Gotham City Impostors is a game of two seemingly diametric sides: the soulful and the soulless. One side has plenty to like, from its charming faux-Batman and Joker stylings to its wonderfully designed transversal mechanics. But the other side is just impossible to ignore, from questionable business decisions to technical issues galore.

Gotham City Impostors (PlayStation 3 [Version Played], Windows, Xbox 360)
Developer: Monolith Productions
Publisher: Warner Bros. Interactive Entertainment
Release Date: February 7th, 2012 (NA)

The play mechanics of Gotham City Impostors get the feel of a multiplayer first person shooter exactly right: the guns all have a certain responsiveness, a just-snappy-enough movement speed, and the special transversal tools allow one to really explore the structure of a map. The maps and transversal mechanics support each other perfectly. There are holes in roofs for spring jump boots to launch out of, or air gusts that allow the glider to dive bomb from the perfect distance into the enemy’s base, or buildings set just far enough apart to allow grappling all the way around the map.

Many things in the game are conceptually typical though: the game types are Team Deathmatch-, Control Point-, or Capture the Flag-style modes; the weapons are standard shotguns, rifles, rocket launchers and variants (with a few special weapons, like a freeze gun). But it is the flair added to these genre staples that makes Gotham City Impostors feel so soulful: the explosive traps are wind up toy boxes; the double jump boots are beach balls taped to shoes; the (not so) imposing Batmen can have cardboard cowls and a bath towels for a cape; all of the kill cam voices can be pitched shifted up and down. It is readily apparent how much Monolith must have loved coming up with these silly things.

At the same time though, when trying to purchase a piece of cosmetic gear to dress up in, the game asks: do you want to spend real money or the in-game currency? Most things can be unlocked through play, but the in-game currency is doled out slowly. Similarly, the game locks too much away at the starting levels for custom load outs, requiring one to level quite a bit before getting to a comfortable spot. If Monolith wanted the game to be a slower burn, then fine, but when there is an option to spend 50 cents or one dollar to level up faster (as an individual or as a team, respectively)—it is then that the slow design feels insidious.

Even if this faster leveling up “pill” is bought, it is still not certain many matches will be stable or fair during the hour it lasts. Some games can be extremely unevenly matched, for some reason putting together a team that already has a collective 100 hours in the game against a group of players who seemingly just bought the game. One match will go perfectly smooth and the very next one will disconnect right before a winning point is scored.

It is the times that it works that makes me like this game quite a bit but too frequently does it not. It is the feeling of the mechanics, feeling the heart and soul that was put into the stylish flair contrasted against the insidious and cynical feeling microtransations. Gotham City Impostors is a really lovable game, and a really great game, but it is unfortunately dampened by its bad side.

Score: 63%

Comments

  • Avatar
    StückBrot
    12 years, 9 months ago

    Disappointing, really expected more from this game.

  • Avatar
    crazydoey12
    12 years, 9 months ago

    Yeah I felt the same way. It's a game that you can play if you got nothing else, but really no one should bother spending money on this game unless they have nothing else to play.

  • Avatar
    s1yfox
    12 years, 9 months ago

    This thing stemmed to many great ideas! Its a shame it didn't pan out well :( nice review you have here school

  • Avatar
    Nek™
    12 years, 9 months ago

    I'm confused by this review. It seems you liked the game but at the same time find matchmaking the big issue? I do agree that matches can be unfair by pitting higher ranks against lower ranks. Also, paying for an hour of double exp which can be ruined by random disconnections that give you no exp for disconnecting and poor match-ups with higher ranks that make exp earning more difficult.

    Level progression doesn't feel slow to me even the slightest. I find myself leveling after 1-2 games which is pretty fast, and I don't consider myself a god at the game. With the way the game deals with locked items, I don't necessarily feel outmatched by a player twice my level.

    You also don't really make clear what your personal thoughts are on paying for in-game exp and clothes. I can assume you're against it but let me bring up a point. Besides exp, every bit of clothing, calling cards, etc you can buy with points you can also unlock in-game through playing. These are purely cosmetic and have no influence on the gameplay. I don't feel it takes away the greatness of the game. It's a nice option to have if you feel like throwing a few cents towards an item you don't want to wait 5 games to unlock. The double exp is another story, but I have already gave my opinion that level progression feels fast enough without it.

    I just think that the low score given because of the matchmaking issues is unfair. The game itself is pretty solid and I've been saying ever since the beta that it feels like what Brink SHOULD have been. But it seems you hit the game pretty hard with the matchmaking issues.

    Besides the score, great review overall. I agree with most issues and praises you have for this game.

  • Avatar
    Moblyn
    12 years, 8 months ago

    I feel that this is a great game and a great deal for $15. The crappy matchmaking is the only problem i have with it.

  • Avatar
    Moblyn
    12 years, 8 months ago

    Also Micro transaction only effects cosmetics besides the crappy exp boost. Does not really effect the game play at all