Search the Community

Showing results for tags 'batman season 2'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Extra Life News
    • Extra Life Updates
    • Best Practices
    • Community Content
    • Why I Extra Life
    • Fundraising
    • Contests
  • Gaming News
  • Features
  • Podcast

Discussions

  • Extra Life Discussions
    • General Extra Life Discussion
    • Local Extra Lifers
    • Fundraising Ideas
    • Live Streaming Tips & Tricks
    • Official Extra Life Stream Team Discussion
    • Extra Life JSON Code Discussion & Sharing
    • Extra Life United
    • Extra Life Q & A
  • Articles & Extra Life Announcements
    • Announcements
  • Official Extra Life Guilds
    • Guild information and Discussion
    • Canada
    • Northeastern US
    • Southeastern US
    • Central US
    • Western US
  • Gaming Discussions
    • General Gaming Discussion
  • Other Stuff
  • Denver Extra Life Guild's Recent Posts
  • TEST's Recent Posts

Calendars

  • Extra Life Community Calendar
  • Extra Life Stream Team
  • Akron Guild
  • Albany Guild
  • Albuquerque Guild
  • Anchorage Guild
  • Atlanta Guild
  • Austin Guild
  • Bakersfield Guild
  • Baltimore Guild
  • Birmingham Guild
  • Boston Guild
  • Burlington Guild
  • Buffalo Guild
  • Calgary, AB Guild
  • Morgantown Guild
  • Charlottesville Guild
  • Chicago Guild
  • Cincinnati Guild
  • Cleveland Guild
  • Columbia, MO Guild
  • Columbus, OH Guild
  • Dallas Guild
  • Dayton Guild
  • Denver Guild
  • Des Moines Guild
  • Detroit Guild
  • Edmonton, AB Guild
  • Fargo-Valley City Guild
  • Fresno Guild
  • Ft. Worth Guild
  • Gainesville-Tallahassee Guild
  • Grand Rapids Guild
  • Halifax, NS Guild
  • Hamilton, ON Guild
  • Hartford Guild
  • Hershey Guild
  • Hudson Valley Guild
  • Houston Guild
  • Indianapolis Guild
  • Jacksonville Guild
  • Kansas City Guild
  • Knoxville Guild
  • Lansing Guild
  • London, ON Guild
  • Los Angeles Guild
  • Milwaukee / Madison Guild
  • Minneapolis / Twin Cities Guild
  • Montreal / Quebec City Guild
  • Nashville Guild
  • Newark Guild
  • NYC & Long Island Guild
  • Oakland / San Francisco Guild
  • Omaha Guild
  • Orange County Guild
  • Orlando Guild
  • Ottawa, ON Guild
  • Philadelphia Guild
  • Phoenix Guild
  • Pittsburgh Guild
  • Portland, OR Guild
  • Portland, ME Guild
  • Raleigh-Durham Guild
  • Richmond Guild
  • Sacramento Guild
  • Salt Lake City Guild
  • San Antonio Guild
  • San Diego Guild
  • San Juan, PR Guild
  • Saskatchewan Guild
  • Seattle Guild
  • Spokane Guild
  • Springfield-Champaign, IL Guild
  • Springfield, MA Guild
  • St. Louis Guild
  • Tampa / St. Petersburg Guild
  • Toronto, ON Guild
  • Vancouver, BC Guild
  • Washington DC Guild
  • Winnipeg, MB Guild
  • Denver Extra Life Guild's Events
  • TEST's Events

Categories

  • Broadcasting Toolkit
  • Multimedia Kit
  • Extra Life Guild Tool Kit
  • Denver Extra Life Guild's Files
  • TEST's Files

Group


Hospital


Location


Why I "Extra Life"


