Gotham Knights Tries To Break Out from the Arkham Series’ Shadow, But Is It Enough?

At first glance, Gotham Knights appears to have a lot in common with the much-beloved Batman: Arkham series. Its combat is at least superficially similar, a rhythmic affair where enemies have big wind-up animations and eye-catching UI popups offer indicators for when to perform an acrobatic dodge. When you’re not punching people, you’ll sneak around by grappling between elevated hidden perches until you get the perfect angle to do a stealthy takedown and slink back into the shadows. Like entries after Arkham City, the streets of Gotham are yours to explore and defend, somehow filled with endless bands of criminals. During detective sequences, you switch to an x-ray scanner and find pieces of evidence. It is even being developed by WB Games Montreal, who previously worked on Batman: Arkham Origins. While many of these elements can be found in plenty of other AAA action games, there is a specific cadence to the Arkham games that made them feel relatively unique.
But despite its many similarities, Gotham Knights is not a new entry in the Arkham series. In fact, it doesn’t even follow Batman. Mostly because he is dead. The game takes place after the demise of the caped crusader, as his disciples Nightwing, Batgirl, Red Hood, and Robin scramble to fill the void left by their mentor. But they aren’t the only ones filling a power vacuum, and many of Gotham’s familiar villains (Penguin, Harley, etc.) rush to take advantage of the city’s new vulnerabilities. His four proteges form the Gotham Knights to combat this threat and uncover who killed Batman.
Unsurprisingly based on this premise, the first notable difference compared to previous games is you play as the Knights instead of Batman. Each has unique abilities and strengths. Robin has enhanced stealth abilities, Batgirl is tanky and can deploy a drone, Nightwing can perform gymnastic maneuvers to launch himself off enemies, and Red Hood has a gun. You can switch between them at the Belfry, your home base, where you can upgrade abilities, talk to teammates, and prepare for the next mission.
But arguably, Gotham Knights’s most important distinction is it seems to take inspiration from games like The Division and Destiny. It is at least partially designed around co-op play, which explains the multiple characters. It also heavily emphasizes RPG mechanics like leveling, loot, and having a billion different currencies for crafting. While I’m unclear on how much Knights is intended to be a GAAS (Games As A Service) experience versus how much it’s simply leaning into the RPG-ification of AAA games, I imagine many of these elements may be polarizing. GAAS title or not, it seems on the trajectory of other checklist-oriented big-budget titles designed around stuffing as much similar “content” into the experience as possible to increase hour counts and retain players. The days when tightly designed AAAs like Arkham Asylum were the norm feels like an eternity ago, and it seems unlikely Knights will buck the trends that even later Arkham games caved to.
In terms of its RPG-ness, I will say that although numbers fly out of enemies’ heads as you pummel them and you can find weapons with different colors attached to their rarity, the game’s skill tree was in line with most other open-world big-budget titles. There is also still an emphasis on story missions with areas that feel designed for that specific turn of the narrative (at one point during Harley Quinn’s questline, an elaborately staged prison brawl broke out to a cover of “Livin’ La Vida Loca”). You can explore Gotham through ziplining, gliding, and driving to discover various side missions and chance encounters. All of this looks and feels like exactly what you would expect from an expensive modern open-world game.
Where things feel more distinct from what came before, and perhaps where I am the most unconvinced about the new direction, is the battles. In terms of similarities, there is still an emphasis on beating down large numbers of goons while rhythmically hitting the X button (if you’re on an Xbox controller) until you see an attack indicator over an enemy’s fist and hit B to leap out of the way. Little variations can be found with beefier foes that require a charged blow to break their defenses or ranged opponents that huck Molotov cocktails in your direction (after a large red visual prompt makes the incoming projectile very clear).