Compare Batman™: Arkham Knight prices across trusted key stores and find the best deal. Developed by Rocksteady Studios. Published by WB Games. Released on 6/23/2015. Available on PC, Xbox. Genres: Action, Adventure.

Rocksteady's send-off for the Dark Knight nails the on-foot fantasy harder than any superhero game before it, then spends roughly a third of its runtime making you drive a tank.

I went back to Arkham Knight after finishing both Asylum and City back-to-back, expecting a confident swan song. What I got was about two-thirds of one, with a whole extra game bolted on involving the Batmobile that nobody seems to have questioned loudly enough during development. Let me be straight with you: the parts that feel like Batman are genuinely outstanding. The parts that feel like a military tank simulator are not. On foot, this is the Arkham series at its mechanical peak. The FreeFlow combat has been expanded with quick-gadget inputs mid-combo, meaning you can chain batarangs, explosive gel, and the bat claw into your strikes without breaking rhythm. The new Fear Takedown lets Batman chain up to five silent eliminations in rapid succession, which is the kind of power fantasy the series has always been building toward. Predator sections, where you stalk armed enemies from gargoyles and vents, are the best they have ever been: more enemy types (medics who can revive downed thugs mid-brawl, armored units that force you to improvise), and smarter AI that actually reacts to your patterns. The Dual Play mechanic, letting you switch control between Batman, Robin, Nightwing, or Catwoman during certain encounters, adds real texture to combat that would otherwise feel familiar. Gotham itself is enormous, reportedly around five times the size of Arkham City, and gliding and grappling across it at speed still holds up. Then there is the Batmobile. It is fully drivable and genuinely fun to cruise around in for the first hour. The problem is that Rocksteady built the entire enemy army around making it mandatory. Scarecrow and the Arkham Knight flood the streets with remote-controlled drone tanks, which conveniently can only be destroyed by switching the Batmobile into its Battle Mode and trading cannon fire with wave after wave of identical targets. The Riddler, historically one of the best sources of side content in the series, has you driving timed race tracks. Several major boss fights resolve into tank duels. The repetition is real, and players who bounced off it are not being precious about difficulty, they are responding to a genuine design problem. The story lands somewhere in the middle. Kevin Conroy's Batman and the supporting cast (including a returning Mark Hamill as Joker, handled in a way I will not spoil) deliver performances that anchor the whole thing emotionally. The Scarecrow plot gives the game its best moments, particularly a running psychological thread involving fear toxin that keeps the tone genuinely dark. The titular Arkham Knight himself is a weaker element: the identity reveal will not surprise anyone with passing knowledge of the comics, and the character spends most of the game barking threats over your radio while you dismantle his drones. The side missions range from a genuinely unsettling serial killer hunt and a tight Two-Face bank-robbery arc, to repetitive watchtower clearances that exist only to pad out completion percentages. On PC in 2025, the game runs acceptably on modern hardware. The infamously broken 2015 launch, when the port was pulled from sale entirely for months due to unplayable performance, is a piece of history rather than a current concern for most rigs. The game is capped at 30fps by default, though community mods address that, and the trade-off for extra visual fidelity over the previous two games is visible. If you are buying it now on a reasonably modern machine, it will work. It is not a technical showcase the way it was designed to be, but it gets out of its own way. Play the Arkham trilogy in order if you can: Asylum, then City, then this. Jumping in cold will rob the ending of its weight, and this game absolutely wants you to feel the weight of its ending. Alex, Scout Team

Batman™: Arkham Knight

Batman™: Arkham Knight

Jun 23, 2015Rocksteady StudiosWB Games
GamerScout Says

Rocksteady's send-off for the Dark Knight nails the on-foot fantasy harder than any superhero game before it, then spends roughly a third of its runtime making you drive a tank.

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About Batman™: Arkham Knight

