And it is completely insane - narratively, mechanically, and thematically. It introduces a new enemy: the mysterious Arkham Knight, a masked man with a personal vendetta against Batman. Arkham Knight introduces more structure into the huge world of Gotham.
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Last week, developer Rocksteady concluded its series with Batman: Arkham Knight. Its setting was by turns delightfully open-ended and frustratingly overwhelming, eventually leaving players with no real motivation except collecting hundreds of trophies to complete 100 percent of the game. Like so many other open-world games, though, City struggled to balance a consistent story with the freedom to explore. With a few design tweaks, it introduced the subtle but fascinating theme that Batman wasn’t just morally ambiguous he was a complete monster. The sequel, Arkham City, gave players far more of the series’ best features. You were in a full-fledged martial arts battle (loosely) inspired by comic genius Grant Morrison, you controlled the outcome, and you looked great doing it.
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Its stylish brawling and methodical stealth sequences required real skill, but the outsized rewards - a complicated array of gadgets and fighting moves that broke the laws of physics - made you feel like you were doing more than just pressing buttons. But sometimes, a “cinematic” game can truly capture the feeling of being inside an epic spectacle, and one of the best examples is the 2009 Batman: Arkham Asylum. Big-name games are sometimes criticized for feeling too much like Hollywood blockbusters.