There’s a point just a few hours into Batman: Arkham Knight when you’re challenged to take the Batmobile onto a roof, and make it jump across the top of buildings to reach some kind of electrical panel. Even within the realms of a comic-book based game and the gadgets Bruce Wayne regularly employs, it’s a bit ridiculous. Even with the acrobatics of the Batmobile in recent films, it’s still not exactly what you’d expect. And makes you fear for the rest of the game.
In common with past Bat-outings, the story progresses through set pieces: detective sections, brawls, predator take-downs, boss ba…oh wait. No boss battles? Perhaps Rocksteady realised those in City were almost universally rubbish and ditched them. You still have to confront and defeat major foes, but by other means instead. It actually works well and you don’t miss them.
In fact – when you beat Scarecrow the game just carries on. If you want the satisfaction of the end credits, then you need to complete at least 7 supposedly optional side quests. And to get the full-on, proper ending, you’ll need to complete all 14.
That’s the structure of the game, but how does it actually play? Gloriously. The combat is meaty. The driving is a welcome addition. Wiping out an entire room of armed guards without a single one spotting you is a fantastic as it ever was. Soaring over the city is never less than stunning. Batman’s array of gadgets are a joy to wield and integrating his car into some of the combat is a master stroke. Gotham feels so much more alive than in previous Arkham titles, with something happening on every corner and car chases going on all the time – which you can assist in, should you choose.
It must also be said that the voice acting is fantastic, especially Mark Hamill as The Joker: Yes, that’s a spoiler. No, Joker is still dead. Yes, it’s confusing. There’s a scene where Mr J does his karaoke routine which is hilarious and grim in a way only the Joker can be.
Despite the cast of potential allies, Arkham Knight is very much a solo Batman endeavour. Robin is constantly told to stay out of it and Batman reluctantly lets Nightwing actually do something as long as it’s nothing to do with the main story. Oracle is central to the plot, but Catwoman is now tucked away in a Riddler sub-story. Scarecrow is playing on Batman’s only fear – that revealing his identity will hurt his “family”, but in trying to protect his friends Bruce is only getting them in more trouble. Silly Bruce. Much of the game would have been avoided if he’d accepted help when offered. Still, that’s Batman for you.
With the story complete and enough side quests mopped up to see the ending, there was a little sadness. Rocksteady have already said this is their last Batman game, and as the end credit roll the montage of moments from all three Arkham games (Rocksteady don’t consider Origins or Blackgate canon it seems) retell the trilogy. It’s been a long road, but that’s it. No more Batman to look forward to from that corner, and it’s hard to see how any other Batman game can be as Goddamn Batman as Arkham Knight was. Arkham Asylum was purer, but Knight was truly an epic sendoff.

