Batman: Arkham Knight - 8 Reasons It Should End The Franchise

4. Batmobile Implementation Is A Reach

Let's be honest, the reveal of a half-tank half-Burnout style invulnera-mobile that lets you plough through Gotham's underbelly like - well - a bat out of hell is both fun and throwaway in the sense it's meant to be, but simultaneously feels very 'un-Batman' too. The footage of the vehicle in action - with its two switchable modes of standard driving and the all-out carnage of 'Battle Mode' - really made the resulting gameplay look like something more akin to driving a tank in Halo than anything Batman would be piloting or doing. This sort of thing is usually the case when it comes to developers who have previously perfected whatever game formula they've been working on and have to resort to forced innovation to give us something to talk about. But in this case hyping up the combat encounters where you're taking on any number of other tanks and unmanned combat drones - as well as hopping out the Batmobile to flick a few switches - really seems like unnecessary filler. Yes, the reveal teaser that listed the likes of homing missiles and vulcan cannons as additions to the new Tumbler-style vehicle seem mighty tasty in a throwaway Saints Row/Mercenaries kind of way, but of course Batman doesn't kill, so everything is non-lethal; even going so far as to making the Batmobile automatically electrocute-knockout any perps nearby if you try and run them down. Obviously the problem isn't that Batman should be able to kill at all - it's that the inclusion of these elements feels a bit convoluted due to his staunch opposition towards such a thing.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.