Batman: Arkham Knight DLC - 8 Things That Would Save The Season Pass
Give us an epic Mr. Freeze boss battle, and all will be forgiven.
It's one hell of a strange beast, Rocksteady's final Arkham game. On the one hand you've got this culmination of everything they set out to do back in 2009; a ludicrously fun melee combat system that every developer and their granny have since ripped off, a character model for Bats himself that strikes fear into the hearts of gamers who can't keep up with his abilities - and a world that's so inviting, so fan-pleasing and so meticulously planned, we're still sad to see it go. However, underneath such an upfront-gorgeous package is an mentality of money-first, ask-questions-later. We all just rolled with the fact the game's marketing had essentially lied to us when we realised the Arkham Knight himself wasn't "a totally original creation", and we also swallowed the fact that the Batmobile was utterly unnecessary in a world with a 100mph grappling hook because - hey - it's fun to barrel around Gotham in. That said, what fans are getting increasingly incensed by is how - after they've put down $32.99 in good faith for continued support and great content - we've been left with a combination of skin-swaps and literally 15 minute-long DLC missions for our troubles. Being we're closing in on the end of the year, Warner Bros. have released a full breakdown of everything else that's yet to come. So, with all that being taken into account, let's take a look and speculate on what actions and/or set-pieces could redeem such an otherwise unfulfilling Season Pass.