Five Years Later: 10 Things You Learn Replaying Batman: Arkham Knight
4. The DLC Picked Quantity Over Quality
Arkham Knight released before micro-transactions dominated gaming, where publishers would strap season passes to their game instead, itself a controversial practice as many questioned why this content wasn't on the disk to begin with.
Arkham Knight's season pass cost $40 when it was first released and promised players six months worth of content. While dressing up as Michael Keaton's Batman may invoke a brief period of nostalgia, the skins for everyone outside of Batman were fairly limited, and provide little other than a a brief visual novelty. What's more, the racetracks and challenge maps are enjoyable enough, but offer little to keep you engaged once you've acquired all three stars beyond climbing leaderboards.
The much-hyped story packs were the biggest disappointment, as they were barely thirty minutes long and featured little other than a few standard combat and predator encounters stitched together with a few lines of dialogue. Even the Batgirl storyline, which featured its own open world and self contained story, had things restored exactly to how they were by its conclusion. The desire to keep the game's ending ambiguous meant Rocksteady weren't willing to show players a proper glimpse into the impact of the game's events on its world and characters, resulting in limited storytelling capabilities.
The saving grace was the Season of Infamy expansion, which added four side missions which did everything the base game's couldn't. Mad Hatter's featured a nostalgic look back at the Rocksteady's Arkham trilogy, while Mr Freeze's character arc concluded in heartwarming fashion.