Batchat: On Arkham Kerniggut’s Strengths/Failings So Far

We didn’t have Batcode for Batman: Arkham Kerniggut [official site] until yesterday (perhaps because of issues with the PC version), so Adam’s full verdict is a little way off yet, but as both he and Alec have been playing it when they can, they had a chat about what’s working and not working in their experiences so far. Does the transforming, deathdealing Batmobile open up or limit the Batman simulation? Could the wonky voice-acting be deliberate? Can a mere human really hope to master all those combos? All these things and more are dicussed, but one thing that isn’t is the kerfuffle about performance problems in the PC version of the game. We wrote plenty about that yesterday, so wanted to concentrate on the game itself for this particular piece.

Alec: THE BAT-LIKE MAN IS RETURNED.

Adam: I missed the Bat-like Man. I didn’t realise I’d missed him until I was fairly deep into the game though. A couple of hours maybe.

I’m apparently 45% of the way through the story now and it is throwing more and more ridiculous scenarios at me and almost all of them are entertaining. I’ll say right here, before going any further, that the Arkham games (Origins aside) are probably my favourite triple A things, partly from an abiding yet dwindling love of the setting and characters that goes back to childhood, and partly because I find Rocksteady’s systems really fun to play with.

This, when it settles into its groove, is far better at accommodating the open city aspect than Arkham City was. I initially, particularly through the trailer barrage, felt that it would be too big, in terms of story, spectacle and space, and I’d still love a quieter, smaller Batman story, but this is spectacle done right. I’m really impressed. But enough of my blathering. What say you?

Alec: I’m going to play the part of Doubting Thomas (Wayne), partly because you’ve played a whole lot more than I have and partly because there is some stuff that’s concerned me. I’m maybe two hours in, and I’m finding the spectacle of it all to be glorious. And, while I keep quiet about in the name of looking all high and mighty, I had my own Bat-phase as a young ‘un and know exactly who everyone is and whether they’re being faithfully presented or not. So don’t tell anyone, but I’m getting kicks out of that side of things. The game’s not clicked for me yet. I know it’s early and all’s subject to change, but I’m particularly struggling with three aspects.

1) The voice-acting. I know Arkham City set a precedent for dodgy accents, but quite a few of the actors here sound stilted and artificial or even embarrassed to be there. Poison Ivy, Commissioner Gordon, whoever’s under the Arkham Knight’s vocoder… It’s at odds with the EVERYTHING IS VERY SERIOUS AND EVERYONE IS GOING TO DIE tone, and unlike the Schumacher joints I’m not convinced it’s deliberate.

Adam: Before we move onto the second point, let’s agree on this one. Gordon’s biggest problem, for me, is that he sounds too much like Batman. It’s as if he’s decided that they’re having a gruff-off and he’ll be damned if he doesn’t win it. Doesn’t work. Although he has a good shouty bit. Maybe he should just shout all the time.

And Arkham Knight sounds like a goof. I’m hoping, foolishly, that there’s a point to that. I want the computer-voice disguise nonsense to fall away and – OH MY GOD – it was intentionally so ridiculously out of character for whoever is revealed to be under the cowl-that-is-not-the-cowl that it’s all worthwhile. But, no, it is a bobbins voice.

I love love love Scarecrow’s new Vincent Price-esque horror villain campness though. It’s wonderful. I hadn’t realised John Noble was doing the voicework this time around until you mentioned it yesterday and it’s so obvious now. Great addition. There’s a wonderful moment when the Penguin’s accent gets the kicking it deserves – along with the very obvious statement that he’s putting it on to sound well ‘ard, but it feels like the game’s trying to make a joke about the fact that the voices are a bit crap. So, yes, I broadly agree on that. Second point is going to be the Batmobile, isn’t it?

Alec: The second point is that the rain does not fall at an accurate angle for that part of North America, and thus the game should be pulled from sale. No, yeah, it’s the Batmobile. Agreed on Scarecrow though – John Noble makes many bobbins things eminently watchable – and I have a whole bunch of theories about who the Knight might be which could possibly redeem him/her, but still, I wish the game would either consciously tilt into Oh Hey Let’s Do 60s Batman or do what they did with Scarecrow and just cast everyone over again. Making excuses isn’t cool if you’re still making people listen to hours of guff. And poor old Jonathan Banks from Breaking Bad as Gordon is just mourning that he hasn’t got a film career yet and has to do this shit instead, isn’t he?

