10 Ways Rocksteady Should Have Made Batman: Arkham Knight
1. Lose The Batmobile 'Puzzle Sections' And Tank Battles
By far and away the lasting negative point surrounding Arkham Knight is the Batmobile. Whilst personally I think its introduction is one of the coolest moments in the entire canon ("Evening the odds"), the forced decision to then have it be the linchpin of certain of missions just felt a bit off-kilter with Batman being the World's Greatest Detective.
As soon as you were using the grapple hook to mantle up the sides of buildings or dangle down inside sewer pipes just to get the appropriate angle on a given target, it instantly made all of me think of similar situations from past games where we would've done these things without the aid of a vehicle. Now, it's not that these sections need to be ditched altogether, just doled out more sporadically, and in-line with Batman's established abilities.
The moment where you get out of a showdown with the Arkham Knight by having the Batmobile take out his guards was spot on - and made you genuinely feel like Bruce; half-improvising, half-always having a backup plan.
As for the tank battles, they to needed to be routed in escalation. The final act of defending the GCPD should've been the first time you really put your skills to the test, facing off against waves of drones in numbers you'd never seen before - not yet another battle that you'd played a handful of times before.
The actual mechanics of the battles themselves were mostly okay - save for watching out for targeting lasers every five seconds - but in far smaller bursts, it would've worked nicely.
What would you change about Arkham Knight? Let us know in the comments!