

This thigh chokery is in the game because someone said ‘hey, this would be cool!’ and that’s about that.

In moments of combat though, it shows you what it’s made of. Instead it takes a design by committee approach to everything, cramming in an upgrade system designed to incentivise tiny incremental boosts, when all it really incentivises is reaching for the off button. Gotham Knights could, and perhaps should, have been more generic by copying them. The Arkham trilogy brought fast flowing combat and Spider-Man offered quick, creative transversal, but they were both pretty standard superhero games. I’m seeing criticisms that the game is generic, but I’m not sure that quite strikes at the heart of it.

Gotham Knights flubs the superhero landing and instead hits the ground with a splat, but the secret to the sort of game it could have been might be hidden in Batgirl’s ass. Knights’ limited marketing (and lacklustre footage we have seen) made me wary of it in any case, but Guardians had a similar launch cycle last year and delivered one of the surprises of the year. I’ve played a little bit of Gotham Knights, and I might not bother playing any more, which gives you some indication of its overall quality.
