Battlefront

Star Wars Battlefront has always been exciting. But you know what’s better than exciting? Giga-exciting. And fortunately, that’s exactly what DICE’s game now very much is, after its Hoth-based E3 gameplay demo.

It looks insane. It plays like someone just threw a first-person camera into a Star Wars movie battle. It has all the exciting, flash-bang bombast you want, and all the chaotic, intimate, human focus Star Wars needs. It is, quite frankly, a relentless, giddy, air-punch generator, and if you haven’t watched that demo yet, you must do so immediately

The demo begins on the forest moon of Endor with a group of rebels running through the forest. Three speeder bikes carrying Stormtroopers screech across the screen, and a firefight ensues with more Stormtroopers arriving. Soon this skirmish is interrupted by a gigantic AT-AT stomping through an opening in the forest. Regular firepower is completely ineffectual, even picking up a powerful weapon pick like a missile launcher is no use against the walker’s thick armour. The rebels reach a communications terminal and call in an airstrike from a nearby base. Within seconds, Y-Wings fly just above the forest’s canopy dropping bombs, destroying the AT-AT. (The footage switches between first- and third-person perspectives, emphasizing how Battlefront can be from either view.) The rebels run under the wounded AT-AT as it burns, emphasizing its impressive size, and leave the open forest for the safety of a bunker. Inside, one of the rebels runs ahead, but is stopped and scooped into the air by an invisible force; he reaches for his throat; he’s choking. Lord Vader comes into shot, throws the rebel to one side, and marches directly towards the camera; shots are fired in his direction but he deflects each one effortlessly with his lightsaber. Vader continues to walk forward until his mask dominates the screen.

Batman Arkham Knight

Arkham Asylum, the first Batman game from Rocksteady Studios, had the sense of a fresh beginning for superhero action games. Batman: Arkham Knight has a sense of finality. It builds on the revolutionary strike-and-counter fighting style with powerful new moves  and enemies; it expands on Arkham City’s open world with a larger, more detailed version of Gotham; it introduces a new fully playable Batmobile and makes it an important part of the action and puzzles; and it brings all of Batman’s closest family of Gotham superheroes and rogues together for an amazing, great-looking finale.

On with the show!

It’s impossible, at least for me, to encounter the fourth big entry in a wildly popular Batman series and not think of Batman and Robin, the disastrous 1997 Joel Schumacher movie that starred George Clooney, Arnold Schwarzenegger, and Uma Thurman. Batman and Robin did what the Joker, Riddler, and Penguin had been trying and failing to do for almost 60 years. It killed the Dark Knight (as a film franchise, at least), at the time seemingly for good.

Batman: Arkham Knight, the fourth major title in the Warner Bros. series of video games that began with 2009’s Arkham Asylum and the third to be helmed by the London studio Rocksteady, is not a debacle on the order of Batman and Robin. But well into the game, I feared that it would be. For several hours, it seemed that the opening lines—“This is how it happened. This is how the Batman died”—were not an omen that might or might not be paid off by Arkham Knight’s ending, but rather were a foreshadowing of what Arkham Knight was going to do to the reputation of the Arkham games as the only great superhero series in video games.

After a stylish opening, Arkham Knight miscalculates, badly. The decision to revolve so much of the game around the new Batmobile is an alienating move that robs Arkham Knight at the outset of the fantasy of becoming the Dark Knight. The great joy of the Arkham games has been how well they allow players to embody the Batman, gliding and grappling and duking it out with criminals using a combination of fists, feet, and gadgets. Arkham Knight jettisons much of this during its first couple of hours in favor of teaching the player how to drive the new Batmobile and use its weapons in tank battles on the streets of Gotham.

If this is in fact the last Rocksteady-developed Batman game, the series will end on a high note. Arkham Knight is the biggest Batman game yet, not just in map size, but in the wide range of different types of gameplay, and its collection of characters. The addition of tank combat thematically clashes with everything Batman stands for, but it is fun, and having access to the Batmobile for the first time gives us a new world of possibilities for interacting with Gotham City. Arkham Knight is an outstanding game on almost every level.