Firstly, I'd love to know what game you consider to be worthy of universal praise given your penchant for deriding quality software.
Secondly, I'm going to dismantle and disprove everything you've written here, quote by quote.
"The visuals are great and the cutscenes are phenomenal but they can only take you so far. It unfortunately falls into a predictable pattern of fight-cutscence-fight-cutscence. Granted, the fact that many favorite characters of the Batman series are definitely a plus. But aside from the glitter, the core gameplay truly hasn't evolved."
That is entirely incorrect.
The game, which uses a portion of Gotham as an open-world hub, is not organized in the manner you claim. While you can opt to engage roving criminals in stealth or open combat the missions are varied and implement stealth, boss battles, exploration, and detective work.
Thus, you first criticism here is utter nonsense; factually incorrect information for the purposes of spreading your inane propaganda.
"Batman generally takes out his foes with stealth, attacking by surprise, yet the game requires you, most of the time, be in plain sight. Combat is linear, and especially when rooms get smaller, your options dwindle."
First, if you are going pretend to know something about the mythos of the character you should at least do a bit of research before claiming that Batman's primary mode of attack is stealth. Go read a couple of comics and you will discover his methodology for dispatching enemies is as varied as what is present in Rocksteady's game and he employs brute force and combat prowess as much as stealth. And bear in mind that they hired Paul Dini, one of the most respected comic writers in the field today, to pen the script.
I think his grasp of the character eclipses your own.
As for combat, as other have already pointed out, your woefully inept analysis is blatantly evident. Not only do you denote the combat as "linear", which is a nonsensical adjective within the context of this mechanic, but your claim that the size of the room minimizes or negates player options is, once again, factually incorrect. The combat is not affected at all , in any way, by the size of the space where the free-flow combat takes place so once again you critique is either pitifully undercooked or knowingly false.
"The only real practical thing is to mash buttons to punch, and the press the counter button (like a quick time event). It is essentially a button-masher most of the time. Add the frustrating difficulty spikes and it can be a true nightmare to play."
This is where the ignorance of your pedestrian analysis and deconstruction becomes truly embarrassing. To claim that the only viable strategy is button-mashing is demonstrably false and if you'd like, I can happily link a few thousand videos proving just how deep and tight those mechanics actually are. Even more interesting is how oblivious you seem to be to the massive evolution in the combat that occurred between AA and AC, the latter having far more diverse enemy types and techniques that specifically negates the viability of button-mashing and forces more creative strategies for defeating enemy biomasses.
It is also grotesquely asinine to refer to the counter technique as a QTE. As a point of fact, it is the antithesis of such a mechanic and rather is implemented in such a way as to be both optional and entirely malleable, allowing the player to use it, ignore it, or counter multiple assailants when the opportunity arises.
"I guess just imagine what it would be like if they took the movie The Dark Knight but carefully dosed you with 2 minute clips of it each time you kill 10 enemies. Yes, it's that kind of a game. A skinnerbox game."
At this point in your critique, you tread into blatantly stupid territory, first making some entirely nonsensical analogy about Nolan's The Dark Knight and then referring to the game as a "skinnerbox."
I had to Google the term because you not only forgot to capitalize it but for some bizarre reason you turned it into a compound word. Incidentally, you could probably make the tenuous argument that all games are a form of a Skinner box, so that really wasn't particularly clever or insightful, though it does manage to fit snugly with the rest of your banal and laboriously dull criticism.
"Still a very good one. Just not an imaginative or creative one."
This seems like an odd conclusion given your overall analysis. Essentially you claim the game is linear, uninspired from a design perspective, contains combat that is shallow and masher-centric, yet you refer to it as a good game?
Did you even read your own review or was the idea to be as inflammatory as possible before pulling back the reigns of your derision to soften the inevitable blowback?
Also, the game is rife with creativity, including the excellent Riddler Challenges, varied boss fights, and the best and most innovative melee combat engine of this generation.
So in summation, you are completely and entirely wrong. Not only are most of your complaints factually incorrect and immediately disprovable but you present them with an air of authority that is almost comically ironic when contrasted with the fumbling and infantile manner in which you have erroneously and egregiously deconstructed something you clearly do not understand.
The wonderful thing is that you can't even hide behind subjectivism with this review because most of what you are claiming is objectively incorrect.
So thank you for making it easy.
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