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Batman Beyond should be the next Batman game after Gotham Knights

After a delay out of 2021, Gotham Knights was finally released this week, but the reception has been… less than stellar.

Although I overall liked the Warner Bros. Games Montreal-developed Batman game, many of the criticisms I’ve seen are completely legitimate. In particular, it can often feel like a chore, filled with tedious stretches of grinding and frequently bland mission design. As a result, I can totally see why people might pass on it, especially since it’s an $89.99 title.

While playing Gotham Knights and reflecting on the response, I’ve started to think about what I want from the next Batman game. After all, Gotham Knights is the first AAA title focused on the Caped Crusader’s world since Rocksteady’s Batman: Arkham Knight in 2015, outside of the underrated choose-your-own adventure Telltale games. What do we even hope to get out of a Batman game? Of course, the answer will vary depending on the fan, but as I’ve been mulling this over, there’s one particular take on The Dark Knight that I’ve always loved and think could be a big hit in game form. Yes, I’m talking about Batman Beyond.

When the animated series premiered on TV in 1999, it was — and still remains — unlike anything else from Batman’s universe. Bruce Wayne was Batman no more — instead, he’s become a bitter, frail old man who’s isolated himself from everyone else. In his place comes a new, rougher-around-the-edges Dark Knight — a troubled teen named Terry McGinnis. Lacking Bruce’s years-long ninja training, Terry dons a high-tech Batsuit to take on crime in the futuristic Neo-Gotham. This story — a continuation of the legacy of the brilliant Batman: The Animated Series that sees Kevin Conroy’s Bruce become a mentor to Will Friedle’s Terry — resonated with many and has since become a fan-favourite part of the Batman mythos. Indeed, it’s an outstanding show in its own right, filled with sharp writing, excellent animation, top-notch performances and one of the Batman movies ever in Return of the Joker. It’s also just perfect for a game.

A different kind of Batman story

Certainly, one of the most appealing aspects of Gotham Knights was that WB Montreal legitimately tried to do something different from Arkham — or, really, any previous Batman game — by focusing on Nightwing, Robin, Batgirl and Red Hood. It was a smart way to give us a unique story that didn’t rely on Bruce Wayne and instead fleshed out his supporting cast, often referred to as the “Bat Family.” With a Batman Beyond game, though, that could be explored in even greater depth.

Taking cues from Spider-Man, Terry is a teenaged hero who has to juggle school with crimefighting duties. For him, donning the suit offers a way to atone for his rough childhood, and it’s a responsibility he doesn’t take lightly. While the tragedy of Bruce Wayne undoubtedly connects with people, Terry’s struggles as an angsty teen definitely made him more universally relatable. This type of coming-of-age tale, coupled with a grittier tone than teenage-focused works like Spider-Man or Ms. Marvel, would be a kind of story we’ve never gotten in any superhero game, Batman or otherwise. Another highlight of the show was delving deeper into the psychology of Bruce Wayne, particularly through the regrets and lessons he’s come to in his old age, and that would make for an added hook to the game. It’s especially easy to see how the compelling Terry-Bruce dynamic could really thrive over the course of a 10- to 20-hour game.

Bruce talks to Terry in the Batcave in Batman Beyond: Return of the Joker.

A pivotal scene between Bruce and Terry in Batman Beyond: Return of the Joker.

Batman Beyond could also take the Bat Family even further than Gotham Knights. In that game, we see the team struggling to come into their own following the death of Bruce Wayne, but what about many years down the line, when they’ve long been removed from Bruce’s life? The Batman Beyond series gave us some tantalizing looks at this, like Barbara Gordon (Batgirl) becoming Commissioner and a begrudging ally to Terry, or Tim Drake (Robin) struggling to escape the lingering hold of Joker-induced trauma. But of course, Batman Beyond could only cover so much ground, and a game could give us what we never saw on the small screen, such as an older Dick Grayson/Nightwing, Jason Todd/Red Hood or even Bruce’s son, Damian, who was introduced years after the show ended. (And before other nerds mention it — I know there were Batman Beyond comics that have since covered such material, but I’d still like to see it adapted.)

