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POSTED 26/6/15


BATMAN: ARKHAM KNIGHT

WB Games



The Batman’s doing 90 ’cos he’s got the word to go, he’s got a gang of villains at a cell in Arkham, yo! Cool for Bats...

It was a dark and stormy knigh- erm, night. Of course it was, it was Gotham City. Poison Ivy may scarcely wear a jot of clothing, but she’s all plant-like and stuff, so she obviously doesn’t feel the chilliness (unlike our poor, ailing tomato plant).

But that’s another story. There are enough chunks of classic Batman lore at play here to render our horticultural pursuits as pitiful as they actually are.

The Joker’s dead, long live Scarecrow. Announcing his presence in toxic fashion, Gotham evacuates quicker than you can say ‘Holy pus-filled pustulence, Batman’. The law, the bad and the Bat remain...

Those who’ve experienced previous entries in the Arkham trilogy will feel all comfy slippers here, with classic – but slightly tweaked - biffo mechanisms the go, and plenty of fun toys. That is until the Batmobile brmms in. Yes, there’s a new character, and it has four wheels and never stops torquing. Mercifully it controls in a breezy Chase HQ style rather than being all finicky, and those who like a bit of motorheady action will love its addition. Those who can’t drive for shit might beg to differ, but too bad!

Anyway, the point – we think - is to find out just who the heck the Arkham Kernigget is. This is all well and good, but it’s the trip that makes it a, well, trip, as Gotham’s renowned seamier side is encountered almost in roll call fashion.

You’ll glide, you’ll slide, you’ll go off to the side. You’ll hide, you’ll bide and you’ll ride. The Batman’s back baby, and we can’t conceive of a better rounding out of the Arkham trilogy. Which is probably why we write about games rather than creating them...

take me back to the start...

 



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