Recenzja Gotham Knights w toku: trochę w połowie

Robin rozgląda się po środku otwartego świata.

Zrzut ekranu: Gry Warner Bros.

Rycerze Gotham wyszedł tydzień temu i bardzo trudno było mi znaleźć coś, co mogłoby się spodobać w grze łupieżczej z otwartym światem. Może przepis Red Hooda na snickerdoodle? Najnowsza gra o Batmanie zapożycza się od wielu innych, w większości lepszych, rywali, starając się stworzyć wyraźną tożsamość. moje pudełkoLevi Winslow również spędził ostatni tydzień próbując uratować Gotham City przed zwaśnionymi gangami i superzłoczyńcami, a my dwoje usiedliśmy, aby spróbować dowiedzieć się, co gra robi dobrze, co robi źle i w jaki sposób pozostawiła nas w tyle. zmieszany.

Obraz artykułu zatytułowanego Gotham Knights Is Kinda Mid

Levi Winslow: OK. Więc mam przeczucie Rycerze Gotham jest rozdwojoną grą, czymś, co ma w sobie dwie odrębne tożsamości. Po pierwsze, są narracyjne przygodowe gry akcji, w których rozwiązujesz przestępstwa, spotykasz złych facetów, bijesz bandytów, zanim obejrzysz scenkę przerywnikową, która zabierze Cię z powrotem do Dzwonnicy. To solidna pętla gry. Następnie trafiasz do otwartego świata. Nie podoba mi się to, przeskakiwanie haka z jednego dachu na dach to frajda, ale RNG RPG to Diablo-podobnie jak natura do bezużytecznego miażdżenia łupów, stanowią one jedne z najnudniejszych części całej gry. Co myślisz? Jak ci się podoba linearna narracja połączona z grą w otwartym świecie?

Ethan wszystko: Jak na razie jestem niesamowicie zajęty obydwoma. Wszystko po prostu do siebie pasuje tak niezręcznie i mam na myśli wszystko. Indywidualne przerywniki filmowe? Świetny. Kocham ich. Całkowicie fajnie. Ale wszystko inne, przechodzenie z pokoju do pokoju w misji fabularnej, zbrodnia do zbrodni w otwartym świecie, a nawet wróg do wroga podczas wielkich walk, wszystko to wydaje się szorstkie i nierówne i niedobrze. Jakby można było opisać najważniejsze punkty tej gry, a ja bym to zrobił, na pewno brzmi to dobrze. Nie jest Nowy Arkham Chcę, ale uwielbiam komiksy o Batmanie, kocham kosmos, skaczmy z dachów i rozwiążmy kilka zagadek. A jednak moim zdaniem prawie nic w tej grze nie jest dobre.

Gang rozwiązuje przestępstwa za pomocą superkomputera.

Zrzut ekranu: Warner Bros. Gry / Kotaku

Levi: Can’t argue with you there. The gameplay is especially clunky and imprecise. I don’t mind the combat. It isn’t as smooth as Marvel’s Spider-Man or as impactful as the Arkham games, but it definitely carries more weight and feels way better than Marvel’s Avengers, which is the closest comparison I could give. Like you said, something about it all just feels off and awkward. I really can’t stand the stealth and how sticky and slippery the characters are. You wanna open this chest after busting some skulls, but you gotta stand in this exact spot to trigger the contextual button input. Deviate from it just a little bit, like barely even a centimeter, and the prompt will disappear. Or you’re perched on this ledge to scope the area, looking for some stealth takedowns but, whoops, you accidentally flicked the left stick forward and now your vigilante has just jumped off and lands in front of the enemies you were trying to stealth. It’s frustrating.

Ethan: Yeah I basically haven’t even bothered with stealth for that reason, especially because the rest of the incentives feel like they are pushing me toward just complete chaos. Who have you been playing as? I’ve rotated every mission, but so far I think Red Hood is my favorite, mostly because he feels the most substantial and least slippery. Batgirl is a close second.

Levi: Lol, I’m just a perfectionist who wants to complete all the challenges. So when it’s like “Perfect whatever number stealth takedowns,” I’m like, “Bet.” But yeah I started with Nightwing, then switched to Batgirl, who’s been my main ever since. She’s just so OP, it’s insane. I’ve heard Red Hood is pretty good so I’m gonna have to give him a try. What do you think of Robin? Considering how frustrating stealth is, I couldn’t imagine playing him because of how stealth-focused he is. His bo staff’s looks cool.

Batgirl takes to the streets on her motorcycle.

Screenshot: Warner Bros. Games / Kotaku

Ethan: There are too many big enemies and dudes that will come at you from off-screen, to the point that I just didn’t want to bother with Robin after the first time I tried him. I also really don’t like Gotham Knights’ version of the character. I’m a huge fan of The Animated Series’ take on Tim Drake, and this feels more like a weird cross between Spider-Man’s Peter Parker and Star Wars Jedi: Fallen Order’s Cal Kestis, if that makes any sense.