And considering the Arkham series proved to be a spiritual successor of sorts to Batman: The Animated Series thanks to returning voice talent like Conroy and Mark Hamill (Joker) and writer Paul Dini, a Batman Beyond game would benefit from doing something similar. Bring back Conroy as Bruce and Friedle as Terry, plus Dini — one of the all-time great Batman writers — in any creative capacity would significantly elevate a potential Batman Beyond game. Kristopher Carter returning for another incredibly badass rock-inspired score would also be wonderful and help give a Batman Beyond game its own feel.

A night in Neo-Gotham

In the Batsuit, Terry McGinnis watches over Neo-Gotham in Batman Beyond: Return of the Joker

Neo-Gotham fully realized on current-gen hardware could be a true marvel.

On top of Terry and Bruce’s story, Batman Beyond‘s setting is just ripe with potential. As well-crafted as Rocksteady and WB Montreal’s Gothams are, they don’t feel drastically different from one another, or, for that matter, those we’ve seen from the likes of Christopher Nolan’s The Dark Knight trilogy or Matt Reeves’ The Batman. But Neo-Gotham, a sweeping metropolis filled with towering techno skyscrapers, flying cars and cybernetically enhanced people? Well, that would be something new.

Neo-Gotham also gives Batman Beyond a wickedly cool cyberpunk vibe, something that’s proved popular in recent years thanks to the likes of Blade Runner 2049, Cyberpunk 2077 and Cyberpunk Edgerunners. In fact, the Edgerunners anime was such a hit that it gave Cyberpunk 2077, a game once plagued by controversy, a record number of new players. Clearly, there’s an audience for more cyberpunk, and Batman Beyond would be exactly what the doctor ordered.

Free from the limitations of a 22-minute children’s cartoon, a Batman Beyond game could also explore the subgenre in ways the show never could. Take the “splicers,” people who genetically altered their DNA to gain characteristics of animals — the show didn’t really present them as anything other than perverse freaks of nature. While you can’t really fault a Kids WB show for that simplicity, a more mature game in that universe could take the time to explore transhumanism with more nuance. The highly advanced drugs and dangerous technologies like mechs could also be expanded upon, such as trippy sequences in the vein of Cyberpunk 2077‘s braindances.

Flying high and fighting dirty

Batman Beyond flying GIF

Terry’s relative inexperience provides ample room for gameplay opportunities. Chief among them, it solves the classic Metroid problem of Samus losing all her gear at the start so she can gradually get more powerful again as she retrieves it. Naturally, Terry would only get stronger as he gets trained by Bruce and maybe even other allies like Barbara or Dick. His less refined form of brawling — which the Joker once said was “dirty” — should also help differentiate his playstyle from anything we’ve seen in Arkham or Gotham Knights.

It would also allow you to focus more on the unique aspects of Terry’s suit. No need for gliding anymore — we could actually fly around an open-world with the Batsuit’s retractible wings and thrusters. If we even wanted, we could have the Beyond version of the Batmobile, which can also fly, although fans may still be burned after Arkham Knight‘s controversial take on the vehicle.

Meanwhile, since Terry’s not as capable of a fighter as Bruce, stealth could be a more viable option, especially with his suit’s camouflage, presumably with a cooldown like the similar power featured in Miles Morales. That would be especially important considering all of the deadly and unprecedented enemy types we could get from splicing, cybernetics and the like. That’s to say nothing of the fun futuristic spins we could get on bigger villains, whether that’s original series creations like the Venom-esque Inque and radioactive Blight or classics like Harley Quinn, Scarecrow or the Penguin. Just look at how masterfully Batman Beyond brought Mr. Freeze’s tragic story into the future as an example of the promise here.