Interests


Twitter


Instagram


Twitch


Mixer


Discord


Blizzard Battletag


Nintendo ID


PSN ID


Steam


Origin


Xbox Gamertag

Found 6 results

  1. Trust. Everything revolves around that word in Fractured Mask. With threats closing in from all sides, should Bruce Wayne expand his inner circle or insist on carrying on alone? Relationships take big steps forward (or backwards) based on that question, but that focus comes at the expense of a looming threat still struggling to get off of the ground. Episode 2 saw Bruce Wayne infiltrating and reluctantly working with The Pact, the super villain alliance led by Harley Quinn Maintaining Bruce’s cover at all costs becomes increasingly tricky with Harley becoming wise of a mole within the ranks. Conspiring against the group keeps the tension high with some close calls with the skeptical Bane and Quinn. The Pact returns from last episode’s mission one member short based on who players chose to abandon during the conclusion. Not that it matters, as the missing party immediately reappears without anything close to an explanation. Disappointing, as keeping that character out of the picture for longer could have led to an interesting shake-up in the ranks. No matter who got ditched, Bruce’ standing with them takes no significant hits, making the whole thing feel like a missed opportunity. Fractured Mask tugs the curtain back a little bit more on the villain’s endgame but there’s still not enough shown to feel threatened. Being as we’re over halfway through the season, this worries me. Fractured Mask feels like the point where their scheme should become at least mostly clear. Instead, we’re still putting together vague pieces or the larger puzzle. I’m not sure Telltale can reveal the plan and resolve it in two episodes. Or, at the very least, pull it all off in a way that feels satisfactory. Catwoman slinks back into the spotlight and remains an alluring temptress who’s fun to be around and tough to say no to. Though the song and dance with her isn’t much different than in Season 1. However, choosing whether to let Selina in or keep her at arm’s reach takes the relationship to meaningful highs and lows. Tiffany Fox and Bruce Wayne’s tense stand-off takes an unexpected turn to a much needed payoff. The same applies to Amanda Waller and Jim Gordon’s feud with the latter party in particular reaching a boiling point that could lead to something promising. The underlying story of Alfred’s fragile emotional stability takes a few sad baby steps forward. The background is a suitable place for that subplot for now and I look forward to see how that pans out. John’s road to...whatever he may wind up becoming takes an important pit stop in his first encounter with Batman. It just feels right to see him finally interact with the persona he’s destined to tangle with, especially with the intriguing angle their going with. As a fan of the Bat and eager to learn from him, the dialogue allows players to potentially mold John’s ultimate opinion of him for the day they likely face-off. Players who humor John’s almost innocent infatuation with Batman are treated to a cute and surreal scene involving Batman teaching him some pointers. Once again, Telltale does a good job of presenting plausible alternative outcomes to John’s journey to keep players guessing. A solid puzzle segment early on serves as the most substantial gameplay contribution from Telltale. Beyond combat encounters and the introduction of a new but simple investigation type, it seems the most interesting mechanics died with the Riddler. Given how well his modus operandi fits Telltale’s gameplay style I can’t help but question taking him out of the season so quickly. Conclusion: Fractured Mask features good moments but stands as the weakest installment thus far. I wouldn’t call it bad, only that it comes and goes without the punch of previous installments. Adding layers to the established character drama, while entertaining, takes precedence over fleshing out the primary threat. I can’t help but feel that particular aspect could wind up being a mess. Here’s hoping the next episode proves me wrong.
