Batman- Arkham Origins Review

Batman has a long history of escaping from some of the deadliest, most elaborate traps a brilliant criminal mind can devise. In his bat-utility belt is a gadget to get him out of nearly any predicament. But in Batman: Arkham Origins, there’s one trap Batman can’t escape from: the trap of expectations. By now, there are two things that define action in the Arkham series: rhythmic, free-flow combat and stealthy predator rooms. Arkham Origins has those elements in spades. But it doles them out in a straightforward, predictable fashion that lacks the inspiration of the earlier Arkham games.

The most noteworthy difference between Arkham Origins and its predecessors is a significantly larger open world. But that larger world has little meaning when the things you’re doing in it are the same things the smaller world of the previous game accommodated perfectly well. Grappling up to rooftops and gliding through the air still feel great, but they don’t feel any better here just because you have more rooftops to leap from. And there are side quests that have you doing things like racing to and fro to disarm bombs set by Anarky, which is much like racing to answer Zsasz’s ringing phones in Arkham City.

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