Anyway, Batcar. I don’t hate it and I can see its potential, but I wish it had turned up later on. This ties into my third point, but there’s so much to learn and do, and the mobile steals so much focus immediately that I don’t feel I know the fundamentals of the game yet. However, I’m torn, because on the one hand there are puzzles which involve making the Batmobile robo-walk slowly across rooftops which somehow don’t collapse, and on the other hand there are puzzles which involve making the Batmobile robo-walk slowly across rooftops which somehow don’t collapse. It’s awful and it’s glorious. Right now, overall though, I wish the Batmobile was just a car, rather than a Michael Bay Transformer. It can do too much, too much of my exploration seems to depend on those abilities, and it feels too front and centre given I’m here to be Batman rather than a robo-car.

Adam: I’ll take the slightly long way around here – up a building, into robo-crawl mode and then back onto the road with some kind of response.

I get overfaced very easily. If a game throws lots of things at me, icons everywhere, subplots and sidemissions, I tend to scrabble around in the dirt trying to do them all even if I’m not enjoying myself. I won’t move on from an area until I’ve cleaned it up, although it often seems like a chore to do that.

The first hour of Arkham Knight seemed like the worst of all possible worlds. As you say, the Batmobile is not only thrust front and centre, the dialogue, missions and everything else seem desperate to justify its inclusion. Every random thug has some comment about how FREAKING AWESOME BATMAN’S CAR IS. IT’S LIKE A TANK. It eventually sounds like a focus group trying to convince me that I really do want the car and the car is great and the car is mighty. When I realised I was going to spend so much time in its company (and it feels like a secondary character, particularly with the remote control that lets me be Bats and the car as separate entities, solving puzzles together), I was miffed.

And then there were side missions popping up, distractions and The Sodding Riddler. I hated it, felt completely overwhelmed and underwhelmed simultaneously.

After the first major story mission (ACE Chemicals), I felt everything settled into a good rhythm though and I was surprised by how naturally the side missions fit. There’s a really small but brilliant modification, different to City and most other open world type things, in that missions aren’t always available. You’ll check the screen, see that there are things to do but there’s often no lead. Then, through radio chatter, a lead appears and you can follow it up. Fail, and you wait for the lead again – or explore independently in some cases. So the icons, those dreaded Ubi-quitous icons, have a flow built into them that helps the pacing and my need to do everything all at the same time. I’ll stop typing for a while but will say a little more about the Batmobile before the end.

Alec: I’m optimistic about the side-missions. My favourite bit so far was the serial killer case, which as you say dries up immediately because there are no leads, then as I’m randomly winging across the city I hear opera music, which means there’s another body nearby. So the case naturally resumes. Though it was a bummer that Bats and Oracle had to go into OMG IN CASE YOU HADN’T NOTICED mode. Yes, I had noticed, and I felt clever about it, and now I don’t because you feel you need to tell me everything. But I hope there’s a bunch more stuff like that, where I’m the wandering crime fighter but it isn’t the constant distraction and grasshopper mind of Arkham City: I’m making decisions about what’s a priority rather than being pressured into constant course-changing.

What about that Batmobile, then?

Adam: If finds its place. It’s just that the place for it definitely isn’t the bloody beginning of the game. What’s interesting is that it’s used in two specific ways that work and a couple that don’t work quite so well.

One of my big concerns going into the game was the entire military presence in Arkham. Drones and soldiers and ugh. Rightly or wrongly, I want Batman to be fighting the wicked and the weird, not the military-industrial complex or some revolutionary force with no real purpose. The Batmobile tips the balance, however, by demonstrating that Batman is a military force when he wants to be and some of the non-story missions I’m playing right now, ramming APCs off the road and tumbling through tunnels and graveyards in pursuit of the Knight’s lieutenants, are completely different to anything in the series before. It’s a new thing to do and it works well, particularly when all the bridges have been opened and chases take off dynamically across the entire city.

It also works for the character, I think. Shows that the money and the preparation are being put to good use. Military occupation? OK, sure. I have a massive car. The other way that it works is in the puzzling sense – The Riddler stuff irritates a lot of people, I know, but there’s some smart and totally optional car shifting puzzles. How do you get a massive vehicle across a complicated series of obstacles? I enjoy it.

As a way to travel around Arkham, it’s an odd thing though. The gliding is so much improved that I feel that the Batmobile is unnecessary. It’s slower than traversing by air and rooftop most of the time. But it’s incorporated well in the sense that smashing the city and its traffic to bits is fine in the context of the occupation. Then there’s the combat, which took a while to click with me but I am enjoying a great deal now. Wait – that’s three things I like and one thing I’m unsure about. My initial calculations were way off.