  2. Trust. Everything revolves around that word in Fractured Mask. With threats closing in from all sides, should Bruce Wayne expand his inner circle or insist on carrying on alone? Relationships take big steps forward (or backwards) based on that question, but that focus comes at the expense of a looming threat still struggling to get off of the ground. Episode 2 saw Bruce Wayne infiltrating and reluctantly working with The Pact, the super villain alliance led by Harley Quinn Maintaining Bruce’s cover at all costs becomes increasingly tricky with Harley becoming wise of a mole within the ranks. Conspiring against the group keeps the tension high with some close calls with the skeptical Bane and Quinn. The Pact returns from last episode’s mission one member short based on who players chose to abandon during the conclusion. Not that it matters, as the missing party immediately reappears without anything close to an explanation. Disappointing, as keeping that character out of the picture for longer could have led to an interesting shake-up in the ranks. No matter who got ditched, Bruce’ standing with them takes no significant hits, making the whole thing feel like a missed opportunity. Fractured Mask tugs the curtain back a little bit more on the villain’s endgame but there’s still not enough shown to feel threatened. Being as we’re over halfway through the season, this worries me. Fractured Mask feels like the point where their scheme should become at least mostly clear. Instead, we’re still putting together vague pieces or the larger puzzle. I’m not sure Telltale can reveal the plan and resolve it in two episodes. Or, at the very least, pull it all off in a way that feels satisfactory. Catwoman slinks back into the spotlight and remains an alluring temptress who’s fun to be around and tough to say no to. Though the song and dance with her isn’t much different than in Season 1. However, choosing whether to let Selina in or keep her at arm’s reach takes the relationship to meaningful highs and lows. Tiffany Fox and Bruce Wayne’s tense stand-off takes an unexpected turn to a much needed payoff. The same applies to Amanda Waller and Jim Gordon’s feud with the latter party in particular reaching a boiling point that could lead to something promising. The underlying story of Alfred’s fragile emotional stability takes a few sad baby steps forward. The background is a suitable place for that subplot for now and I look forward to see how that pans out. John’s road to...whatever he may wind up becoming takes an important pit stop in his first encounter with Batman. It just feels right to see him finally interact with the persona he’s destined to tangle with, especially with the intriguing angle their going with. As a fan of the Bat and eager to learn from him, the dialogue allows players to potentially mold John’s ultimate opinion of him for the day they likely face-off. Players who humor John’s almost innocent infatuation with Batman are treated to a cute and surreal scene involving Batman teaching him some pointers. Once again, Telltale does a good job of presenting plausible alternative outcomes to John’s journey to keep players guessing. A solid puzzle segment early on serves as the most substantial gameplay contribution from Telltale. Beyond combat encounters and the introduction of a new but simple investigation type, it seems the most interesting mechanics died with the Riddler. Given how well his modus operandi fits Telltale’s gameplay style I can’t help but question taking him out of the season so quickly. Conclusion: Fractured Mask features good moments but stands as the weakest installment thus far. I wouldn’t call it bad, only that it comes and goes without the punch of previous installments. Adding layers to the established character drama, while entertaining, takes precedence over fleshing out the primary threat. I can’t help but feel that particular aspect could wind up being a mess. Here’s hoping the next episode proves me wrong. View full article
  3. After The Enigma laid the table cloth for what’s to come, The Pact continues to set the silverware. More than anything else, the second episode cashes in on the development of Joker-in-progress John Doe by smartly flipping the roles of his most iconic relationship. The Pact injects a big dose of villainy with a few new faces, most notably one Dr. Harleen Quinzel. But this ain’t your 90s afternoon cartoon Harley Quinn. Keeping in line with Telltale’s penchant for shake-ups, Harley debuts as an established, independent, and intelligent killer. While she still retains her sick yet charming sense of humor, Quinn is far from the ditzy sidekick role she typically assumes. In fact, The Pact marks the first time I’ve ever felt genuinely intimidated by Harley. The change works surprisingly well, largely because of how Telltale managed a skillful switch-a-roo in her relationship with John Doe. Basically, John assumes Harley’s original role. Completely infatuated with Quinn, he aims to impress however possible. After establishing John’s new origin and behavior, his characterization (side note: his sad innocence actually made me feel sorry for him) pays off by making him a believable second-fiddle to Harley. This dynamic, along with your