Batman: Arkham Knight was finally re-released on PC four days ago to…well, maybe great fanfare isn’t quite the phrase. Moderate flourish might suit it better. They don’t exactly want to be trumpeting from the mountaintops that they’ve finally fixed one of the most broken, distasteful pieces of software yet pushed out by the game industry.
Arkham Knight was pulled from the market over four months ago, owing to horrendous performance and correspondingly dreadful reviews. Rocksteady then dropped everything and spent months working on fixing the game, also putting the scheduled season pass DLC on hold until it could be ready for mass consumption again.
Now, it’s back, and the fans couldn’t be happier…or, maybe they could. Performance issues still persist, and it’s not made any better by the fact that WB used subpar testing methods on its pre-release builds in the first place, then simply didn’t respond to them. Apparently SOP for Warner Bros these days is to simply ignore things until they go away on their own. And if they don’t go away, do everything except actually fix the problem. Even now, there are still recognized issues with the game, the shining beacon of which is a “hard drive paging issue” which, for Windows 10 players, can only be avoided by equipping a whopping 12GB of system memory.
Being off the market for months cost WB and Rocksteady money as well as publicity. The current sales figures for Arkham Knight show that the PC version has sold a miniscule 80,000 copies, just 2% of the total. A comparison with another recent release, The Witcher 3, has a more healthy 350k, around 10%. Assuming each copy of the game costs $60, that’s about $16 million WB is missing out on; include season passes and that figure approaches $30 million. The sad part about this I’m willing to bet WB will turn around and point to the dismal sales numbers as proof that PC isn’t worth developing for, and start cutting back.
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Neglect, visualized in bar form. |
But this is a more disconnected, wider view than I intend to convey here. What follows is my personal take on the long-awaited DLC. The short version: It’s just like the base game, loaded with promise and consistently disappointing.
First up (
according to the game, anyway) is the
Harley Quinn Story Pack. Storywise, this consists of Harley Quinn taking on the task of breaking Poison Ivy out of prison in Bludhaven. In total, there are two combat encounters separated by a predator section. It took me just under half an hour to play through, including the final combat piece which involves slowly burning down Nightwing backed up by a squad of Bludhaven cops. While playing as Harley showed some promise, with
her twist on detective vision and
mayhem mode, it was over all too quickly, and even though this DLC was released with the game to start with, it feels like an afterthought. In a less tangible sense, the specific element that stood out to me here was the model and animation work–while Tara Strong brings
her great voice work back, the animations for Harley’s mouth and face movements don’t seem to match her voice…in fact,
her face barely moves as she talks, and it clashes badly.
Then we have the
Red Hood Story Pack. In this episode, Red Hood undertakes to bring down Black Mask and stop shipments of illegal weapons from entering Gotham. Again, Red Hood brings a fun twist to combat, using takedowns and finishers that include
gunshots to the face and make some of Batman’s tactics look softcore by comparison. The characterization lives up to his historical grittiness, but like
Harley Quinn, it took me
less than a half hour to complete and there is no side content whatsoever–no collectibles or riddles to find, no extra objectives, nothing to flesh out the game world–what little there is of a world.
As the penultimate piece on the platter,
A Matter of Family is far more deserving of the title of “DLC” than its brethren. In a story set some years before the events of the first Arkham game, the Joker takes Jim Gordon and several hostages into a theme park built on an old oil rig in Gotham harbor, prompting Batgirl and Robin to take matters into their hands. The gameplay is mostly par for the course, with Batgirl playing more or less the same as Batman, with the exception of being
more acrobatic and having fewer gadgets available–although, it’s worth noting that Batgirl’s hacking tool adds a unique variety, allowing her to
shut off lights or
trigger carnival machinery to startle opponents and set up takedowns. Unlike its kin,
A Matter of Family features an open environment, and there are plenty of collectibles to hunt down during and after completion. Perhaps the most interesting (and moving) element of the story was in the form of easter eggs. By finding and completing several games in the theme park, the player can hear
the story of Edward Burke, a businessman who built the park for his dying daughter, only to fall to a tragic fate in the end. Other than that, the story is mostly unengaging, sustained by combat with hips and hair. That said,
this version of Batgirl’s suit isn’t bad.
And for the finale (for the time being), GCPD Lockdown manages to fall flat on its face pretty gracefully. Shortly after the events of Arkham Knight, Penguin calls in his boys to break him out of the lockup, and Nightwing responds to stop them. Like the first two packs, this one is sparse, consisting of two combat segments bridged by a predator encounter. It was actually fairly challenging, taking me almost 45 minutes to finish. Other than the length and lack of depth, my biggest complaint is that the difficulty feels artificial, as though the developers decided players were having it too easy and threw in a smattering of enemies with armor, knives, stun batons and assault rifles. In particular the final combat section feels like it ramps up the difficulty quite a bit, becoming rather unforgiving of even minor slips.
All of these “episodes” feel like they were just tacked on by a team of geeky marketing agents who thought “Dude, wouldn’t it be cool to play as <character> taking down <villain>?” In
Arkham City, the player could
switch between Batman and Catwoman freely, playing as both within the same game world–in this, there is no such option. Each episode is entirely self-contained and separated from the main game, narratively and thematically. Despite Nightwing’s story pack taking place within the same GCPD as the main game, there’s no link whatsoever between them besides characters. And with playtimes of half an hour, the shorter bits almost feel like they’re teasers for the game itself.
What disappointed me the most was
A Matter of Family‘s story. In the Arkhamverse,
the events of The Killing Joke are acknowledged as having taken place, and are
a significant plot point in
Arkham Knight. But where is this story?
An adaptation of Killing Joke in an
Arkham game could easily be a 5-10 hour DLC, and be far more engaging to players, particularly to the Batman geekdom the games cater to so much. These are like shorts used to bookend films or special edition blu-ray releases. They barely qualify as “expansions”.
Released along with the story packs was a plethora of
alternate skins for the Bat-family and
our beloved car. Unfortunately, the alternate Batmobiles cannot be used in combat in the main game as they lack the
Arkham Batmobile’s…unique flexibility, let’s call it, but they’re still fun as hell to drive, and their matching themed courses certainly looked like the developers had a lot of fun designing. These actually feel more worth the wait (
nevermind the money) than the “story packs”. (But why is it I still can’t use the
Jokermobile, even in new game plus or themed maps?)
But the story still isn’t over. Supposedly, a number of DLC bits are still floating out there in the nether, bringing
a deluge of villains to the forefront such as Killer Croc, Mister Freeze, and Mad Hatter, and
Catwoman should be getting her own story in which she seeks revenge against the Riddler. Of course, it seems to be a coin toss as to whether we will actually see these, as Rocksteady has stated that some PS4 content will never be released on other platforms. Either way, these other DLCs are only rumor at this point, existing merely as disjointed pieces of code dug out of the game files, and it’s still up to Rocksteady whether they want to develop them further or not. In all, I have no doubt that Rocksteady is more than ready to walk away from this franchise, and this game in particular, and
forget it ever happened.