I went back to Arkham Knight after finishing both Asylum and City back-to-back, expecting a confident swan song. What I got was about two-thirds of one, with a whole extra game bolted on involving the Batmobile that nobody seems to have questioned loudly enough during development. Let me be straight with you: the parts that feel like Batman are genuinely outstanding. The parts that feel like a military tank simulator are not. On foot, this is the Arkham series at its mechanical peak. The FreeFlow combat has been expanded with quick-gadget inputs mid-combo, meaning you can chain batarangs, explosive gel, and the bat claw into your strikes without breaking rhythm. The new Fear Takedown lets Batman chain up to five silent eliminations in rapid succession, which is the kind of power fantasy the series has always been building toward. Predator sections, where you stalk armed enemies from gargoyles and vents, are the best they have ever been: more enemy types (medics who can revive downed thugs mid-brawl, armored units that force you to improvise), and smarter AI that actually reacts to your patterns. The Dual Play mechanic, letting you switch control between Batman, Robin, Nightwing, or Catwoman during certain encounters, adds real texture to combat that would otherwise feel familiar. Gotham itself is enormous, reportedly around five times the size of Arkham City, and gliding and grappling across it at speed still holds up. Then there is the Batmobile. It is fully drivable and genuinely fun to cruise around in for the first hour. The problem is that Rocksteady built the entire enemy army around making it mandatory. Scarecrow and the Arkham Knight flood the streets with remote-controlled drone tanks, which conveniently can only be destroyed by switching the Batmobile into its Battle Mode and trading cannon fire with wave after wave of identical targets. The Riddler, historically one of the best sources of side content in the series, has you driving timed race tracks. Several major boss fights resolve into tank duels. The repetition is real, and players who bounced off it are not being precious about difficulty, they are responding to a genuine design problem. The story lands somewhere in the middle. Kevin Conroy's Batman and the supporting cast (including a returning Mark Hamill as Joker, handled in a way I will not spoil) deliver performances that anchor the whole thing emotionally. The Scarecrow plot gives the game its best moments, particularly a running psychological thread involving fear toxin that keeps the tone genuinely dark. The titular Arkham Knight himself is a weaker element: the identity reveal will not surprise anyone with passing knowledge of the comics, and the character spends most of the game barking threats over your radio while you dismantle his drones. The side missions range from a genuinely unsettling serial killer hunt and a tight Two-Face bank-robbery arc, to repetitive watchtower clearances that exist only to pad out completion percentages. On PC in 2025, the game runs acceptably on modern hardware. The infamously broken 2015 launch, when the port was pulled from sale entirely for months due to unplayable performance, is a piece of history rather than a current concern for most rigs. The game is capped at 30fps by default, though community mods address that, and the trade-off for extra visual fidelity over the previous two games is visible. If you are buying it now on a reasonably modern machine, it will work. It is not a technical showcase the way it was designed to be, but it gets out of its own way. Play the Arkham trilogy in order if you can: Asylum, then City, then this. Jumping in cold will rob the ending of its weight, and this game absolutely wants you to feel the weight of its ending.

Alex
Alex · Scout Team

Catch-all

Tags

Single-playerSteam AchievementsFull controller supportSteam Trading CardsSteam CloudSteam LeaderboardsRemote Play on PhoneRemote Play on TabletRemote Play on TVFamily SharingsteamFreeFlow CombatOpen-World StealthPredator SectionsDual PlayFear TakedownSeries FinaleThird-Person ActionGadget Combat

System Requirements

Minimum

OS
Win 7 SP1, Win 8.1 (64-bit Operating System Required)
Memory
6 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
45 GB available space
Graphics
Graphics: NVIDIA GeForce GTX 660 (2 GB Memory Minimum) | AMD Radeon HD 7870 (2 GB Memory Minimum)
Processor
Intel Core i5-750, 2.67 GHz | AMD Phenom II X4 965, 3.4 GHz

Recommended

OS
Win 7 SP1, Win 8.1 (64-bit Operating System Required)
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
55 GB available space
Graphics
NVIDIA GeForce GTX 760 - 3 GB Memory Recommended | AMD Radeon HD 7950 - 3 GB Memory Recommended
Processor
Intel Core i7-3770, 3.4 GHz | AMD FX-8350, 4.0 GHz

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Reviews & Ratings

Steam
89%(155,110)

Game Info

Developer
Rocksteady Studios
Publisher
WB Games
Release Date
Jun 23, 2015
Age Rating
PEGI 18

Game Modes

singleplayer

Languages

Audio (6)
EnglishFrenchItalianGermanSpanish - SpainPortuguese - Brazil
Subtitles (10)
EnglishFrenchItalianGermanSpanish - SpainKorean+4 more

Features

AchievementsController SupportCloud Saves

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What platforms is Batman™: Arkham Knight available on?

Batman™: Arkham Knight is available on PC, Xbox.

When was Batman™: Arkham Knight released?

Batman™: Arkham Knight was released on 23 June 2015.

Who developed Batman™: Arkham Knight?

Batman™: Arkham Knight was developed by Rocksteady Studios and published by WB Games.