friendship with John, comes to a head during an edge-of-your-seat mission involving the twisted pair and the player. I won’t go into details, but trying to navigating the minefield of both psychos’ temperaments while completing a high-stakes task stands as The Pact’s defining moment. Maintaining Bruce’s increasingly blurry code of conduct is a demanding balancing act that The Pact does a nice job of showcasing. Chiefly, during the aforementioned mission and especially in Bruce’s tumultuous dealings with Tiffany Fox. The latter takes a profound leap forward in a couple of different ways, both of which I’m anxious to see the result of. On the opposite spectrum, Jim Gordon and Amanda Waller’s feud stagnates, lessening the tension. Their story remains the same “we don’t like/trust each other” thread without any real development. Speaking of Waller, The Pact fumbles out of the gate by not logically following-up on last episode’s cliffhanger i.e. Batman not flat-out asking Amanda “So how did you find that out?” Gameplay in general takes a backseat to dialogue choices outside of the action-packed opening chapter. That sounds worse than it actually is, as conversations largely keep you guessing and demand attention to details and consistency with your answers. My contradictions were called out several times in a great touch of realism. In classic Telltale fashion, a Bruce-focused chapter towards the end teases potential failure, yet seems difficult to actually pull off. Based on the seemingly concrete conclusion, that suggestion of variance mostly feels like smoke and mirrors. The same might be said of how players choose to assist John in making a good impression with Harley. I went out of my way to screw that up for him, but the result didn’t differ from if I’d been an ideal wingman. Granted, that could be a facade on John’s part and potentially bite me in the butt later, but at the moment I’m a little bummed how similarly that subplot pans out here. Conclusion: The Pact’s firm middle section is the strongest aspect of an otherwise decent block-building episode. I loved the Harley Quinn stuff, and it plays beautifully into John’s slow burn towards his awakening, so to speak. Maintaining Bruce’s integrity becomes easier said than done, leading to some painful choices and intense moments. The non-answer to The Enigma’s big question bugs me. For logic’s sake, I hope that gets resolved sooner than later. Overall, a solid installment that introduces more fascinating pieces for the story to come. Batman: The Enemy Within - The Pact was reviewed on PlayStation 4. It’s also available now for Xbox One, PC and will launch later for iOS and Android.
  4. After The Enigma laid the table cloth for what’s to come, The Pact continues to set the silverware. More than anything else, the second episode cashes in on the development of Joker-in-progress John Doe by smartly flipping the roles of his most iconic relationship. The Pact injects a big dose of villainy with a few new faces, most notably one Dr. Harleen Quinzel. But this ain’t your 90s afternoon cartoon Harley Quinn. Keeping in line with Telltale’s penchant for shake-ups, Harley debuts as an established, independent, and intelligent killer. While she still retains her sick yet charming sense of humor, Quinn is far from the ditzy sidekick role she typically assumes. In fact, The Pact marks the first time I’ve ever felt genuinely intimidated by Harley. The change works surprisingly well, largely because of how Telltale managed a skillful switch-a-roo in her relationship with John Doe. Basically, John assumes Harley’s original role. Completely infatuated with Quinn, he aims to impress however possible. After establishing John’s new origin and behavior, his characterization (side note: his sad innocence actually made me feel sorry for him) pays off by making him a believable second-fiddle to Harley. This dynamic, along with your friendship with John, comes to a head during an edge-of-your-seat mission involving the twisted pair and the player. I won’t go into details, but trying to navigating the minefield of both psychos’ temperaments while completing a high-stakes task stands as The Pact’s defining moment. Maintaining Bruce’s increasingly blurry code of conduct is a demanding balancing act that The Pact does a nice job of showcasing. Chiefly, during the aforementioned mission and especially in Bruce’s tumultuous dealings with Tiffany Fox. The latter takes a profound leap forward in a couple of different ways, both of which I’m anxious to see the result of. On the opposite spectrum, Jim Gordon and Amanda Waller’s feud stagnates, lessening the tension. Their story remains the same “we don’t like/trust each