Batman: Arkham 2017: 10 Ways To Make The Perfect Damian Wayne Game

10. Take Inspiration From Similar Storylines

Batman Damian Wayne
DC Comics

Patrons of the DC Universe will, of course, already know that Damian donning his father's evening wear isn't a relatively new concept.

In Batman #666, writer Grant Morrison positioned Wayne's son in the mantle of Batman in a neo-noir storyline situated in a nightmarish (well, nightmarish for Gotham at least) future, where the delineation between good and evil is blurred by Bruce's suitor's regular flirtations with extreme violence.

It's a far cry away from Warner Bros. Animation's other, more fondly remembered interpretation of The Dark Knight's twilight years, but it is visceral. And if there's anything we know Arkham can do well, is that it's never been one to shy away from depicting the full ferocity of the Caped Crusader's mythos. Gift Montreal with a license to play around with one of the most underdeveloped aspects of the character's lore, and already you'll have a sequel that sails leagues ahead in terms of concept alone.

I admit that it's a tad unconventional when compared to the usual bread and butter storytelling of the Bat-saga, but still, the fact that Montreal - at least ostensibly - wish to depart from tried and tested narratives surely illustrates a flair for the dramatic.

In attempting to galvanise a dramatic return to the current-gen, and faced with mounting opposition from Marvel in the form of Insomniac's untitled Spider-Man game, the onus is very much on the Canadian devs to deliver an altogether different kind of Batman title, one that isn't afraid to push storytelling boundaries.

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Content Producer/Presenter
Content Producer/Presenter

Resident movie guy at WhatCulture who used to be Comics Editor. Thinks John Carpenter is the best. Likes Hellboy a lot. Can usually be found talking about Dad Movies on his Twitter at @EwanRuinsThings.