I like the car.

Alec: I think thematically there’s some Dark Knight Returns stuff going on, isn’t there? Batman’s become hardened and more excessive due to the events of the last game, so he’s gone full military/full fascist with the Batmobile. Shock and awe rather than silent predator. He’s clearly straight-up murdering people with its machineguns and whatnot, which the dialogue tries to deny with assorted hand-waving, but come-on. That’s a deathmachine and he knows it, and in a way I’d be more interested in an exploration of what happens when Batman becomes GTAman than how he beats the baddies again. I don’t think Arkham Knight is especially interested in that, as it seems consciously pulpy, but we’ll see.

My third point was more generally about complexity, which clearly is something you’re enjoying, but as a parent (as 90% of my sentences now begin) without too much spare time on my hands it is genuinely frightening to look at that list of moves, already far, far longer than before even without the Batmobile stuff thrown in and know that I a) have to learn all that stuff, and somehow make my inept hands activate all those intricate combos b) cannot stop playing for more than a day or two or I’ll forget it all. This isn’t necessarily a criticism, as it’s kind of great that there’s a game which is so unapologetically demanding and game-y in an era where most action titles of a similar budget try to do everything for us, but a big part of me wants to be able to just be Batman rather than have to do almost as much training as it took Bruce to become him.

Adam: The move list is ridiculously overblown – half of the things that it separates out as distinct actions are just the same thing in a slightly different context. Although that’s not to say the game isn’t full of things to remember and learn, I’m just flabbergasted that someone made the decision to throw that massive honeycomb of actions at people within the first few minutes. I suppose it’s intended to say “look at how much you can do!” but I just thought “there is no way i will ever be able to do all of that”.

Have you tried playing on easy? Serious suggestion! I don’t think you need to know half of the counters, or at least you don’t need to be quite so precise on the timing of them. Also, just park the Batmobile near every fight and use the combo takedown with it, partly because it’s hilarious but also because it’s easy to charge.

The hilarity of throwing somebody into the air and then shooting them with a remote riot gun is a neat enough segueway to militant/fascist Batman. I don’t think the game is going down that road too far because – and I will not spoil anything here – it has a different take on Batman’s state of mind. I don’t know how much you know but it’s an absolutely ridiculous development that I love and it leads to some of the best character-work anyone’s done with these Batfolks and their Batfiends for a long time. Arkham City’s story was so big and overblown, and this one is as well, but they’ve remembered to make it personal. Daft nonsense but daft nonsense that cares about pushings its characters forward rather than just knocking them down so they can get back up again.

Alec: I look forwards to that. It’s completely inhuman at the moment, bar a bit of Oracle muttering “what would Dad say if he knew I was still here?” Like I say, I’m more partial to Batlore than I let on, but I could do with some emotional focus, if only to feel like something more than earning Waynetech points is at stake.

I dunno about Easy. I think this is a major life decision/crisis I’ve got ahead of me now: it may be the only way to play as many games as I want to play, but it feels like I’m cheating. More importantly it feels like I might be missing out on what makes action games mechanically interesting. Like, if there was an easy mode for Dark Souls or Bloodborne, I’d be negating the point of playing it at all, right?

These are my grievances so far, at any rate, but they haven’t combined to stop me playing. In fact, I’m trying to think how I can justify going to play some more during worktime right now. As you say, it’s just so good to be back in black, doing the city-gliding thing, that pristine punch-counter-punch rhythm of the combat, solving environmental puzzles on sight, wondering which ultra-goon you’ll run into next. I sorely miss the tightness of Arkham Asylum though: it still feels so much more like a Batman simulator than City or Knight so far did. The recent ones seem fixated on being All The Games almost more than they are on being The Best Possible Batman Game.

Adam: The Batmobile has started to feel like an extension of the character in a natural way now, for me. From finding it an uncomfortable, forced intrusion, I’m amazed by how well it fits into the flow of the game for me now. In that sense, I think that Knight might (and hopefully I’ll know by tomorrow, with Full Judgement) be a very good Batman simulator but it’s definitely a different Batman to the one in Asylum. I think the brilliance of that game was in the desperation of the situation to a great extent. It felt like Batman was threatened as much if not more than Arkham itself. He had to save himself before he could concentrate on saving everybody else.