other” thread without any real development. Speaking of Waller, The Pact fumbles out of the gate by not logically following-up on last episode’s cliffhanger i.e. Batman not flat-out asking Amanda “So how did you find that out?” Gameplay in general takes a backseat to dialogue choices outside of the action-packed opening chapter. That sounds worse than it actually is, as conversations largely keep you guessing and demand attention to details and consistency with your answers. My contradictions were called out several times in a great touch of realism. In classic Telltale fashion, a Bruce-focused chapter towards the end teases potential failure, yet seems difficult to actually pull off. Based on the seemingly concrete conclusion, that suggestion of variance mostly feels like smoke and mirrors. The same might be said of how players choose to assist John in making a good impression with Harley. I went out of my way to screw that up for him, but the result didn’t differ from if I’d been an ideal wingman. Granted, that could be a facade on John’s part and potentially bite me in the butt later, but at the moment I’m a little bummed how similarly that subplot pans out here. Conclusion: The Pact’s firm middle section is the strongest aspect of an otherwise decent block-building episode. I loved the Harley Quinn stuff, and it plays beautifully into John’s slow burn towards his awakening, so to speak. Maintaining Bruce’s integrity becomes easier said than done, leading to some painful choices and intense moments. The non-answer to The Enigma’s big question bugs me. For logic’s sake, I hope that gets resolved sooner than later. Overall, a solid installment that introduces more fascinating pieces for the story to come. Batman: The Enemy Within - The Pact was reviewed on PlayStation 4. It’s also available now for Xbox One, PC and will launch later for iOS and Android. View full article
  5. “Expect the unexpected” would have been an appropriate tagline for Batman’s first season. By the series’ end the Wayne Family name stands forever tarnished, a perennial ally turns becomes a major foe, and Harvey Dent’s scars may only be mental. The surprises keep coming in The Enemy Within. An eventful premier throws players for a loop right out of the gate with big shocks, difficult choices, and gut-punching consequences. A year removed from the triple threat of the Children of Arkham, Penguin, and Two-Face sees Gotham on the mend. Bruce Wayne’s reputation appears largely repaired. Batman’s publicized partnership with newly appointed police commissioner Jim Gordon resulted in dramatically reduced crime rates. But that delicate peace breaks when a dangerous shadow from Gotham’s past reemerges: The Riddler. I dug Telltale’s menacing take on this classic foe. Armed with a question-mark shaped sickle, this Riddler almost finds as much pleasure in slicing throats as perplexing victims with cruel conundrums–almost. He remains the long-winded, insufferable show-off, but now displays a nice, gritty edge. Riddler’s new character wrinkle as Gotham’s first costumed crook plays perfectly into his trademark narcissism and superiority complex. Believing himself better because he came first (among other reasons), his additional source of arrogance makes punching his teeth out all the more satisfying. Riddler’s penchant for puzzles works well with Telltale’s mechanics and dialogue choices. One neat segment involves unraveling one of his death games. Gameplay in general gets a good showing in The Enigma. Combat now presents slightly more dynamic options, like selecting multiple interactive points during battle. Last season’s worthless finishing move meter has thankfully been dropped. I never put the controller down for too long–always a positive for a Telltale title. Like Season 1, juggling the public perceptions of Bruce Wayne and Batman can create genuine decision-making crises. Choices feel less about right and wrong and more about which path might backfire less painfully. This creates a series of tricky moral tightropes to walk across. Batman’s relationship with the debuting Amanda Waller acts as a great example. Waller plays an exciting role acting as the controversial figurehead behind the Suicide Squad and leader of the shadowy government bureau known simply as The Agency. Her organization takes over Gotham’s authorities in pursuit of Riddler. Despite Waller and Batman sharing mutual goals, The Agency’s dubious history makes her difficult to trust. More importantly, a collaboration with her might chip away at Batman’s fragile relationship with Gordon. Do you jeopardize Gordon’s favor by working with Amanda in the name of the greater good? Or do you keep her at a distance