
That mantle still belongs to Tim Drake in this game, which I appreciate as an early 2000s comics reader. After that, I jumped forward in the story and into Robin’s shoes. Players can also use special “momentum abilities” to deal extra damage, reminiscent of the Flow system in the latest Saints Row. This might take some getting used to for longtime superhero games fans, but it works well enough as the fundamental backbone of combat. Instead of the Batman: Arkham series’ highly influential single attack and counter system, Gotham Knights opts for more complicated combat that involves light and heavy attacks of the melee and ranged variety. Nightwing felt like the most standard of the four characters, although this may be because I controlled him during an early, tutorial-heavy section of the game. This part of the game allowed me to get used to the investigation mechanics - which have players scanning clues in the environment - as well as combat. To start, I took control of Nightwing as he investigated the death of Kirk Langstrom and is surprised by the sloppy work of the cops and the appearance of The Freaks, one of the gangs that roam Gotham in the wake of Batman’s death.

My Gotham Knights demo took me across four different parts of the game and allowed me to go hands-on with all four playable characters. Thankfully, after going hands-on with Gotham Knights for about two hours, the experience is shaping up to be an enjoyable superhero romp, even if it doesn’t end up being quite as groundbreaking as the likes of Batman: Arkham Asylum was 13 years ago. The cards are stacked against Gotham Knights, and early bits of gameplay highlighting significant changes to gameplay and incorporation of RPG mechanics seemed a bit questionable in the wake of the lackluster Marvel’s Avengers.
