Batman: Arkham Knight - Season of Infamy Reviews
Batman: Arkham Knight finally hits the nail on the head when it comes to delivering some competent post-launch DLC, with a quartet of episodes that wrap the series up and provides some much-needed closure.
As a premium DLC, Season of Infamy really fails to produce much that feels like it's essential to the Arkham Knight experience outside of two tales. But on the other hand, it has a number of nice little touches, most notably a small expansion of the GCPD HQ, adding another wing (along with some easy WayneTech upgrade points), and the mission structure in the weaker two stories is competent at the very worst. If you really loved Knight and have been avoiding all the DLC thus far, Infamy is probably worth checking out at some point -- even if it's the only thing you buy piecemeal.
On the whole, Season of Infamy is a solid albeit short finale after six months of dismal DLC for one of the year's better games. Much like most of Batman: Arkham Knight's DLC, it's for hardcore fans of Gotham's cowled hero right now. The rest of us are better off waiting for a price drop.
I had preconceived notions about 'Batman: Arkham Knight - Season of Infamy' when I started it; I'll be honest. The series as a whole has been much better about making great campaigns than it has great downloadable packs, which of course is still much better than that litany of games out there that can't get either one right. But, with 'Infamy', the series has perhaps saved the best DLC for last. It is a welcome addition to Gotham, but just a bit too small for my liking.
Batman Arkham Knight: Season of Infamy plays out a little differently than expected, but at the end of the day, $10 for the DLC is worth it. Batgirl was $ 7 and it only lasted an hour and we were confined to a new area. At least, in Season of Infamy we are free to the huge open world of Gotham which at times could have you getting sidetracked. The villains, new locations and 2008 Bat suit are the main highlights of the DLC.