and risk creating a powerful new adversary? Armed with years of comics history, I thought I knew that answer from the outset. As the episode progressed, though, my stance shifted in unexpected ways. Doing the “right” thing feels less obvious than ever, and I burned trusted bridges doing what I felt was necessary. Chalk that up to how Telltale skillfully paints choices with thoughtful coats of morally grey. Additionally, The Enigma reminded me to consider suspending any prior Batman knowledge because things don’t always play out as predicted. Bruce’s uneasy dealings with the pale, green-haired “John Doe” highlighted that point. The first conversation with this enigmatic figure had me biting my lip with nerves the entire time, unsure of how to react. His underlying insanity keeps you on edge, but his apparent need for approval from Bruce generates sympathy as well. Could it be he just needs someone good to lean on and perhaps guide him? Somehow, Telltale turned the no-brainer of “how to deal with The Joker” into a complicated dilemma. His arc thus far seems to signal a potentially different outcome than what I’m expecting. I look forward to seeing this simmering story reach its boiling point. A new on-screen indicator of a character’s shift in feeling gives immediate and helpful feedback during relationship milestones. I liked receiving validation that my current path may be working, as well as knowing exactly when I may have messed up with someone. A new post-game report card explains how big choices resulted in your current standing with someone, offering some good food for thought. I walked away from The Enigma pondering how to best improve certain relationships using the info given. Additionally, this provides a helpful reference to mix things up in future replays. Choosing a path can be a fun roller coaster overall, but I took umbrage with one scenario towards the end. Without spoiling, somehow the choice of saving lives led to Batman seemingly becoming more vilified than if he allowed someone to die on his watch. Other characters failed to see the big picture, and that questionable writing almost made me scream at my TV. Telltale continues to drop bombshells with a couple of shocking developments involving pivotal characters. These surprises do a nice job of keeping your emotions on guard. Exciting narrative threads emerge from these moments. One in particular concerns a potentially awesome new ally. I also love that The Enigma features its own self-contained arc, kind of like an episode of a Batman TV show. A central thread begins and ends here, providing an immediate sense of closure and giving the long-term stories some breathing room. The Enigma attempts to do a lot as a pilot and, impressively, accomplishes much of it with relative ease. Conclusion: The Enigma starts Batman’s second season on the right foot. Boasting several jaw-dropping moments, intense conversation scenes, a great villain, and promising story developments, there’s a lot to love here. Tack on a healthy dose of interactivity, and you’ve got the answer to the riddle “how do you open a new season with a successful bang?” Batman: The Enemy Within - The Enigma was reviewed on PlayStation 4. It’s also available now for Xbox One, PC and will launch later for iOS and Android. View full article
  6. “Expect the unexpected” would have been an appropriate tagline for Batman’s first season. By the series’ end the Wayne Family name stands forever tarnished, a perennial ally turns becomes a major foe, and Harvey Dent’s scars may only be mental. The surprises keep coming in The Enemy Within. An eventful premier throws players for a loop right out of the gate with big shocks, difficult choices, and gut-punching consequences. A year removed from the triple threat of the Children of Arkham, Penguin, and Two-Face sees Gotham on the mend. Bruce Wayne’s reputation appears largely repaired. Batman’s publicized partnership with newly appointed police commissioner Jim Gordon resulted in dramatically reduced crime rates. But that delicate peace breaks when a dangerous shadow from Gotham’s past reemerges: The Riddler. I dug Telltale’s menacing take on this classic foe. Armed with a question-mark shaped sickle, this Riddler almost finds as much pleasure in slicing throats as perplexing victims with cruel conundrums–almost. He remains the long-winded, insufferable show-off, but now displays a nice, gritty edge. Riddler’s new character wrinkle as Gotham’s first costumed crook plays perfectly into his trademark narcissism and superiority complex. Believing himself better because he came first (among other reasons), his additional source of arrogance makes punching his teeth out all the