Batman: Arkham Knight to get Catwoman's Revenge add-on Loads of other skin packs and maps coming. Batman: Arkham Knight has another Batmobile boot full of additional bits and pieces in the pipeline, including a new story DLC titled Catwoman's Revenge.Set after the events of Arkham Knight's campaign, this DLC will let you prowl around as Catwoman and take revenge on the Riddler.The pack is due to launch at some point in October.Two new add-ons are available today - the Crime Fighter Challenge Pack #2 which brings extra challenge maps, and the GCPD Lockdown story DLC. This pack lets you play as Nightwing on a mission to stop the Penguin from breaking out of the Gotham City Police Department.And there's plenty more add-ons to come. October will also see the launch of the Batman Classic TV Series Batmobile Pack, containing the 1960s TV Series Batmobile, Catwoman and Robin Skins, as well as two new racetracks. A third Crime Fighter Challenge Pack will then add even more maps featuring Batman, Nightwing, Robin, and Azrael.Season Pass holders get all of this included, or you could just wait for Arkham Knight's inevitable Game of the Year Edition.
Comments for this article are now closed, but please feel free to continue chattingBatman: Arkham Knight sets the Caped Crusader loose in a Gotham City that's been overrun by crime. Well, more crime than your typical Gotham resident is used to. It's Rocksteady Studios' largest take on the series to date, with Gotham laid out as a sprawling open world divided up between multiple, smaller islands. Every block is filled with activities that diverge from the main plot, including old standbys like Riddler Trophies, quick-hit challenges designed to test your skills and full-blown side quests, many of which connect with other familiar faces from the Batman universe. You can tackle all this stuff in the order of your choosing, but some important early choices can help make the opening hours go a lot more smoothly. See also: Lego 'Batman vs. Superman' trailer looks just as intense as the original Here are some tips to help you survive the long Arkham Knight in Gotham City.
Remember the good old days, when it was just Batman stuck in a loony bin?Image: Rocksteady Studios/WBIEFor returning Arkham fans, it shouldn't be a surprise to learn that all the skills and gadgets you remember from the previous games work in pretty much the same way. Batman starts out with lots of gear that needed to be unlocked in past games. Right off the bat (no pun intended), you can use the Grapnel Gun to latch on to a ledge and boost yourself up into the sky, extending Batman's glide longer than it would last naturally. Alternatively, click L3 while you're gliding between buildings to activate Batman's Line Launcher, creating a tightrope that lets you dangle above the streets of Gotham. Combat works the same as well, a fast, brutal mix of melee strikes and counters (prompted by icons that appear above enemy heads), with special finishers unlocking as your combo multiplier climbs. There's a brief tutorial in the game that teaches all of this, but the tactics you might have leaned on in past games are just as viable now.
Where does he get those wonderful toys?Image: Rocksteady Studios/WBIEThe Gotham City Police Department headquarters becomes a sort of hub as Arkham Knight moves along. It's where Batman's adventure begins, and the gradually filling jail cells become a cool visual marker of your progress through Gotham's criminal underworld. Before setting out into the city for the first time, take a few minutes to explore the GCPD headquarters. Look for the evidence room specifically. If you walk straight through the door and back to the opposite end of the room, you'll spot a display case with nothing more than a gun-like device inside it. That's Batman's Remote Electrical Charge gadget. You don't actually need to have it until much later in the game, but there's nothing stopping you from grabbing it right at the beginning. It's useful in combat, especially once you start to encounter electrified enemies and shock sticks. These enemies shock you when you try to counter them, but one blast from the REC puts a stop to that.
Getting around Gotham City becomes easier as Batman levels up in 'Arkham Knight'.Earning WayneTech upgrade points — Arkham Knight skill point equivalent — is an easy process. Complete any challenge or portion of a story questline and you get at least one, if not more. Batman's skill tree breaks up between a number of different categories, covering his suit, basic combat skills, gadgets and Batmobile capabilities. Spending points on a particular skill node unlocks that skill for use, and also unlocks for purchase any skills it happens to be connected to. During Arkham Knight's opening hours, stick to story missions until you're sent off to the Falcone Shipping Yard. Once you complete the first portion, a cluster of five challenge missions opens up right near where the next main mission objective is (you can't miss them; the game intentionally highlights their existence). Complete all five of those — they're very short — for an easy chunk of skill points to spend. By the time you complete those challenges, you should have six skill points in total;
five from the challenges and one more just from natural progression through the game. We recommend spending all of those points on the two Batmobile upgrades that reduce the cooldown time of its 60mm cannon, which you use to take down the tank-like drones that start popping up all around the city. The Batmobile is more than just a sweet ride; it's also a tank and a puzzle-solving powerhouse.Image: Rocksteady Studios/WBIESpeaking of the Batmobile, there's a huge chunk of Arkham Knight built around being behind the wheel. Yes, Batman's ride is useful for getting around; it's quicker than gliding across the night sky, especially when you're diligent about following GPS lines on the road to your next waypoint. More importantly, the Batmobile is also a tool for puzzle-solving and combat. Arkham Knight does a great job of teaching you the basics, but combat especially takes a little getting use to. In Battle Mode (activated by holding down the left trigger), the Batmobile transforms into a tank.
There's no accelerate button when it's in this state; the left analog stick handles movement, and the tank glides in any direction. The trick to surviving is to watch for targeting lines that show the path of a foe's next shot. If the line is light blue in color, the Batmobile is outside the line of fire. If you see a red line, get out of the way quickly (tilting the left stick in a direction and pressing A/X on the gamepad executes a quick dash that should get you clear). Who is the mysterious Arkham Knight and what's his beef with Batman all about?Image: Rocksteady Studios/WBIEStick to story missions until you complete the Ace Chemicals section of Arkham Knight, which isn't long after the Falcone Shipping Yard trip. There's a lot of stuff to do in the game's open world, and much of it doesn't become available until after Ace Chemicals. To say anything more would delve into spoiler territory. Just know that Ace Chemicals is an important moment in the game that not only opens up the world, but also establishes some key story elements that influence every step further you take into Arkham Knight.