Batman: Arkham Knight - 10 Ways The Season Of Infamy Is A Mixed Bag
4. Most Of Its Length Comes From Travelling
Backtracking, bomb disposal, fetch-quests - each of them crop up in the Season of Infamy and all wear out their welcome all too quickly. In fact, the majority of Hatter's mission - about three quarters to be exact - revolves around finding police cars and disarming their explosives. Without nit-picking over just how the scrawny rogue was able to lift cars onto collapsed lighthouses or unoccupied islands, the repetitive nature of these tasks only cements them as being among the worst to feature in an Arkham game - they're just that bad. 'Shadow War' too has players backtrack needlessly and forces them to follow a DNA trail for almost five minutes - starting at the peak of Miagani Island and ending just before Founders' Island begins - It breaks the pace awkwardly and clearly only exists to artificially extend the playtime of the DLC. Croc's mission also succumbs to said backtracking, as the player is forced to find key cards conveniently held by the only two guards to jettison from the airship prior to its crash. Again, a poor way of extending the DLC's playtime needlessly and worthlessly. It's always cool to give the player opportunities to explore the wonderful environments present in Arkham Knight, but doing it in detective mode is completely and utterly headache-inducing.