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

5. Boss Battle Placement

A lot of Arkham City's overall tonality was routed in throwing everything at you at once, essentially establishing that idea of being inside one gigantic prison yard, except every major player was a villain of legendary status. The flip-side to this approach is that you barely got a chance to breathe between one and the next, instead you're forever coming down from one encounter only to begin the ascent to the next - there was no time to really take in Arkham City's art aesthetic or tonality - something Asylum got spot on. When you've got guys like Bane, Killer Croc, Poison Ivy etc. that all have different contextual prompts and mechanics to take down, along with good stretches of content where you're tackling goons in between, it gets away from every area feeling like a 'boss room' where you're charging through to get to the final fight over and over again.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.