Gotham City Impostors was seriously, seriously, loved by its fans, who were happy to spend countless hours either kickin' butt or getting theirs handed to them on a plate only to leap back in for second helpings. And rightly so, because it was a massively under-rated and under-played new IP in a world where nine out of ten games proudly sport a numerical. The plus points are numerous: home-brew weapons and equipment, imaginative tools for map traversal including glider-rigs, zip-lines, spring boots... too many to list; player customisation beyond compare to any online shooter before or since. and well-balanced maps that played differently depending on which body-type/transport tools were chosen. But in the end, all were spoilt due to a lack of attention to the details, to the finishing touches, the final layer of polish that lifts a game into greatness. A refusal to engage with the community to tweak or balance, the sloppiness of constant server instability, a crude hotchpotch of a party system. Despite the love the fans showed Monolith, it soon became apparent that this was to be a one-sided infatuation: Monolith regarded this as a finished product and headed off to the bar to celebrate while the adoring community pleaded 'Stay with us Monolith, this game could have been simply epic.'