![]() ![]() Nightwing is more about repositioning himself inside the battlefield, because he's such an acrobatic character. Red Hood obviously is big and brutal, but he deals the most damage out of all of the Knights. A lot of Robin's abilities are about returning to stealth quickly, so he's able to appear and do powerful stealth takedowns and then vanish again. Geoff Ellenor: There are playstyles inside the characters as well, but I'll give the simplest version of the answer. Do you have a recommendation for players who may be looking to do something that's more aggressive, or do you have any recommendations for set playstyles? Talking about the different personalities of the characters and how they're reflected in gameplay, all the Knights can largely do the same thing, but they do excel in different areas. You want to feel like we're going to double down on that difference and really pay it off in some big, expressive way. You don't want to feel like we're going to dilute that difference. Robin is more stealth-focused than Red Hood and has a certain vibe to him a certain way of playing that appeals to a certain kind of player. If you already start out and you have that asymmetry, there's a different stylistic feeling for each of these characters. Patrick Redding: Yeah, nobody wants to see them stuffing themselves into Batman's spare Batsuit and changing their voice to sound like him. We pretty quickly settled on having them not become Batman. That really provided a great creative tableau for us to write upon and figure out what we were going to do for each hero, and how they would express their own personalities in taking on doing Batman's role. How they decide to evolve themselves and step out and take on Gotham's challenges is different. Because growth and the Bat family was kind of a important theme that we settled in on, and how everyone processes the loss of their mentor is different. Geoff Ellenor: That's also a cool storytelling premise for us. It really puts you on notice that you're the grown up now you're gonna have to grow your hero and develop your hero the way they need to be in order to do the job. They make for a cool game that you want to play for a long time, and I think when we remove Batman from the picture, you take away the possibility that maybe he's just going to show up at the end and take care of everything. That requires growth and strategy and the ability to set goals, and those are also things that keep players really engaged. I have to be prepared, and I have to come up with all of those things." I have to be able to deal with the dark conspiracies and the corruption, and I have to deal with the big supervillains. But now I have to be able to do all the other jobs too. And I think what we were most interested in was growth and evolution, and that sense of, "I'm already kind of a badass, and I know how to fight crime on the streets. That's usually the fantasy, right? The fantasy is that you're that. Patrick Redding: Sometimes there's a challenge when you have a superhero fantasy, where the hero is already this fully-formed paragon that can do everything. ![]() And pretty quickly, we came across the thought that it's more compelling in their growth if Batman's not there, and they have to wake up the next day and go do his job. We were really into this idea of the superhero team-up, so we started talking about this large repository of Batman heroes. ![]() Geoff Ellenor: Super early in the three of us in front of a whiteboard phase, we knew that we wanted to be able to play together. Screen Rant: What drew you to the idea of doing a Bat Family game in the first place? We've had a lot of Batman video games over the years, but this is the first one to depart from that standard of playing as the Dark Knight. The two directors expanded upon Gotham Knights' depiction of the Bat Family, how WB Games Montréal came to settle on its unique premise, and the visual inspirations behind the characters' costumes. In the run-up to Gotham Knights' release, Screen Rant sat down with Game Director Geoff Ellenor and Creative Director Patrick Redding to discuss the title and its pre-release trailers. Related: Gotham Knights Review: Batman Reborn Gotham Knights, then, could be seen as the culmination of all these years of spinoffs, finally affirming the Bat Family as a core pillar of the wider Batman franchise. Tim Drake's Robin has also led his own comics, while perennial Batman bad-boy Jason Todd has carved out a new niche as a moody anti-hero after being resurrected in the comics in the early 2000s. As Nightwing, Dick Grayson has fronted numerous solo series and animated shows, while Barbara Gordon's Batgirl has been an iconic part of the DC scenery since her entrance in the 1960s Batman television series. While not Batman levels of popular, Gotham Knights' playable DC heroes all have their own loyal followings and have led their own media away from their mentor for decades. ![]()
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