Sidequests-wise, the game could lean into Terry being in high school to give us missions related to the kinds of everyday problems we saw in the show, like bullying and child abuse. It wouldn’t have made much sense to see Bruce Wayne dealing with that sort of thing in the Arkham games, but it would feel right at home for Terry. The final episode of the show, for example, involves Terry sharing a sweet anecdote about the he revealed his identity to a kid to help gain his trust and save him. Another episode showed Terry and his friends trying to help out a nerdy guy who was perpetually picked on. The possibilities for charming and emotionally-charged slice-of-life stories here are endless.

This is the (sch)way

Who’s to say what we’ll next get in terms of Batman games? Gotham Knights definitely didn’t pan out exactly as anyone had hoped, and it’s unclear how that might have changed plans. I also wouldn’t even know which developer would take on the next title. But it’s always nice to dream, and after seeing Gotham Knights‘ admirable-but-ultimately-disappointing efforts, I’d like to see something different. A Batman Beyond game would be just that, and hopefully, someone takes that on.

Image credit: DC

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Canadian-made Gotham Knights is uneven, but offers the Nightwing simulator I always wanted

Gotham Knights has been in a rather unenviable position.

The Warner Bros. Montreal-developed Batman game is coming off Rocksteady’s beloved Batman: Arkham trilogy, which is a high bar to clear. There’s also been a general apprehension towards the game, especially amid the recent controversy surrounding a 30fps framerate cap. People have even drawn unfavourable comparisons to Square Enix’s much-maligned Marvel’s Avengers.

So, how is Gotham Knights? Well, the answer lies somewhere in the middle. It’s certainly not on the level of any of the otherwise unrelated Arkham games, even WB Montreal’s own Arkham Origins, but it’s also far better than Avengers. Truth be told, such comparisons actually do Gotham Knights a disservice, as the Canadian developer has done an admirable job in giving this latest Batman outing its own sense of identity, warts and all.

A Death in the Family

There have been countless stories about Batman, so WB Montreal’s decision to instead focus on four of his closest allies is perhaps the single greatest one it could have made. Our tale begins with Batman’s untimely demise while attempting to crack a tough case, leaving Nightwing (Dick Grayson), Robin (Tim Drake), Batgirl (Barbara Gordon) and Red Hood (Jason Todd) to rise up and finish what he started. It’s an exceptionally strong premise, as it gives lead roles to four characters who are all too often relegated to the sidelines. As someone who grew up following Dick Grayson’s journey from Batman’s first sidekick to becoming his own man as Nightwing across comics, Batman: The Animated Series and Teen Titans, I’m overjoyed to have one of my favourite DC heroes be such a prominent character in a video game. But really, all four of the Knights are likeable and full of personality; on top of the charming and playful Dick, we have the intelligent and reserved Robin, determined and cunning Batgirl and gruff but earnest Jason.

WB Montreal also makes good use of Batman’s top-notch rogue’s gallery, featuring fun takes on characters like Harley Quinn (who’s refreshingly on her own following the death of the Joker), Man-Bat, Penguin and one pleasantly surprising figure I won’t dare spoil. The absolute highlight, however, is The Court of Owls. A relatively recent entry to the Batman mythos, this ancient clandestine organization significantly elevates Gotham Knights‘ somewhat slow-starting narrative with a healthy dose of suspenseful mystery and eerie romps through Gotham’s deep underground.

Nightwing is ready for battle in Gotham Knights.

WB Montreal did a wonderful job with Nightwing, one of my all-time favourite DC characters.

