdered the brother of Judge Elena Moreno as she tried to stop construction at Gotham City’s Chelsea Tunnel. Sneaking into that build site, the Bat Family comes across feral zombified creatures called Talons, who the Court of Owls revived with an element called Dionesium. After escaping the tunnel, Talia reveals that Dinoseum has the same properties as the Lazurus pit, causing the League of Shadows to declare war on Gotham.
She asks the heroes to take down the Voice of the Court to stop the conflict, and they comply. After more investigating, they learn that Bruce’s uncle Jacob Kane is the Voice of the Court and knows Bruce was Batman. He escapes in the chaos of the League of Shadows, murdering many Court of Owls members at a masquerade. Penguin then calls, asking for the heroes’ help, but it turns out to be a trick, and whoever you’re playing as is sedated and brought to the Court of Owls’ Labyrinth.
The Labyrinth is a massive mechanical stage that, combined with toxic gas, makes the captured hero hallucinate and question whether Batman actually cared for them. Eventually, the captive hero breaks out of the illusion, but the Court of Owls starts to attack Gotham City more publicly. The Bat Family decides it’s time to take down Jacob Kane and work with Renee Montoya and Judge Moreno to get a warrant for his arrest.

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