Gotham Knights Review-In Progress: It’s Kinda Mid

Gotham Knights Review-In Progress: It's Kinda Mid
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Robin looks at the middle open world.

screenshot: Warner Bros. games

Gotham Knights came out a week ago and it’s been hard to find anything to love about the open world looter. Red Hood’s snickerdoodle recipe, perhaps? The latest Batman game borrows from many other, mostly better competitors, and struggles to establish a clear identity in the process. Kotaku‘s Levi Winslow also spent last week trying to save Gotham City from hostile gangs and vigilantes, and the two of us sat down to test what’s good, what’s bad in the game, and all the paths it throws at us. mixed.

Image for the article Gotham Knights Is Kinda Mid for article titled alt=”Knights of Gotham is Mid”.

Levi Winslow: ok Sound, I feel it Gotham Knights is a split game, something with two separate personalities living within it. First, there’s narrative action-adventure stuff where you solve crimes, meet villains, beat up thugs before a cutscene takes you to The Belfry. This is a solid gaming circuit. Then you hit the open world. I don’t like it, I enjoy jumping from one roof to another, but its RNG RPG, the devilIt makes some of the most tedious parts of the entire game, as is the nature to grind unnecessary loot. What do you think? How do you feel about a linear narrative juxtaposed with an open world?

Ethan Gach: I’ve been incredibly impressed with both so far. Everything fits together very awkwardly, and I mean everything. Individual scenarios? Excellent. Love them. Absolutely fine. But everything else, moving from room to room in a story mission, from crime to crime in the open world, and even from enemy to enemy during the big brawls – all feel rough and uneven, and not good. Like you could describe the bullet points on the back of this game and I’d go, I’m sure that sounds good. It is not new Arkham I like, but I love Batman comics, I love the universe, let’s jump off some rooftops and solve some mysteries. And yet almost nothing in this game feels really good in my opinion.

The gang solves crimes using a supercomputer.

screenshot: Warner Bros. Games / Kotaku

Levi: Can’t argue with you there. The gameplay is especially clunky and imprecise. I don’t mind the combat. It isn’t as smooth as Marvel’s Spider-Man or as impactful as the Arkham games, but it definitely carries more weight and feels way better than Marvel’s Avengers, which is the closest comparison I could give. Like you said, something about it all just feels off and awkward. I really can’t stand the stealth and how sticky and slippery the characters are. You wanna open this chest after busting some skulls, but you gotta stand in this exact spot to trigger the contextual button input. Deviate from it just a little bit, like barely even a centimeter, and the prompt will disappear. Or you’re perched on this ledge to scope the area, looking for some stealth takedowns but, whoops, you accidentally flicked the left stick forward and now your vigilante has just jumped off and lands in front of the enemies you were trying to stealth. It’s frustrating.

Ethan: Yeah I basically haven’t even bothered with stealth for that reason, especially because the rest of the incentives feel like they are pushing me toward just complete chaos. Who have you been playing as? I’ve rotated every mission, but so far I think Red Hood is my favorite, mostly because he feels the most substantial and least slippery. Batgirl is a close second.

Levi: Lol, I’m just a perfectionist who wants to complete all the challenges. So when it’s like “Perfect whatever number stealth takedowns,” I’m like, “Bet.” But yeah I started with Nightwing, then switched to Batgirl, who’s been my main ever since. She’s just so OP, it’s insane. I’ve heard Red Hood is pretty good so I’m gonna have to give him a try. What do you think of Robin? Considering how frustrating stealth is, I couldn’t imagine playing him because of how stealth-focused he is. His bo staff’s looks cool.

Batgirl takes to the streets on her motorcycle.

Screenshot: Warner Bros. Games / Kotaku

Ethan: There are too many big enemies and dudes that will come at you from off-screen, to the point that I just didn’t want to bother with Robin after the first time I tried him. I also really don’t like Gotham Knights’ version of the character. I’m a huge fan of The Animated Series’ take on Tim Drake, and this feels more like a weird cross between Spider-Man’s Peter Parker and Star Wars Jedi: Fallen Order’s Cal Kestis, if that makes any sense.

I also don’t really feel any compulsion to grind, which is weird, but I think mostly stems from just how diffuse everything is. There are not nearly enough villains in this world to beat up to sustain an entire upgrade and crafting loop.