City and (to an extent) Knight are more about the Batman who is in control of the conflict, rounding up goons and saving the day. I’m sure a breaking point is coming but it’ll likely be a moment, whereas Arkham Asylum felt like a game set entirely at that breaking point. Maybe it’d be too much to try and go back and Knight, much more than City, is helping me to see the sense of exploring this side of the scowl.

Oh, and Dark Souls on easy? The difficulty is less important than the learning process, so I reckon it’d be a good thing. But that’s an entirely different conversation…

Alec: Anyway, we’re agreed that you’re going to babysit my daughter for a month so I can play all these games properly.

Batman: Arkham Kerniggut is out now, though be warned that the PC version’s shonky and you might want to wait for a patch. Adam’s full Wot I Think will follow in the next day or two.

33 Comments

  1. Drinking with Skeletons says:

    My thoughts so far:

    1) Arkham Origins is very underrated, but I’m glad it isn’t ignored by the story (go check out the GCPD evidence room).

    2) The Batmobile is a huge chore right now. It feels like the gameplay has been warped by its presence, such that the opening missions all seem designed primarily as puzzles about how to get the car to certain places. It’s baffling.

    3) I’m pretty sure I know who is the Arkham Knight after the ACE Chemicals mission. If I’m right, it’s a predictable reveal.

    4) But the story gets bonkers immediately after that mission, so it’s kind of a wash.

    • Jalan says:

      The problem a number of people have/had with Origins (myself included) is that it didn’t do much of anything (if at all, really) to improve upon the series while the presence of bugs (a number of which hindered progress at various points) just helped put it further in an awful position to rest in while we waited for Arkham Knight.

      If you can move beyond those two bits, you do end up with a decent game. But when you’ve already got Arkham Asylum and City, the question left is: why settle for decent?

      • Shake Appeal says:

        What Origins does better than any of Rocksteady’s games is look, sound and feel like the Batman universe. Rocksteady’s games look like Gears of War fronted by the Insane Clown Posse. It’s a grotesque, roid-rage travesty someone stitched together with goofy, bad writing that feels more suited to children’s cartoon Batman (which is great in its own way, of course, and certainly much more cohesive).

        Origins did very little to innovate or add to the mechanics of City, but it was so much more tasteful and intelligent in its use of the license (right down to giving an elaborate justification for why the Bane of Asylum/City is such a dumb meathead) that it’s easily my favorite in the series.

        Even if we look past all its technical problems, Knight is another mish-mash mess of a Batman game that never quite feels like it has earned the universe it lives in.

        • Shake Appeal says:

          And the voice acting was better too! Conroy and Hamill need to back it in; they’re past it.

          • Jalan says:

            Yes, Troy Baker’s Joker performance was good and it was a different spin than what we get when Hamill voices the character and Roger Craig Smith’s run at Batman was admirable for a guy who, unlike Kevin Conroy, hasn’t had multiple decades to fashion his take on the character into something that just fits.

            As to the remainder of the cast being “better” in Origins vs. any of the Rocksteady titles – it’s like I mentioned in a comment reply further down about being in agreement with what’s mentioned in the article about the voice cast post-Asylum. One thing that does irk me that isn’t exclusive to Origins or any of the others is the fact that whoever has run the casting on both series (assuming it’s different people, that is) gets obscenely lazy when it comes to actual variety (and I’m not just talking about using the same three to four guys to voice nearly every thug in Gotham, though that’s part of the problem as well), assuming they had just as much of the budget to play around with as any other part of the development team. We clearly don’t need Academy Award level but I absolutely refuse to believe that no other option was available than to have guys like Steve Blum/etc. just put on a different hokey tone and become a multitude of other people.

        • Shake Appeal says:

          Exhibit A, Rocksteady’s “vision” for the Joker:

          link to xbox360.vggen.com

          Exhibit B, what Warner Bros Montreal did with the character:

          link to d2f23iedlijwim.cloudfront.net

          You can extend this comparison to every sight and sound in the game. And the writing.

  2. RaoulDuke says:

    I really do think it helps to not really give a shit about batman lore, or be attached in a major way to the character. I don’t really care and it feels like the a near-perfect game to me.

    But I see how the things Batman does/uses [bat-tank] in Knight are not indicative of the character, but it makes it an amazing game, so I think its for the best. There will be many more Batman games in the future, I’m not worried about there being a real, authentic to the character, detective-style one.

    The Nolan films were popular, the character/world was made a “certain way” and they know it will sell because the films did, massively, plus shooting in games is just super-fun, blammo! It’s about fun, you know? I thought I wouldn’t like Bat-Tank that much, but its superb.

