![]() GK does not share anything with the Arkham series, and not even the lenght, as Gotham Knights will only lasts about 8 hours for the main quest plus about 4 to do the -two- villain sidequests. Both these plots eventually converge but without a clear end and felt rushed after an exhausting research for evidences through the course of the game. Easy to say that they partially made use of the Court mainly for great darkish atmospheres but the plot never spikes and by the end it feels something is missing. The first of the two was heavily abused as marketing element for the game. Talking about the main plots of the game instead, that are summarized in Court of Owls and Talia al Ghul, they could have said loads, but they have chosen to go for less. ![]() ![]() Most of these secondary conversations explore well the dynamic of the group, their origins and their fears for the future.questions that remains unsolved as the ending completely ignored any growth they had through the game. The game is split between pure action in Gotham and briefing in the Belfry, the Hub where our Knights can interact each other and have some interesting insight and facultative bonding cut-scenes. Many villains who, unfortunately, cover a side role in the story have a good narrative foundation and it's a shame just Harley and Freeze have proper questline while Penguin is relegated as NPC for random quests. Starting from the 4 Knights and Alfred we will have many chances to explore their personalities and inner battle they face after Batman departure. The first missions put many interesting characters on the table. Gotham Knights opening sequence is a 30 minutes despairing long cut-scene introducing a bleeding Gotham, unable to rise again, with new and old foes that cospiring to take control of the city.
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