more satisfying. Riddler’s penchant for puzzles works well with Telltale’s mechanics and dialogue choices. One neat segment involves unraveling one of his death games. Gameplay in general gets a good showing in The Enigma. Combat now presents slightly more dynamic options, like selecting multiple interactive points during battle. Last season’s worthless finishing move meter has thankfully been dropped. I never put the controller down for too long–always a positive for a Telltale title. Like Season 1, juggling the public perceptions of Bruce Wayne and Batman can create genuine decision-making crises. Choices feel less about right and wrong and more about which path might backfire less painfully. This creates a series of tricky moral tightropes to walk across. Batman’s relationship with the debuting Amanda Waller acts as a great example. Waller plays an exciting role acting as the controversial figurehead behind the Suicide Squad and leader of the shadowy government bureau known simply as The Agency. Her organization takes over Gotham’s authorities in pursuit of Riddler. Despite Waller and Batman sharing mutual goals, The Agency’s dubious history makes her difficult to trust. More importantly, a collaboration with her might chip away at Batman’s fragile relationship with Gordon. Do you jeopardize Gordon’s favor by working with Amanda in the name of the greater good? Or do you keep her at a distance and risk creating a powerful new adversary? Armed with years of comics history, I thought I knew that answer from the outset. As the episode progressed, though, my stance shifted in unexpected ways. Doing the “right” thing feels less obvious than ever, and I burned trusted bridges doing what I felt was necessary. Chalk that up to how Telltale skillfully paints choices with thoughtful coats of morally grey. Additionally, The Enigma reminded me to consider suspending any prior Batman knowledge because things don’t always play out as predicted. Bruce’s uneasy dealings with the pale, green-haired “John Doe” highlighted that point. The first conversation with this enigmatic figure had me biting my lip with nerves the entire time, unsure of how to react. His underlying insanity keeps you on edge, but his apparent need for approval from Bruce generates sympathy as well. Could it be he just needs someone good to lean on and perhaps guide him? Somehow, Telltale turned the no-brainer of “how to deal with The Joker” into a complicated dilemma. His arc thus far seems to signal a potentially different outcome than what I’m expecting. I look forward to seeing this simmering story reach its boiling point. A new on-screen indicator of a character’s shift in feeling gives immediate and helpful feedback during relationship milestones. I liked receiving validation that my current path may be working, as well as knowing exactly when I may have messed up with someone. A new post-game report card explains how big choices resulted in your current standing with someone, offering some good food for thought. I walked away from The Enigma pondering how to best improve certain relationships using the info given. Additionally, this provides a helpful reference to mix things up in future replays. Choosing a path can be a fun roller coaster overall, but I took umbrage with one scenario towards the end. Without spoiling, somehow the choice of saving lives led to Batman seemingly becoming more vilified than if he allowed someone to die on his watch. Other characters failed to see the big picture, and that questionable writing almost made me scream at my TV. Telltale continues to drop bombshells with a couple of shocking developments involving pivotal characters. These surprises do a nice job of keeping your emotions on guard. Exciting narrative threads emerge from these moments. One in particular concerns a potentially awesome new ally. I also love that The Enigma features its own self-contained arc, kind of like an episode of a Batman TV show. A central thread begins and ends here, providing an immediate sense of closure and giving the long-term stories some breathing room. The Enigma attempts to do a lot as a pilot and, impressively, accomplishes much of it with relative ease. Conclusion: The Enigma starts Batman’s second season on the right foot. Boasting several jaw-dropping moments, intense conversation scenes, a great villain, and promising story developments, there’s a lot to love here. Tack on a healthy dose of interactivity, and you’ve got the answer to the riddle “how do you open a new season with a successful bang?” Batman: The Enemy Within - The Enigma was reviewed on PlayStation 4. It’s also available now for Xbox One, PC and will launch later for iOS and Android.