BATMAN: ARKHAM KNIGHT
Batmanís doing 90 ícos heís got the word to go, heís 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 sheís all
plant-like and stuff, so she obviously doesnít feel the chilliness
(unlike our poor, ailing tomato plant).
But thatís another
story. There are enough chunks of classic Batman lore at play here
to render our horticultural pursuits as pitiful as they actually
The Jokerís dead, long live Scarecrow. Announcing
his presence in toxic fashion, Gotham evacuates quicker than you can
say ĎHoly pus-filled pustulence, Batmaní. The law,
the bad and the Bat remain...
Those whoíve experienced previous
entries in the Arkham trilogy will feel all comfy slippers
here, with classic Ė but slightly tweaked - biffo mechanisms the go,
and plenty of fun toys.
That is until the Batmobile brmms in. Yes, thereís 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 canít drive for
shit might beg to differ, but too bad!
point Ė we think - is to find out just who the heck the Arkham
Kernigget is. This is all well and good, but itís the trip that
makes it a, well, trip, as Gothamís renowned seamier side is
encountered almost in roll call fashion.
Youíll glide, youíll
slide, youíll go off to the side. Youíll hide, youíll bide and
youíll ride. The Batmanís back baby, and we canít conceive of a
better rounding out of the Arkham trilogy. Which is
probably why we write about games rather than creating them...