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Batman: Arkham Knight's first major DLC falls short

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  • Batman: Arkham Knight's first major DLC falls short

    £32.99 is a lot of money for a Season Pass. You know this, I know this, and Warner knows this, or at the very least, it does now after the initial announcement of its pricey post-launch DLC plan was met (rightfully) with much incredulity. The publisher did its best to assuage fears that its "regular new content for six months" was a rip-off by going into more detail on what fans who chose to throw down the cost of almost an entire new game could expect: new story missions, additional super-villains who invade Gotham City, 'legendary' Batmobile skins, advanced challenge maps, alternative character skins and new drivable race tracks. New tracks and skins are standard DLC filler material, Challenge Maps will be a welcome inclusion as they're sorely lacking in the base game, but the real attraction is the additional story content. The first of these three planned single player excursions focuses on Batgirl, the only time she's been playable in the Arkham series thus far. And as a first taste of what value we can expect from the Season Pass, the hour-long experience doesn't do much to help Warner's case.
    A Matter of Family takes Barbara Gordon's Batgirl, flanked by Robin, to a new location - Seagate Amusement Park; a nautically-themed funfair which has, predictably, been given a gothic makeover by the Joker and his goons. It's quite a claustrophobic space - there's barely enough room to glide end to end - but it does hide one or two secrets if you're prepared to look hard enough.
    Batgirl herself controls almost exactly like her mentor. She's essentially Batman on a budget - packing explosive gel, a line launcher, grappling hook, Batarangs and a remote hacking device. And that's about it, really. There are no upgrades, no new gadgets, and no unique vehicles or skills.
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