Spoiler Warning: Both Harley Quinn’s Revenge and this review touch on Batman: Arkham City’s ending; if you haven’t completed the game yet, now seems like a pretty decent time to do so.
Over six months after Batman: Arkham City’s release, we finally get a taste of DLC that isn’t costume or challenge room-based. With Harley Quinn’s Revenge, Rocksteady looks to expand on the game’s ending. Suffice it to say, this isn’t something that you should tackle until after you’ve beaten the full game.
Shortly after the events of Arkham City, Harley Quinn has taken over Joker’s old hideout and is holding a few hapless GCPD hostage. Batman goes in to investigate, but is gone for days without word to anyone. The result is a strange twist of fate — it’s up to Robin to rescue The Dark Knight from Harley’s scorn.
You might already be familiar with Robin’s arsenal — as well as differences in his movements compared to Batman — if you happen to already own his challenge room DLC. His staff doubles as a bulletproof shield, he can zip to enemies with his grappling hook to deliver a swift kick to the face, and he’s nimbler (albeit weaker) than his mentor.
Still, Batman’s name is right on the box, so you end up switching back and forth between the Dynamic Duo when the plot calls for it. It makes for an interesting narrative device, so it’s a shame that the story itself falls a bit flat; the death of the Joker at the end of Arkham City left a hole not only in Harley, but seemingly Batman as well. People wonder out loud a couple of times if Bats is feeling alright, but when it’s all over we never really get an answer. It feels like a lot of setup with zero resolution.
The mission structure is also quite rigid and uninspired. Clear a few rooms of goons, disarm a few bombs…it’s all very, very straightforward. I wasn’t expecting to explore the entirety of Arkham City in a bit of two-hour DLC, but I was hoping for something a little more creative than following a blood trail over two blocks.
It’s great to finally see how Robin interacts with the other characters in the Arkham universe, while the core combat and sneaking mechanics are still sublime. Ultimately, though, it doesn’t feel like enough to warrant the entry price. It might be worth a look if you’re really itching for a little more plot, but it’s a tough sell at ten bucks for two hours of a decent story told over bland missions.
FINAL GRADE: C+