Batman: Arkham Knight - 10 Gadgets That Must Be Included

4. Magnetic Batarang

Seen in: Green Lantern #16 A rarely used weapon that's most commonly know for when Batman takes down a swathe of robotic Rocket Reds by warping them together for the sake of target practice, another great use that applies far more to the context of Gotham City is when Bruce comes up against any number of armed thugs. Usually armed enemies have been a pain to deal with, but by throwing this onto any opposing surface, triggering its incredibly strong magnetic field can pull any metallic objects - including firearms - towards itself, disarming everyone and allowing you to take them down with ease. There'll have to be some additional detail in the game's codex about how Batman's items contain some non-magnetisable polymer or something, but this is so potentially cool we're sure everyone would let it slide. Rocksteady are yet to play around with physics in the Arkham games aside from the ragdoll effects you get on any dispatched enemies, so it would be great if not only could you use these gadgets to take on guards, but also lay them around certain corners to disable getaway vehicles and patrols.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.