Above all else, though, Gotham Knights‘ narrative succeeds by offering up a Bat Utility Belt’s worth of engaging cutscenes that flesh out the Knights, particularly when it comes to how they’re each mourning their mentor and friend. This is easily Gotham Knights‘ greatest strength — quieter, emotionally-charged moments that further endear us to this dysfunctional family. Alfred and Tim fondly remembering Bruce as they play chess with his old pieces. Dick dropping his flippant façade to lay bare his feelings to Barbara, his ex-girlfriend. Jason using what he’s learned about anger to empathize with Barbara’s pent-up emotions about her father’s death. While some flashbacks with Batman and the Knights to give deeper insight into their relationships wouldn’t have gone amiss (the Caped Crusader is only seen after his death in training missions to spout generic instructions), Gotham Knights won me over by exploring the humanity of its four leads, and it’s all the better for it.

Endure, Master Wayne

WB Montreal also took great care to make each Knight distinct from a gameplay perspective. While they all fundamentally control the same, there’s a surprising degree of nuance with respect to how each feels. Being a trained acrobat, Nightwing is by far the most agile, gracefully flipping, twirling and tumbling around with his dual escrima sticks. The staff-wielding Robin, being the smallest hero, is afforded unique stealth abilities like an Arkham-style Inverted Takedown that can help you avoid direct combat altogether. Batgirl, meanwhile, mixes up tonfas and nunchuks while also being able to hack security cameras. Finally, Red Hood is a brawler who leverages guns and mines into his rough and tumble playstyle.

Red Hood aims a gun in Gotham Knights.

Red Hood’s gun-focused combat is delightfully brutal.

Admittedly, combat can feel basic at first, forcing you mash the melee button to see RPG-esque numbers chip away at enemy health. What’s more, the absence of the stylish fluidity of Arkham‘s popular Freeflow Combat makes Gotham Knights seem a bit slow by comparison. But eventually, I came to appreciate how this isn’t Arkham; instead of racking up a big combo, it’s more about timing your attacks and dodges and leveraging character-specific skill trees to maximize your damage potential. For instance, Nightwing has an unlockable and upgradable ability that lets him leap off one enemy to grapple kick another, springboard off him and then repeat a couple more times. It’s fast, frenetic and incredibly effective at giving you some breathing room when dealing with larger groups of enemies. On the flip side, Red Hood has a move that lets him attach a mine to enemies before throwing them and leaving them open for a well-timed shot that causes a wide-reaching explosion. There’s also a gear system to spec out your hero, which I initially thought felt tacked on but ultimately proved useful as I was able to give my attacks elemental add-ons like ice effects to freeze enemies.

Where Gotham Knights lost me at times, however, is with its structure. Those heartfelt scenes that I mentioned earlier? They take place exclusively in the Belfry, the Knights’ base of operations in between missions, and many of them are completely optional, at that. For pretty much the rest of the campaign, Gotham Knights‘ single-player experience is an awkwardly solitary affair. Before setting out from the Belfry and venturing out into the open-world Gotham, you’ll select one of the Knights to play as. The catch? Only the Knight you’ve selected will actually leave the Belfry, so any cutscenes or gameplay moments you’ll experience will only feature them. It’s a baffling choice that squanders much of the potential of having a story centred around a group of heroes. Unless you play co-op, you’ll never actually see the Knights, you know, actually teaming up.

What that leaves you with, then, is a suite of missions that all play out the same but have slight dialogue variations depending on the character you selected. That in itself is fine, as it’s unreasonable to expect different stories for each character, but it’s frankly bizarre to not even have other Knights show up here and there — if not as a computer-controlled ally, then at least in the occasional cutscene. So strange is this “single hero” approach that beating the final boss as Nightwing yielded me a series of cutscenes only featuring Dick; it was as if WB Montreal forgot about the other heroes.

Instead, all we get is the remaining Knights alternating between talking to you over comms as you play as your chosen hero. While this decision surely was made to accommodate the drop-in/drop-out co-op (in which cutscenes are framed from the perspective of the host’s character), it leaves the single-player experience with a sense of disjointedness. Co-op itself is also quite entertaining, although it currently only lets you have a second character to play the same single-player missions; with nothing specifically designed for you and a friend to take on, it doesn’t drastically change the experience. A free four-player co-op mode, Heroic Assault, will launch in November and have unique arena-based challenges.

