Batman Arkham Knight City of Fear Miagani Island Base

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Join me as I play through Batman: Arkham Knight.
This game is set one year after the death of the Joker during the events of Batman: Arkham City. Batman is struggling to come to terms with the absence of his nemesis and the uncomfortable feeling that the pair shared a bond deeper than either could admit. Gotham has never felt safer without the chaos that the Joker employed, and crime in the city has dramatically declined. But all is not quiet. Some of Batman's enemies, including Penguin, Two-Face, and Harley Quinn, a chance to unite with one goal: killing Batman.
On Halloween night, Scarecrow threatens the city with his newly created strain of fear toxin and bombs planted throughout Gotham, forcing the evacuation of the city's six million civilians. Leaving only criminals in the city, and Commissioner Gordon and the Gotham City Police Department severely outnumbered.

Gotham City in this game is approximately five times the scale of the open-air Arkham City prison in Arkham City. The game takes place in the centre of the city, which is split into three island areas, with various districts. Oracle has set up her communications headquarters in Gotham clock tower, which Batman set up as a secondary Batcave just in case something went wrong.

A lot of the gadgets and the gameplay elements make a return from the previous Arkham Titles, including the grapnel gun, line launcher, batarangs, the countering system and detective vision. We can now use some gadgets while gliding, such as batarangs or the line-launcher. The gliding that was brought into Arkham City has now been improved so that Batman can almost fly throughout the city using his cape. Gliding now allows for much longer and faster flights with much steeper dives and higher climbs.

There have also been some changes to the combat system, including the ability to combine attacks on prone enemies without interrupting the streak. Batman can now access grates from far away, which is something we’ve wanted for a while now so we can immediately get under the grate if in range, instead of having to be right on top of them. We can also initiate multiple takedowns from within them.
Something newly introduced in Arkham Knight is the "Fear Takedown.” Batman can eliminate up to three enemies simultaneously as long as he remains undetected. Time is slowed after each take down, so we can switch to the next unaware enemy.

All of these improvements are secondary to one of the biggest changes to the franchise. The Batmobile, which can be summoned to the player's location at any time either at ground level or if you’re gliding. The vehicle features the ability to perform jumps, speed boosts, rotate on the spot, smash through objects like barricades and trees, and fire missiles that can immobilize enemy vehicles. The Batmobile has two modes, which can be switched into at anytime: Pursuit and Battle. Pursuit is more for moving from point to point. In Battle mode, the Batmobile becomes more tank than car, with a full 360-degree range of movement. Including strafing in any direction, while using the multiple weapon systems on board, including a Vulcan gun for quick damage, a 60mm hypervelocity gun for tank-busting, missiles for wide-ranging damage, and a non-lethal riot-suppressor. Another great feature is that the Batmobile can also be controlled remotely, remotely!

Oh, and the Riddler Trophies also return, yippee! Riddler Trophies also feature objectives requiring the Batmobile, such as a timed race in an underground tunnel that uses radar pulses to change parts of the track.

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