I also don’t really feel any compulsion to grind, which is weird, but I think mostly stems from just how diffuse everything is. There are not nearly enough villains in this world to beat up to sustain an entire upgrade and crafting loop.

Levi: Very that, both on Robin’s timidity and the unsatisfying number of villains in the open world. Gotham here truly feels lifeless. Sure, there are citizens wandering the streets and GCPD patrolling their headquarters (or getting bullied by some dudes), but there’s no energy to the city. I know I compared Gotham Knights to Marvel’s Avengers—which I admittedly did like for a hot minute—but I can’t help but wanna play Marvel’s Spider-Man every time I’m protecting Gotham. There’s something about the bland color palette and the sameness of the districts that strips Gotham of its character.

Ethan: I think the city itself looks cool, and I like the way they tried to play off the four heroes’ iconic color palettes with the neon lights and how steam and fog hang on the skyline. But I also kept thinking of Spider-Man, mostly because I was always frustrated I couldn’t chain the grappling hook together like I was web slinging.

Nightwing encounters an important clue marked

Screenshot: Warner Bros. Games / Kotaku

I think a large part of that is how much space you have to cover because of how scattered the actual things for you to do are. I would have preferred a much smaller but denser section of the city than having to hopscotch around all the dead space. Usually, open-world games thrive on constantly finding things on the way to your objective that distract, intrigue, and send you down an entirely separate rabbit hole. Here it really does feel like moonlighting as an Uber driver in the worst-paved metropolis in the world.

Levi: Yeah, like, there really isn’t a whole lot to do in this world. And what’s available to do is incredibly repetitive: Go here, beat up some guys, check out a clue, escape before GCPD shows up, rinse and repeat. Don’t get me wrong, I’m having fun dominating dudes as Batgirl. But the fun isn’t as satisfying as in other, better superhero action games that have come out recently.

Ethan: I also feel like the game is in a very weird place tonally. Batman’s family is left to figure out what their relationships are without him to orient them, but they are all pretty unfazed by the actual fact that he’s dead. And despite the dramatic premise, things get off to a very slow start. I will say I prefer aspects of Gotham Knights’ gameplay to Marvel’s Avengers’—whose combat felt indistinct and very much in the licensed game bucket—but the way the latter was shot felt like a much better approximation of the feel of the MCU than Gotham Knights is for the DCU.

Batgirl demolishes a guy.

Screenshot: Warner Bros. Games / Kotaku

As a Destiny guy who loves a mindless gameloop I can sink into at the end of the day, I thought I was primed to see the glass half full in Gotham Knights, but that’s just not what’s happened.

Levi: Same. I really wanted a mindless loop that offered solid gameplay with an intriguing story, and Gotham Knights misses the landing. There are good elements here, don’t get it twisted. The combat is fine, serviceable actually. And the sometimes tender, sometimes tense moments between characters during cutscenes is captivating. But the actual meat and potatoes of the game, the core gameplay loop, just isn’t as satisfying as I was hoping. I’ll finish it, though. I’ve completed Nightwing’s Knighthood challenges to get his Mechanical Glider, so I gotta do the same for Batgirl. And I wanna play some co-op to see just how untethered the experience is, but I can’t imagine thinking too much about Gotham once I finished the story. It isn’t sticking in the same way Marvel’s Spider-Man did.

Maybe that’s an unfair comparison, but truly, in my head canon, Gotham Knights is somewhere between Marvel’s Spider-Man and Marvel’s Avengers. It’s fine, but I don’t know if that’s necessarily a good spot to be in.

Nightwing is tired of patrolling Gotham like a gig worker on Fiverr.

Screenshot: Warner Bros. Games / Kotaku

Ethan: I’m still only about halfway through the game, but feeling much less generous. It’s an indecisive mix of a bunch of games without any one solid thing to hold onto. The co-op that I’ve tried so far is very decent overall, and I think certainly sets a kind of standard for games like Far Cry—which have traditionally struggled with multiplayer that feels consistent and rewarding—to aim for.

But man, every aspect of the Batman mythos recreated here feels like it’s done better elsewhere. Maybe when the four-player mode comes out it’ll be closer to the 3D brawler it should have been. At this point I almost wish it were a live-service game. At least then there might be a shot at a better 2.0 version a year from now.

Levi: Right? Gotham Knights certainly feels like it could’ve been a live-service game. I’m hoping that four-play co-op mode Hero Assault extends to the open-world stuff too. There are four heroes. This game should be chaotic as hell, kinda like that underground Harley Quinn mission with that punk rendition of “Livin’ La Vida Loca.” That, so far, has been the most memorable part of the whole game.

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