Batman: Arkham Knight - 10 Things It Must Learn From Asylum
7. Dream Sequences That Impact The Story
Naturally when the fans respond to a sequence of events in your first game where you're out of your mind on hallucinogens, the only thing to do is crank up the crazy and remove any semblance of reality - thus giving you the Ra's al Ghul levels from City. The only problem was then in the free-wheeling level design itself, which saw you flying/gliding between moving platforms whilst trying to catch Ra's, all the while an instant fail-screen waiting if you touched the ground. Needless to say it was extremely annoying and didn't really serve anything to the story other than momentarily convincing Talia and Ra's you'd come to join their order, when Bruce really just needed a phial of the latter's blood he could have strong-armed out of him much faster. Asylum's Scarecrow sections actually gave way to Batman's inner torment, reducing him to a child within his own mind and pulling on the common thread many writers for the character tap into - that question of what he could've done to prevent his parents' death. The best part was you didn't even realise what was happening until you were under Scarecrow's Fear toxin either, letting Rocksteady do some cool bait n' switch rug-pulls with visuals that connoted Metal Gear Solid 2's ending a tad - something that was completely missing from the all-singing all-dancing City section.