Levi: Very that, both on Robin’s timidity and the unsatisfying number of villains in the open world. Gotham here truly feels lifeless. Sure, there are citizens wandering the streets and GCPD patrolling their headquarters (or getting bullied by some dudes), but there’s no energy to the city. I know I compared Gotham Knights to Marvel’s Avengers—which I admittedly did like for a hot minute—but I can’t help but wanna play Marvel’s Spider-Man every time I’m protecting Gotham. There’s something about the bland color palette and the sameness of the districts that strips Gotham of its character.

Ethan: I think the city itself looks cool, and I like the way they tried to play off the four heroes’ iconic color palettes with the neon lights and how steam and fog hang on the skyline. But I also kept thinking of Spider-Man, mostly because I was always frustrated I couldn’t chain the grappling hook together like I was web slinging.

Nightwing encounters an important clue marked "top secret."

Screenshot: Warner Bros. Games / Kotaku

I think a large part of that is how much space you have to cover because of how scattered the actual things for you to do are. I would have preferred a much smaller but denser section of the city than having to hopscotch around all the dead space. Usually, open-world games thrive on constantly finding things on the way to your objective that distract, intrigue, and send you down an entirely separate rabbit hole. Here it really does feel like moonlighting as an Uber driver in the worst-paved metropolis in the world.

Levi: Yeah, like, there really isn’t a whole lot to do in this world. And what’s available to do is incredibly repetitive: Go here, beat up some guys, check out a clue, escape before GCPD shows up, rinse and repeat. Don’t get me wrong, I’m having fun dominating dudes as Batgirl. But the fun isn’t as satisfying as in other, better superhero action games that have come out recently.

Ethan: I also feel like the game is in a very weird place tonally. Batman’s family is left to figure out what their relationships are without him to orient them, but they are all pretty unfazed by the actual fact that he’s dead. And despite the dramatic premise, things get off to a very slow start. I will say I prefer aspects of Gotham Knights’ gameplay to Marvel’s Avengers’—whose combat felt indistinct and very much in the licensed game bucket—but the way the latter was shot felt like a much better approximation of the feel of the MCU than Gotham Knights is for the DCU.

Batgirl demolishes a guy.

Screenshot: Warner Bros. Games / Kotaku

As a Destiny guy who loves a mindless gameloop I can sink into at the end of the day, I thought I was primed to see the glass half full in Gotham Knights, but that’s just not what’s happened.

Levi: Same. I really wanted a mindless loop that offered solid gameplay with an intriguing story, and Gotham Knights misses the landing. There are good elements here, don’t get it twisted. The combat is fine, serviceable actually. And the sometimes tender, sometimes tense moments between characters during cutscenes is captivating. But the actual meat and potatoes of the game, the core gameplay loop, just isn’t as satisfying as I was hoping. I’ll finish it, though. I’ve completed Nightwing’s Knighthood challenges to get his Mechanical Glider, so I gotta do the same for Batgirl. And I wanna play some co-op to see just how untethered the experience is, but I can’t imagine thinking too much about Gotham once I finished the story. It isn’t sticking in the same way Marvel’s Spider-Man did.

Maybe that’s an unfair comparison, but truly, in my head canon, Gotham Knights is somewhere between Marvel’s Spider-Man and Marvel’s Avengers. It’s fine, but I don’t know if that’s necessarily a good spot to be in.

Nightwing is tired of patrolling Gotham like a gig worker on Fiverr.

Screenshot: Warner Bros. Games / Kotaku

Ethan: I’m still only about halfway through the game, but feeling much less generous. It’s an indecisive mix of a bunch of games without any one solid thing to hold onto. The co-op that I’ve tried so far is very decent overall, and I think certainly sets a kind of standard for games like Far Cry—which have traditionally struggled with multiplayer that feels consistent and rewarding—to aim for.

But man, every aspect of the Batman mythos recreated here feels like it’s done better elsewhere. Maybe when the four-player mode comes out it’ll be closer to the 3D brawler it should have been. At this point I almost wish it were a live-service game. At least then there might be a shot at a better 2.0 version a year from now.

Levi: Right? Gotham Knights certainly feels like it could’ve been a live-service game. I’m hoping that four-play co-op mode Hero Assault extends to the open-world stuff too. There are four heroes. This game should be chaotic as hell, kinda like that underground Harley Quinn mission with that punk rendition of “Livin’ La Vida Loca.” That, so far, has been the most memorable part of the whole game.

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