Artistically, Batman doesn’t feature much in the way of surprises for the Telltale faithful. It’s attractive enough, and seems to seek a middle ground between the realism of Rocksteady’s Arkham series and Batman: The Animated Series. Its interface is as clean as Telltale’s best, and there’s even a bit of color customization for your Bat-Tech if you’re into that. Technically, things don’t fare so well. I’ve never understood why Telltale releases have performance issues, and given the nature of these experiences, I don’t think they should be forgiven. Inexplicable visual hiccups run rampant throughout the recent history of the company’s backlog. Batman is no different. What should be presented as a series of quick cuts to highlight the speed and brutality of the action is frequently broken up by inexplicable pauses that last several seconds at a time. Given the limited (at best) interactivity, this remains an unacceptable problem.
Batman’s voice cast is mostly on-point, if not a bit predictable. Granted, Telltale is working on well-tread ground, so there probably isn’t much room for surprises on this end. Troy Baker’s performance as Bruce Wayne / Batman is a bit of a question mark at this point; while his altruistic vulnerability as the former juxtaposes nicely with the technology-assisted menace of the latter, we won’t be able to see him really flex his chops until the story gives him a reason to. The supporting cast is solid. Laura Bailey’s Selina Kyle has the right amount of wild seductiveness, and Richard McGonagle’s Carmine Falcone is perhaps my favorite Carmine Falcone. Who would have thought that taking his Uncharted role and adding just the slightest amount of slime would do so much? On the effects side, things are fine, except when those annoying technical problems rear their ugly heads. Far too many impact moments are accompanied by total silence, and that’s just not okay.