Knight vs giant 2 games3/24/2023 It’s such a strange creative choice, made all the more baffling because the rest of the game effectively ignores this 4th act. Actually letting Bruce die is a daring move too, so having him come back then die again almost more like a bleak joke than a heroic send-off. Gotham Knights starts with Bruce and Ra’s in a final duel, so there's a poetic quality to Bruce’s proteges going up agains Ra's' daughter. This is a shame, as some of the ideas here at least have the outline of a sensible conclusion. Instead, it’s like Gotham Knights lacks the confidence to leave any mysteries for players to ponder. Or even leave it ambiguous in case they changed their minds. I could easily have seen them setting her up as the antagonist for a sequel, maybe the assassination being a foretelling of what’s to come. Talia is a spontaneous new main antagonist after spending most of the game begrudgingly nudging the player in the right direction. We just had a nice conclusion defeating the Court, now suddenly they’re already on the rebound. It all feels rather hurried and contrived. Why take such a drastic measure? Well, because the Court of Owls had somehow already elected a new leader and tracked Talia’s forces to the pit just in time to try and obtain eternal youth for Gotham’s most corrupt elite. First he takes a crippling blow from Talia’s blade to spare you at the start of her first phase, only to then fly the broken Batwing into the Lazarus Pit to stop anyone from using it. Then, after all this fuss and muss, Bruce dies anyway. Talia grows so magically empowered by the final phase that she seems more like a murder-crazed Galadriel. RELATED: Scarecrow's First Appearance in Arkham Asylum Is Perfect Halloween Horrorīut Gotham Knights disregards this by throwing two additional phases of boss fight against Talia, made weirder by essentially making Bruce be a glorified tutorial for fighting her. You’d also rightly think that beating Batman in a Batman game is basically the craziest a final boss can get without overstaying it’s welcome. It’s unique to each hero, and there’s something especially poignant about Jason Todd, himself brought back by Talia before the events of the game during an earlier League scheme, helping his mentor as Bruce aided him post-rebirth. It’s easily the best part of the entire game. There’s a genuinely touching scene of affirmation as Bruce learns his students have surpassed him. So you have to punch the stuffing out of him to make him come back to his senses, just like good good stiff-upper-lipped men used to do in the 1950s. You plunge underground, throwing away the open world, and your only remaining opponents are the two regular League enemy types, plus the odd Manbat in case you weren’t sick of them already.Īnd then, it turns out that Talia’s been hiding a Lazarus Pit beneath Gotham all this time, right beneath the ruins of the Batcave! Oh, and she also resurrected Bruce, brainwashing him all these in-game months you’ve been playing hero, somehow convincing him that you were all dead. Once all that’s done, you’re finally on to the grand finale, wherein Gotham Knights abandons basically everything that makes it great. You can waste as much time as you want before saving each city contact, making the whole presentation ring hollow. In a way this at least makes a little sense, tying the game’s open-world design into the narrative, but the urgency isn’t real. This is followed by several reskinned premeditated crimes where the League’s ninjas assault your various allies. They’re not challenging, and they aren’t fun to fight, yet here you are fighting at least four of them before you can move on in the story. They’re always fought in large box arenas, will fly away to be invulnerable for a few seconds after you damage enough of their health bar, and are only really a danger if you fall asleep fighting them. By contrast, Manbats are beaten by spamming elemental attacks to whittle away at their health bars between the most telegraphed lunge attacks in the entire game.
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