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The main story loses out because of those sorts of decisions, and it’s not helped by the generally wonky storytelling, sometimes hammy dialogue and unconvincing duo of primary villains. I just wish there was more of it - the main story has roughly just an hour of Batman and Robin teaming up, but Rocksteady will throw reams of robot tanks at you at any opportunity.
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There’s even a predator section where Batman and Robin silently take out guards as a pair. When the dynamic duo hear goons talking on the other side of some double doors, they both kick through simultaneously and properly beat the toss out of them with these lovely combo finishers. My favourite sequence in the game sees Batman and Robin teaming up in a context I won’t describe, to avoid any spoilers. He can also throw batarangs while gliding, and with the Batmobile in close proximity, use its blank bullets to spam an enemy out of the air as a winning combo finisher.Īnother new option is the tag team attack, which sees Batman pairing up with a number of his closest allies to perform deadly finishing moves, switching between two playable characters. In freeflow, contextual attacks mean the Dark Knight can drag a guy’s head into an electrical box (which somehow doesn’t violate his rule of not killing people), or bring a light fitting down on top of some poor bastard. One of my favourite new predator tools is a device that imitates the voice of Batman’s villains and can order guards to investigate specific objects or places, breaking them from the pack and allowing the player to land an easy stealth knockout. There’s no reinvention here, just tweaks to give players new strategies and things to learn. The Batmobile is a mixed affair, then, but Arkham’s straightforward stealth and crunchy melee combat are still world-class.