Rocksteady on perfecting the Bat formula in Batman: Arkham Knight

Batman's latest incarnation in videogame flesh, Arkham Knight, has proved to be one of the first proper current-gen titles. Sure, Mr Wayne may be doing so much damage he might as well be killing his foes (just ask this actual doctor), but that doesn't mean we love him any less. (Even if the recent Batgirl DLC is disappointingly short.) In the latest issue of Edge, game director at Rocksteady Studios Sefton Hill talks how he and his team perfected the Bat formula.

Your Gotham is full of character. What do you have to take into account when filling up a city like this?
Something that I guess we learned from Arkham City was being able to make sure the player can see, and be drawn into, all these exciting experiences, and also fundamentally making sure that they all feel different. We also wanted to create a city that had a really high density of content, and everywhere you looked there was something exciting to do. And something that I think the step to [new hardware] really allowed us to do was fill the city with concurrent gameplay – all these events and actions and things you can get drawn into are all there, all running at the same time. I do think it comes back to those initial decisions when we were looking at designing all the different missions. I kind of hate the term ‘side mission’, because it makes them feel like they’re second-class citizens, and something we really wanted [was for them] to not feel like that.

The latest issue of Edge, with Dark Souls 3 on the cover, is out now. Download it here or subscribe to future issues.

Dom has been a freelance journalist for many years, covering everything from video games to gaming peripherals. Dom has been playing games longer than he'd like to admit, but that hasn't stopped him amassing a small ego's worth of knowledge on all things Tekken, Yakuza and Assassin's Creed.