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Now imagine what that might mean, if Rocksteady's as shrewd as in the last two games, for all the side challenges and mini-games that such an essential partnership might lend itself to. But the sense was of two characters working together to solve sophisticated scenario-driven environmental stumpers, as if Batman were Ratchet and the Batmobile Clank. The person running my demo was helping me along, telling me what to do and where to look, intentionally spoiling the puzzle-solving for brevity's sake. That allowed Batman to climb in and me to roll the car forward, lower him down, then pull off my rescue, after which I repeated the maneuver to raise the hostage to safety. After some detective mode sleuthing and destructive prep work, I had to use the Batmobile to fire a tether that attached to something which, as I hauled backward on the connective cable, slowly dragged an elevator car up a shaft. To get to him, I used the Batmobile-controlled directly by you, but implicitly by Batman with a remote-to isolate and blast open access-ways for Batman, who I'd then shift back to, jogging from room to room to fiddle electrical panels or clamber through crawlspaces. What I hadn't been expecting was the role the Batmobile plays in solving environmental puzzles: not simplistic one-shot deals like "shoot the cover off that vent cover" or "blow a hole in that wall," but elaborate, multi-part conundrums where I had to learn to shuffle fluidly between Batman and the Batmobile while thinking about its-and Batman's-relationship to the world in completely new ways.Īt one point, for instance, I had to rescue a hostage stuck in a chamber underground. I'd anticipated the Batmobile's cool Batman-propelling features, the one where Batman ejects upward and drops into a cape-glide, or the one where the car can transform into a Tim Burton-esque tank, then glide sideways like someone strafing in a shooter.
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It's a fully realized second character, and in some ways, a more likable one. Continue investigating the cells until Batman arrives.And yet as I brushed the cobwebs from my fingers to maneuver Batman from rain-slick rooftops to familiar thug-stalked rooms ( Arkham Knight uses more or less the same controls as the prior games), I realized the Batmobile isn't just your means of locomotion or another accessory in your arsenal of Bat-tools. Approach the fogged up cells one by one and talk to the prisoners inside. At the end of your descent, leave the elevator and climb the stairs into the next room. Interact with the shutters covering the VIP elevator then open the door and head inside, pressing the call button when you reach it. Repeat the process with the three remaining canisters to proceed.Īfter you take control of Commissioner Gordon, head down the steps and follow the red walkway along. Locate the tubes against the wall on the opposite side of the room and carefully walk on over, placing the canister inside once you reach your destination. From this point on, you need to proceed carefully: the neutralising agent is extremely volatile and you'll have to move slowly, ensuring that the gauge on each canister doesn't climb too high. Once the canisters pop out of the floor nearby, approach one and interact with it to gently pull it free. Interact with it to begin preparing the neutralising agent. Activate Detective Mode and locate the chamber control terminal on the central panel. Unfortunately, things don't go quite as planned and you're left trapped inside the room. With the area clear, grapple up to the walkway leading into the central tower and pass through the door to confront Scarecrow. Drop down to ground level then clamber up the ladder, stopping just shy of the top. Instead, look downward and locate the ladder leading up the to walkways.
BATMAN ARKHAM KNIGHT PC CONTROLS WINDOWS
It's possible to break through the ceiling windows to reach your targets but the noise will alert everyone in the vicinity.
BATMAN ARKHAM KNIGHT PC CONTROLS SERIES
With the Batmobile behind you, look right and you'll spot a series of covered walkways patrolled by three guards. When you're done, grapple up to the tower in the centre of the room. There's another floor grating nearby so, once again, pop up and take him out while his back is turned. Next, activate Detective Mode and locate the next goon guarding the bottom of the staircase around the corner. Once the canister-carrying guard passes to collect another load from the machine, pop up and take him out silently from behind. Once you reach the bottom of the shaft, head toward the left-hand corner of the ventilation system and wait below the nearby grating. You'll spot two air vents so grapple over to the right-most cover and slip inside. To begin, grapple over to the beam directly ahead then examine the wall to the right.