    I’m sorry i don’t have a less childish way of putting it but, Why don’t you just go and play Arkham Asylum forever and not bother with new incarnations? City is still very playable after Knight came out, with no now-its-done-better-in-Knight-I-cant-go-back-to-the-old-way, but Asylum’s lack of “sequel tweaks” [i hope that makes sense] and mostly-terrible boss/titan battles would stand out as almost too-poo for me these days, charging bosses who smack there heads off walls? really?

    I love some of the boss fights in City, they are simple, but super satisfying. Is it just the flow of the game that makes it better for you? Being pulled in all directions? The realism of no distractions from the main plot [Except that you can just hang about anywhere in the game nearly, with no need to hurry, because its a game]

    I have never, ever had a problem with open-world games having abstract concepts of time/urgency. I play games to relax/have fun, at my own pace. I don’t want to be unable to pick up a collectible because there is “no time” to do it. [City does this once or twice but as I say its fine as long as its not all the time]

    I know Asylum doesn’t stop you from collecting things in the area you are in [90% of the time] but it DOES stop you from going back to get the stuff you missed because you didn’t have the gear, which annoyed me to no end, because I didn’t always want advance the plot, I want to solve a riddle or two. Choice is king in games for me.

  3. Cloudiest Nights says:

    Oh ho ho!! You’re gonna love the ending bits! I watched some livestream yesterday near the end of the game, and it takes some terms mechanically that are quote interesting! Definitely looks like something to pick up, I’m just worried about the stability on pc…

  4. Michael Fogg says:

    I think the driving bits would have been better if you had to actually manouver the Bat-car, instead of turning it into a circle-strafing shopping trolley at a press of a button

    • geisler says:

      I honestly expected it to be worse. You’re right about the “tank” mode, which feels floaty, unnatural and ridiculous, they should have added some “weight” there. But once at speed in the normal car mode, driving is fairly good in my opinion, in an “arcady” fun type of way.

    • Asurmen says:

      You change to Battle Mode to manoeuvre? That sounds weird. Just slide it around like you’re supposed to.

  5. tomimt says:

    Gotta say, when I played Origins way back, I was actually shocked that it’s not anywhere as bad of a game you’d gather from your typical internet comments. It doesn’t bring anything new or amazing to the Batman games, but as a whole it was entertaining, albeit a bit buggy experience.

    • anHorse says:

      Origins does drastically improve the boss fights though which is a big plus

      Something that isn’t built on in AK unfortunately

      • gunny1993 says:

        I really loved the Arkham City boss fights they were great fun

  6. Asurmen says:

    Voices are fine. Cry more.

    • amateurviking says:

      That comment is almost as pointless as this one.

      • Asurmen says:

        Its pointless providing one’s opinion on the comments section designed to allow people to provide their opinion? Whatever you say.

    • Jalan says:

      Eh, some are and some aren’t and they were right to comment on the fact that’s been evident since Arkham City. Changing Gordon’s voice actor, no matter how cool the actor is in reality, seemed unnecessary to me and it is a bit distracting knowing that he could easily pass for Batman should some developer ever want to try and make a game out of Frank Miller’s The Dark Knight Returns.

      I’m just disappointed thoroughly that there’s a voice message from Lex Luthor in the game and he isn’t voiced by either Clancy Brown or Michael Rosenbaum (the latter of which did voiceover work in the game, though I get why he wasn’t used it doesn’t make me feel not disappointed about it).

  7. J. Cosmo Cohen says:

    I’ve resigned myself to easy mode because of lack of time and because I have five little ones. For the most part, anyway. Some games I still try my hand at higher difficulties, like The Witcher 3 wherein I’m playing the one down from the highest (Blood and Broken Bones, I think it’s called).

    I do it more when I care more about the story and less about how amazing I should be at playing the game.

  8. Uri B says:

    I think I’m near half the story-ish.
    The most winning aspect of this game is the city itself – which looks better than ever before, not just thanks to the march of technology, but also because some much specific detail and batlore specific thinking is woven into every environment very well indeed.