World’s Okayest Detectives

The campaign further suffers from rather painfully dated mission design. Often, progression in a given questline is locked behind unbearably tedious busywork, like “stop five premeditated crimes” to find out what Mr. Freeze is planning or “interrogate three gangs in different districts” to locate a person of interest in your investigation. It’s annoyingly frequent and can really kill the flow of the narrative.

The Court of Owls in Gotham Knights.

Many of Gotham Knights’ best moments feature the enigmatic Court of Owls.

This spotty design applies to both main and sidequests. The perfect example of this can be found in an optional Harley Quinn mission. Sure, it starts off promising, with some city riots leading you to a hospital overrun by the deranged doctor herself. And when I first entered the building, I was enamoured with the eerie, run-down atmosphere juxtaposed with Harley’s vibrant, jester-themed aesthetic sprinkle throughout. But that novelty quickly runs out when practically every single room consisted of groups of enemies to clear out, with nothing meaningful to shake up each encounter outside of the occasional electrical trip mine. At times, it feels like WB Montreal was afraid to let you go very long without punching something, and it can become grating.

This is quite a shame, honestly, because there are some exceptional levels that exhibit a bit more restraint in this regard. Take the mission that has you infiltrating an aristocratic Court of Owls gala — this is just as much about sneaking around and locating specific targets as it is combat, giving it a nifty espionage vibe. Another Court quest, meanwhile, takes a psychological turn, evoking the spirit of the fantastic Scarecrow nightmare sequences from Batman: Arkham Asylum. If only the campaign was able to sustain this level of variety.

Gotham Knights' open-world city.

WB Montreal’s open-world Gotham is expansive and well-realized.

Special shoutout must also be given to the city itself. While not as visually stunning as Arkham Knight, it’s certainly the biggest and densest Gotham we’ve seen. Unlike the Arkham games’ various story justifications to awkwardly explain why there are no NPCs, this Gotham features plenty of NPCs throughout the rain-soaked streets, shouting cheery words of encouragement or angry protests as you pass by. Even without a cool gliding mechanic à la Arkham, it’s certainly fun to drive around on the Batcycle and soak in the moody atmosphere. Indeed, whenever the missions proved dull, I found myself having a blast exploring Gotham as Nightwing, somersaulting off rooftops, stopping random crimes and hearing the ever-lovable hero crack wise. And despite the furor over the lack of a 60fps option, the game looked and ran decently for me on PS5 — it’s pretty polished and bug-free on the whole.

A Knight to Remember

I’ve come away a bit torn on Gotham Knights. Frustratingly archaic and repetitive quest design and missed opportunities with our titular heroes hold back the experience from greatness. But even if Gotham Knights didn’t quite live up to the promise of a Bat Family team-up, it graciously let me live out my fantasies of fighting crime in an open-world Gotham as Nightwing while telling a memorable story about Batman’s larger supporting cast. Gotham Knights is certainly imperfect, but like its lead characters, it’s got a lot of heart, and that’s ultimately what counts.

Gotham Knights will launch on PlayStation 5, Xbox Series X/S and PC on October 21st.

Image credit: Warner Bros. Interactive Entertainment

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WB Games Montreal’s Gotham Knights gets new demo, PS4/Xbox One versions cancelled

It’s been a big morning for Gotham Knights.

The Warner Bros. Montreal-developed action-RPG just got a meaty 13-and-a-half-minute gameplay demo focused on Nightwing and Red Hood. The footage, narrated by game director Geoff Ellenor, shows the two Batman allies exploring a bit of Gotham before taking on enemies.

