Batman: Arkham Insurgency - 10 Things It Must Learn From Knight

2. Use The Batmobile Intelligently

Arkham knight batman batmobile
Rocksteady

The Batmobile is largely pointless when you've got access to a one-button grapple mechanic that slingshots you across Gotham at a moments' notice. Obviously if this is a prequel, the assumption is that Bruce hasn't developed the necessary tech to enact said slingshotting, hence the possibility of a Batmobile being the main source of getting around.

In Arkham Knight, these uses boiled down to underground raceways, ramming perps off the road and engaging in protracted tank battles - neither of which had been a large part of the character in any other incarnation. For the most part, Bats uses his Batmobile to get to a given place, before doing the rest of his work on-foot. If we're going to see a return of any vehicle, it should be used as a way to get from place to place, to the same degree as we rely on the grappling hook.

Depending on how side missions and other random encounters go, there's the possibility of hopping into the Batmobile to chase someone down, or realising some time-sensitive element needs to be addressed (someone in trouble, a bomb defusal etc.), resulting in a mission going from combat to interrogation, to burning across Gotham to save the day before it's too late.

From City to Knight, no Arkham game has really justified why it had be open-world, other than as a selling point. Arkham Knight came the closest thanks to its Batmobile integration, but even that could be sidestepped if you preferred the grappling hook.

Let's see an Arkham game actually make its open world a key component of gameplay, not just something to slap on the back of the box.

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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.