    Most of the problems seem to be about pacing:
    – too many side-missions arrive too early. and also one major suit-upgrade happens too soon. traditionaly that’s the kind of thing that will happen in order to turn the tide at the thick of the plot.
    – Starting with nearly all past gadgets and combos unlocked is a nice nod to veteran players of the series and continuity but feels overwhelming even to someone who played the entire series up to %80-90+
    But… you don’t have to use it. You can deal with a lot of it through the basic x,y,b,aa +BA combo.
    That said – some of the combat evolution is a lot of fun and I can already tell I’ll enjoy mastering it.
    – Predator mode feels nicely balanced on Normal, combat is a bit too easy at this point.
    – The car feels like more of a marketing move than anything else. It has some cool moments, but I agree – it appears too early. and too often it’s forced on the player.
    – An example of that – The fact that (small early spoiler) A riddler challenge is a racing track, is very off-character. Bad decision, I’m sure there are villains that more reasonably. Races and tank-battles? that’s not why I want to be the Batman. Also – rooftop robot-walking. ugh.

    So far – a lot of fun and high quality, but not as ground-breaking (for an AAA) as it used to be.
    Can’t wait to see what Rocksteady do next.

    • Jalan says:

      There are so many great stories involving The Riddler that I have to imagine any fan of the comics playing Arkham Knight has to be upset seeing the character reduced to what is essentially a Max Headroom type who wants you to step out of the game you might be enjoying and do race courses from time to time.

  9. Premium User Badge

    gritz says:

    Is it really worth it to put time into reviewing a game that is the commercial equivalent of a giant middle finger to the medium of PC gaming?

    I’d much rather see RPS take a stand against this crap than hear all about the merits and flaws of a game that represents the worst impulses of modern game development.

  10. Brosecutor says:

    Somebody got their Car Wot Goes Fast in my Arkham! Technical problems aside, this could be great, if there weren’t as much GET IN YOUR CAR OR LOSE THE GAME moments.

  11. ExitDose says:

    After watching some of the driving sequences over at Giant Bomb, any interest that I had in playing this went away. I don’t think the driving adds anything to the experience. If anything it looks like it takes away from the things that made the prior games so good.

  12. nearly says:

    The fascism thing is kind of an interesting point that I find myself increasingly unsettled by (I’m about 10-15% in, the game tells me) because I really don’t imagine this is a game that’s going to be self-aware or intelligent enough to address it appropriately. There were all sorts of ripped from the headline politics in the Nolan films, but they were by and large intelligent in how they approached them and had a strong sense of ethos to ground them so that it felt like the characters and plot took a stance that was appropriate to situation and those involved.

    Here…I’m driving around in a tank “neutralizing” “rioters” who are actually just…(spoilers for the premise if you’re not aware already) anyone left in the city after it evacuated. In Arkham City, there was at least the pretense of “these are all convicted criminals” and obviously I realize we’re talking about a billionaire that dresses up and beats up people, but I find myself really really really uncomfortable attacking “rioters” and “thugs” who have done little more than just stand around in the city they live in. That’s a bit much for me, living as I do in a world where governments are increasingly hostile toward their citizens existing in public spaces, whatever the politics of the situation, and especially how recent high-profile vigilantism and even policing has played out.

    As I see it, this is something that I shouldn’t have to think about, and have no real reason for thinking about other than that the games’ premises have insisted on escalating and presenting a bigger environment to smash heads in. It just feels really dissonant and that much less tolerable because it’s connected to the similarly out of place need to have a baddie with a private army and tones of military drones.

    • Asurmen says:

      No, they actually are just rioters and thugs.

      • nearly says:

        Yep, and I’m sure they’re actually just “sleeping” when Batman gets done with them, no injuries at all, just like your parents told you.

        Please tell me more, though, these are some really invaluable insights.

        • GWOP says:

          But Batman does put them to sleep! And his parents are away on a special farm.

          link to youtu.be

          • nearly says:

            I’m honestly surprised “This is a gun?” isn’t the in-game explanation for why the Batmobile is a tank.

            I’m maybe 20-30% in now and some dialogue has at least questioned the tank, so maybe there’s hope yet.

        • Asurmen says:

          So, the fact that they’re actually rioting and being thugs within the limits of a computer game means they’re….not rioters and thugs? The fact they if they’re just people left behind after the evacuation and yet, for whatever reason, decide to just mill about in the street during Gotham’s worst crisis, because that’s obviously the safest thing to do when you’re left behind, means they’re not rioters and thugs?

          The game tells you and shows you multiple times that these aren’t just people not following the evacuation order. They ARE rioters and thugs. Stop looking for a fascism aspect that quite blatantly isn’t there.

          • jalf says:

            “They were in the streets despite us telling them not to be! They didn’t do as instructed! Mow them down then!”

            Right, no fascist tendencies there at all.

        • TobleroneRoloCombo says:

          Reminds me of Monkey Island.
          “These rioters are not dead, they are only SLEEPING. No destitutes were harmed during the production of this game.”