Nightwing has the gymnastics-heavy staff-focused fighting style fans would expect, while Red Hood is all about peppering enemies from afar with dual pistols. On top of that, a bit of character customization and stealth, as well as another glimpse at the fan-favourite Court of Owls villains, can be seen. The first gameplay reveal was focused on Batgirl and Robin, so it’s fitting that the new footage is all about the game’s other two playable characters.

Check out the full new demo below:

Alongside the demo, Warner Bros. has confirmed that the PlayStation 4 and Xbox One versions of the game have been cancelled. When the game was first unveiled in summer 2020, WB had said that the game was coming to last-gen consoles as well as PlayStation 5, Xbox Series X/S and PC.

Per WB, the decision was made to “provide players with the best possible gameplay experience,” although nothing else was said beyond that brief statement.

Gotham Knights follows the Bat Family — Nightwing, Robin, Batgirl and Red Hood — as they protect Gotham against rising threats amid Batman’s apparent death. The game is unrelated to the Batman: Arkham series, which WB Games Montreal previously worked on with 2013’s Arkham Origins.

Gotham Knights will release on October 25th.

Image credit: Warner Bros.

Via: IGN

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WB Games Montreal offers new behind-the-scenes look at Gotham Knights

Warner Bros. Games Montreal has unveiled a new look at Gotham Knights, its upcoming Batman video game, at the virtual DC FanDome event.

Specifically, the Canadian developer focused on the Court of Owls, the mysterious criminal organization that make up some of the game’s villains. The trailer features commentary from Court of Owls creators Scott Snyder and Greg Capullo (the writer-artist team behind the popular “New 52” Batman comics), DC Comics publisher and chief creative officer Jim Lee and WB Games Montreal creative director Patrick Redding.

The four creators discuss the origins of Court of Owls and how they’ll make an impact in Gotham Knights, particularly through different enemy types that the player will have to face off against. The trailer also shows more gameplay footage of playable characters Nightwing, Robin, Batgirl and Red Hood.

The game stars the “Bat Family” because Bruce Wayne — as well as Commissioner Gordon — are seemingly dead at the start of the game. This leads the four surviving Batman allies to team up to protect Gotham, allowing the game to support both single-player and two-player drop-in/drop-out co-op.

Gotham Knights will release sometime in 2022 on PlayStation 4/5, Xbox One, Xbox Series X/S and PC.

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How to stream DC FanDome 2021 in Canada

With COVID-19 cancelling virtually every major event last year, Warner Bros. put together its own DC-focused virtual Comic-Con-style event, DC FanDome.

The one-day, fully digital convention was well-received for offering fans a way to safely connect with the top creators on DC comics, films, TV shows, video games and more.

Now, Warner Bros. is set to bring back DC FanDome on Saturday, October 16th. The main event will kick off at 10am PT/1pm ET and run for about four hours. Luckily for fans, this is a global event, unlike the traditionally San Diego, California-based Comic-Con.

This means that Canadians can tune in for free simply by visiting the official DC FanDome website.

Check out the trailer below for some of the big names that are set to attend:

In terms of what DC properties to expect, here’s some of what’s confirmed so far:

  • Aquaman: The Lost Kingdom (featuring star Jason Momoa)
  • The Batman (featuring director Matt Reeves, star Robert Pattinson and more)
  • The Flash film (featuring Ezra Miller)
  • The Flash Season 8 (featuring stars Grant Gustin and Candice Patton)
  • Harley Quinn Season 3 (featuring star Kaley Cuoco)
  • James Gunn’s Peacemaker (featuring Gunn and star John Cena)
  • Rocksteady’s Suicide Squad: Kill the Justice League game
  • Superman & Lois Season 2 (featuring stars Tyler Hoechlin and Elizabeth Tulloch)
  • Warner Bros. Games Montreal’s Gotham Knights game

Notably, many of these projects were first unveiled at 2020’s FanDome, to give you an idea of the sort of big announcements that could come out of it this year. In any event, we’ll learn more on Saturday.

Image credit: Warner Bros.