10 Things We Want in the NEXT Arkham Game
Dirty Deeds Done Dirt Cheap
An idea that every “Arkham” game kind of teased was the ability to play as one of the villains. Sure, you could play as Joker, Harley, Catwoman, Red Hood, and Deathstroke across the games. However, these moments were often restricted to Riddler’s Challenge maps or, in Catwoman’s case with “Arkham City”, very specific and very seldom story beats in the main campaign. And before anyone says anything in the comments, we do remember the Harley Quinn Story Pack that was added as paid DLC for “Arkham Knight”. But let’s be real - is ten or fifteen minutes really long enough to call it a campaign? Why not do two-thirds Batman and one-third villain?
Back to Basics
Speaking of “Arkham Knight”, one of the biggest problems that game had was bloat. As cool as it was flying around Gotham City, getting from one destination to the next was more of a hassle than it needed to be. On top of that, most of the side missions felt uneventful and lacking in depth, causing each of their endings to feel anticlimactic. Follow Firefly. Time a single input to disarm the road mine. Fight the Knight’s militia for the hundredth time. Perhaps the next “Arkham” game needs to reel it in a bit. Give us a world at the same size as “Asylum” and “City” where there’s plenty to do in quick succession and not like we’re trying to get from one end of Disney World to the other.
Dismantled Traversal
While we’re on the subject of keeping things exciting and simple, we need to address the Batmobile. While the gameplay itself was fun in its own way, we wanted Batmobile chases like the ones we saw in the 1989 movie, not tank combat with “non-lethal bullets”. Honestly, it calls into question the necessity of including the Dark Knight’s vehicles when they can each potentially dampen the gameplay. Do we honestly need the Batmobile, the Batwing, the Batboat, the Batcycle, or the Batcopter if it is going to severely bring things to a crawl? Do we honestly need any of these vehicles if it’s going to detract from what makes a Batman video game a Batman video game? Probably not. Besides, gliding and skydiving is what made traversal fun in each game.
A Sign of the Times
It’s safe to say that the “Arkham” trilogy from Rocksteady does not need another prequel, sequel, spin-off, or what have you. If the “Arkham” franchise is to continue with the new Rocksteady staff, maybe we should be open to the idea of the next game taking place in a completely different time period. Just look at some of the recent animated DC movies for inspiration: “Gotham By Gaslight” and “Batman Ninja” could serve as perfect blueprints for an “Arkham” game set in a Victorian Gotham or Japan. Or Rocksteady could adapt a famous Batman storyline in their own way; have Joker take over a massive amusement park, he renames it “Arkham Park” or “Arkham World”, give a handful of villains their own section of the park like in “Arkham City”, and base the central story off of “The Killing Joke”. And hey, you could tie in playable segments that take you through Joker’s past life when he was a floundering comedian turned criminal.
Making the Most of Your Day
One interesting thought we’ve seen floating around the “Arkham” fanbase is the possibility of daytime gameplay. We are so used to Batman games taking place strictly at night, but what could an “Arkham” game look like if we had segments where we play as Bruce Wayne during the day? Bruce could conduct investigations when crime isn’t running rampant, talk with allies about their findings, question suspects, and more. On paper, it probably doesn’t sound interesting, but if executed in a way better than Insomniac did with 2018’s “Spider-Man” with the puzzle-focused Peter Parker segments, maybe it could wind up being a neat change of pace from the action?
First There Was Fear…
If there was anything interesting that “Arkham Knight” introduced, it was the Fear mechanic. If you managed to take out enough enemies without being seen, you could take down multiple enemies in a way that really made you feel like the Dark Knight (not to sound like every review of a superhero game). But ultimately, there wasn’t much purpose outside of that. Yes, it made fights easier. However, we’d like to see a Fear system that can be used not just for chaining takedowns in close proximity, but one that can be used on gadgets. Maybe each gadget has a unique condition or ability that causes enemy devices to malfunction beyond repair or corrode armor or cause guns to jam permanently. Just a few ideas. Feel free to take them, Rocksteady.
Dynamic Duo Gameplay
One idea that was visited a couple of times - particularly in “Arkham City” - was the idea of a co-op partner. Some fights in “Arkham City” would see Batman fighting alongside Catwoman, and the player would have the ability to switch between the two mid-fight and even execute team-up attacks while switching. “Arkham Knight” even brought this concept back a couple of times. Unfortunately, co-op has never been a full commitment for the series for one reason or another. Recent modern games like “Lego Star Wars: Skywalker Saga” and the various games from Hazelight Studios like “Split Fiction” and “It Takes Two” show that there is a ton of potential to be had in co-op game design. Neither player needs the same toolkit, and when kept distinct, both players can find their own fun with unique mechanics. So, what’s stopping Rocksteady from taking cues from those games?
Racing the Clock
Before you freak out, no, we’re not saying that we want more Riddler Time Trials. Those were unbearable. Clever, but not what we want in a Batman game. No, what we think would be cool for a new “Arkham” game is the idea of trying to beat the game within the span of a single night. Think “Majora’s Mask” in how you were given three days to save Hyrule before the Moon destroys the world, or “Deathloop” where you relived the same twenty-four hours until you found the way to kill every target before the day’s end. “Arkham Asylum” had a similar length; game starts off late into the night and lasts long enough to lead into the early morning. But what if we had ten to twelve hours, from sunset to sunrise, to foil some villain’s plans? And those hours would count down in real time whenever you booted up your save file? This alone could be the shot in the arm the franchise needs.
A Place to Call Home
Alongside the idea of daytime gameplay, another idea we’ve seen float around the community is the idea of the Batcave. While “Asylum” did give us a Batcave conveniently located beneath Arkham Asylum itself, it wasn’t the Batcave we were wanting. Why not give the player a Batcave with massive training courses and simulations, a flexible laboratory to configure gadgets with different properties for new playstyles, and a computer to conduct investigations, look at dossiers, and more? Yes, we can understand the convenience of delegating all of this to simple menus as we’ve grown accustomed to. Still, it might be a neat novelty to have.
To Batman Beyond…But Not Infinity
If there is one thing almost everyone wants to see in a new “Arkham” game, it’s the integration and reintroduction of “Batman Beyond”. We got three great games that were heavily inspired by “Batman: The Animated Series”. If there is anything Rocksteady can do to hopefully prove its new staff’s ability to create fun games, it’s tackle a new era of Batman. Bring back Terry McGinnis, bring in Max Gibson to replace Alfred, and let the player fight Blight, Shriek, Willie Watt, Spellbinder, and the Royal Flush gang. But Rocksteady, do NOT bring in the Jokerz; we’ve had enough of the Clown Prince for now. And whatever you do, do NOT take the title literally! Just because “Beyond” is in the title does not mean we should open the doors for DLC expansions and live service updates. Keep it simple, and keep it fun. And bring back Paul Dini to write the story! What would you like to see happen in a new “Arkham” game? Let us know down in the comments, and don’t forget to subscribe to MojoPlays for more great videos everyday.
